Hi i am new here.
Deafnala of Toms boring Mordheim forum gave me the tipp to visit this forum.
I am a HUGE Fallout fan!
i am totally in Fallout fever ( i am playing Falout 3 again) and i think it is time to collect all the ideas in my head and file a Fallout Mordheim Mod rule set.
I modified this post later:
These are the current versions of the rules:
Version 7 or whatever 11.01.2014:
https://drive.google.com/file/d/0B7-UBqUOR3sVWmEzX3FBRFBBdU0/edit?usp=sharingWarband rules 11.01.2014:
https://drive.google.com/file/d/0B7-UBqUOR3sVZm9HMHZIdVZiY2c/edit?usp=sharingWarband sheet 11.01.2014:
https://drive.google.com/file/d/0B7-UBqUOR3sVT0wtdGRWaXNZX1E/edit?usp=sharingI will add all new rules in the first post and post them seperately below, so it is easier to follow the changes.
I would be very happy and greatful if some people here will comment on/help me with my rules.
Fallout Mod for Mordheim by SerialMoM
General points
Hit, Wound and amour save rules will be similar as the ones used as in Mordheim or used by Death Squad (a very interesting 40k Mordheim Mod)
Why?: My gaming group loves the Mordheim rule set and maybe they will test the Fallout world, when playing by rules they already know.
The currency will be caps instead of gold crowns. The loot will be goods instead of wyrd stone. But the concept is the same
There will be expensive weapons and armour, which are very mighty, but you will not able to buy lots of those at the beginning. And you will need some special training to use the best of them.
Changes regarding heroes:
Leader starts with W3, champions with W2, youngbloods and henchman only have W1. This seems to be very mighty but there will be weapons which will make more than 1 W to level this out
1 exception will be Super mutants, where every type has one more W than described above.
Weapons:
Abbreviations: Categories: S: Strengths, R = Range, RoF = round of fire, AP = armour piercing
Small weapons:
10 mm Pistol: S: 3 , R: 12 RoF: 1 , AP: - costs: 10 bc special: can be used in close combat, can be combined with melee weapon.
10 mm Submachine gun: S: 3 , R: 12 , RoF: 3 (-1 to hit) , AP: - costs: 25 bc Special: can be used in close combat
Hunting rifle: S: 4 , R: 24 , RoF: 1 , AP: 6+ costs: 20 bc Special: stand and fire only
Sawed off Shotgun: S: victim suffers W3 S3 hits , R: 12 , RoF: 1 , AP: - costs: 20 bc Special: Reload time 1 turn
Combat Shotgun: S: victim suffers W3 S3 hits, R: 12 , RoF: 1 , AP: - costs: 40 bc Special: rare 7
Assault Rifle: S: 4 , R: 24 , RoF: 3 (-1 to hit) , AP: 6+ costs: 50 bc Special: stand and fire only rare 8
Sniper Rifle: S: 4 , R: 36 , RoF: 1 , AP: 5+ costs: 60 bc Special: stand and fire only rare 10
Big weapons
Flamer: S: 4 , R: Warhammer flame template (roll to hit for every models touched by template) , RoF: 1 , AP: 6+ costs: 40 Special: burn sucker burn !: If hit victims suffers 1 S4 hit in his next recovery phase rare 8
Minigun: S: 4 , R: 24 , RoF: 5 (-1 to hit) , AP: 6+ costs: 80 bc Special: stand and fire only, rare 10
Gatling Laser: S: 5 , R: 24 , RoF: 5 (-1 to hit) , AP: 6+ costs: 120 bc Special: stand and fire only, rare 12
Missle Launcher: S: victim suffers W3+1 S6 hits (S4 when under template) , R: 30 , RoF: 1 , AP: 4+ costs: 80 + 10 / Missle Special: stand and fire only, Reload time 2 turns, Use 5 template, without hit template deviates randomly W6, if the line from shooter to new impact point is interrupted (ruin, car, enemy, friend etc.) it explodes there, rare 10
Fat Man: S: every model under template receives W6 +3 S8 hits , R: 24 , RoF: 1 , AP: 1+ costs: 200 bc and 50 bc per mini nuke Special: stand and fire only, Reload time 2 turns, Use 5 template, without hit template deviates randomly W6, if the line from shooter to new impact point is interrupted (ruin, car, enemy, friend etc.) it explodes there, rare 10 rare 13
Energy weapons
Laser Pistol: S: 4 , R: 12 , RoF: 1 , AP: 6+ costs: 25 bc Special: can be used in close combat, can be combined with melee weapon. Rare 8
Plasma Pistol: S: victim suffers 2 S4 hits , R: 12 , RoF: 1 , AP: 6+ costs: 50 bc Special: can be used in close combat, can be combined with melee weapon. Rare 10
Laser Rifle: S: S5 , R: 24 , RoF: 1 , AP: 5+ costs: 50 bc Special: stand and fire only, rare 9
Plasma Rifle: S: victim suffers 2 S5 hits , R: 24 , RoF: 1 , AP: 5+ costs: 100 bc Special: stand and fire only, rare 11
Gauss Rifle: S: victim suffers 2 S5 hits , R: 36 , RoF: 1 , AP: 4+ costs: 150 bc Special: stand and fire only rare 12
Explosives
Frag Grenades: S: victim suffers W3 S4 hits (S3 when under template) , R: S x3 , RoF: 1 , AP: 6+ costs: 5 bc Special: stand and fire only, , Use 3 template, without hit, template deviates randomly W6, rare 7
Pulse granades S: victim suffers W3 S5 hits (S4 when under template) , R: S x3 , RoF: 1 , AP: 5+ costs: 5bc Special: stand and fire only, , Use 3 template, without hit, template deviates randomly W6, only gainst robots and turrets etc.rare 8
Plasma grenades: S: victim suffers W3 S5 hits (S4 when under template) , R: S x3 , RoF: 1 , AP: 5+ costs: 15bc Special: stand and fire only, , Use 3 template, without hit, template deviates randomly W6, rare 9
Nuka grenade: S: victim suffers W3 S5 hits (S4 when under template) , R: S x3 , RoF: 1 , AP: 5+ costs: 20bc Special: stand and fire only, , Use 5 template, without hit, template deviates randomly W6 rare 12
Frag mine: S: victim suffers W3 S4 hits (S3 when under template) , R: 1.5 , RoF: 1 , AP: 6+ costs: 5 bc Special: Use 3 template, plant them 1.5 away (just outside explosion radius)
Pulse Mine: S: victim suffers W3 S5 hits (S4 when under template) R: 1.5 , RoF: 1 , AP: 5+ costs: 5bc Special: only gainst robots and turrets etc., Use 3 template, plant them 1.5 away (just outside explosion radius).rare 8
Plasma Mine: S: victim suffers W3 S5 hits (S4 when under template) R: 1.5 , RoF: 1 , AP: 5+ costs: 15bc Special: Use 3 template, plant them 1.5 away (just outside explosion radius) rare 9
Bottlecap mine: S: victim suffers W3 S5 hits (S4 when under template) R: 2.5 , RoF: 1 , AP: 5+ costs: 20bc Special: Use 5 template, plant them 2.5 away (just outside explosion radius) rare 9
The armour save will only be negated, if the armour piercing value is as high as the armour save.
That means that a power armour helps against lots of the weapons
so here come the next weapons and armour rules
Melee weapons
Knifes / Lead Pipe, Nail board, Tyre Iron
S: S , R: melee , RoF: 1 , AP: - costs: 5 Special: 2 weapon attack possible reroll if first attack does not hit
Sledge hammer/Baseball bat: S: S+1 , R: melee , RoF: 1 , AP: 6+ costs: 10 Special: two handed weapon
Super Sledge: S: S+2 , R: melee , RoF: 1 , AP: 5+ costs: 30 Special: rare 9
Shishkebab: S+1 , R: melee , RoF: 1 , AP: 6+ costs: 10 Special: two handed weapon, burn sucker burn!: If hit victims suffers 1 S4 hit in his next recovery phase rare 8
Unarmed combat: S: S-1 , R: melee , RoF: 1 , AP: - costs: - Special: -
Armour:
Light armour: armour save: 6+ costs: 5bc
Heavy armour
Metal armour: armour save: 5+ costs: 10bc, -1 M
Combat armour: armour save: 5+ costs: 20bc
Power armour (needs skill): armour save: 4+ costs: 80bc, -1 M, +1 S
The armour save will only be negated, if the armour piercing value is as high as the armour save.
That means that a power armour helps against lots of the weapons
Additional rules regarding injuries:
If injured but not OOA, roll additionally on the crippled limb table:
1,2: crippled head: cut BS in half, (second head crippled result = OOA)
3,4: crippled arm: cut WS in half, can΄t use any weapons anymore, which needs two arms (second arm crippled = OOA)
5,6: crippled legs: cut M in half (second leg crippled = OOA)
Skills and level ups:
Instead of BS upgrades specialize on small guns, big guns, explosives or energy guns (three levels each):
Repair (three levels):
LockPick: Open locks (1: easy, 2: average, 3: hard) 1 xp after successful test
Medicine: heal with stimpack 1: 2 wounds heal one addicition after game (and/or crippled limbs), 2: 3 wounds heal one radiation after game (and/or crippled limbs) 3: 3 wounds (and/or crippled limbs), 1 (only 1 although you have more physician) reroll of on injury roll if physician was not OOA 1 xp after successful healing of other friendly fighter
Science: hack computers (1: easy, 2: average, 3: hard) 1 xp after successful test
Luck (3 levels): 1: repeat 1 W6 per game, 2: repeat 2 W6 per game, 3: repeat 3 W6 per game
Drug dealer: no rarity roll for drugs -2 bc per dose
And so it starts