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SerialMoM
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PostSubject: Fallout Mordheim Mod picture heavy postapoc village   Sun 28 Oct 2012 - 3:18

Hi,

i am totally in Fallout fever ( i am playing Falout 3 again) and i think it is time to collect all the ides in my head and file a Fallout Mordheim Mod rule set.

I modify this post later:

This is the current version of the rules:


But for those whoe know and love Mordheim you should adjust fast:

Fallout Core rules 11.01.2014: https://drive.google.com/file/d/0B7-UBqUOR3sVWmEzX3FBRFBBdU0/edit?usp=sharing

Fallout Warband rules 11.01.2014: https://drive.google.com/file/d/0B7-UBqUOR3sVZm9HMHZIdVZiY2c/edit?usp=sharing

Fallout Warband sheet 11.01.2014: https://drive.google.com/file/d/0B7-UBqUOR3sVT0wtdGRWaXNZX1E/edit?usp=sharing

Additional to the currently available Fallout warbands concept I am working on two more playing concepts:

Fallout Squads and Fallout Hardcore raw draft https://drive.google.com/file/d/0B7-UBqUOR3sVWmEzX3FBRFBBdU0/edit?usp=sharing


"I 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."


Last edited by SerialMoM on Wed 3 Sep 2014 - 12:56; edited 26 times in total
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Sun 28 Oct 2012 - 5:33

Sounds like a splendid project to moi. Fallout should appeal to the Mordheim Gamer's; i.e, like Mordheim it's a Post Apocalypse setting...just Futuristic rather than Renaissance. It will be fun following the developments. What a Face
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Sun 28 Oct 2012 - 9:16

Deafnala you are absolutely right. Mordheim and Fallout are pretty similar, that is why i love
both of them.

new rules:

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
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Mon 29 Oct 2012 - 12:03

and the next rules
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
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Tue 30 Oct 2012 - 11:42

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

I thinking about how mines could work. I have a feeling what damage they should do and how much they will cost but i am not sure how the set up should work.
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Tue 30 Oct 2012 - 15:48

mommy mommy mommy, do i have to tell you that you´re totally gone wild on this fallout thingy! MORDHEIM my friend, its MORDHEIM, dont you know?!
I see, its time for a few games of our good old mordi to get you back on the right track again, heretic! Newspaper whack

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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Fri 2 Nov 2012 - 14:12

Mordheim? what the **** is Mordheim Wink

Ok here we go with my version of the mines


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
 

and additional rules for the damage section


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)
 
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Tue 6 Nov 2012 - 12:21

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
 
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Wed 7 Nov 2012 - 8:19

Well, without being rude, i dont think it will never happen that we´ll be able to play a match of Fallout mordheim, but go ahead......... No

Instead you should put all your imagination and creativity into the making of scenarios for our beloved MORDHEIM!!
Damn, will he ever get the message?! confused

Hope you can take the critic mommy, keep smiling, i do! alien

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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Thu 29 Nov 2012 - 1:58

@Floedebolle: I will be happy if you give my project a chance.

@ all:

I am still working on the Mod and currently play New Vegas verey intensively.

So hereby i give you a link to an Pdf with all the currenlty available rules:

https://docs.google.com/open?id=0B7-UBqUOR3sVd240YWRiM3FhbzA

I am looking forward for your feedback.
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Wed 5 Dec 2012 - 6:25

I decided to give my rule set the first test run:

I had minis for an russian based mercenary warband and a Legion warband.

The red army started with five heroes:

Mercenary 500bc

Leaeder Igor Abramowitsch: Assault gun, combat armour, sword (= axe). 185 bc

Champion Ivana Larianova: Service Rifle Combat Armour,  115bc

2. champion: Victor Streltsi: 10 mm pistol, saber, Combat Armour (= axe) 90 bc

Initiate 1: sawed off shotgun axe, combat armour 60 bc

Initiate 2: single shot shotgun, axe,  combat armour 50 bc



Legion 500bc

leader Titus Pullo Smile
Power fist, single shot shotgun, grenade launcher /3 grenades, combat armour 190bc

1. champion: 3 frag grenades, 10mm sub machine gun, combat armour 120

2. champion: Service Rifle, combat armour 115bc

1. Initiate: Vermin Rifle 25bc

2. Initiate: 9mm pistol, axe 25 bc

henchmen: 1 wardog 25 bc



I will  post more pictures and a short report later
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Wed 5 Dec 2012 - 6:51

Ok next steps.
Overview over battleground:



It was the aim to capture the car wreck in the middle of the complex on the street within 6 rounds. The side with more models within 4 inch of the wreck wins the game. If one site roots voluntary or involuntary the other side wins.

The red army started on the southeast corner, while the Legion started in the north east corner.

Both side advances and or searches sniper positions.
At the end of turn 2 the charge of the wardog on one initiate failed and the wardog was shot by one initiate and one champion and went dwon stunned (with a crippled head). The picture show the status after the red army turn three before turn three of the Legion.





the most important battleground:



Round 3 of the legion was huge mess. Neither their sniper nor their leader or any of the champions hit anything with their guns submachine guns or grenade launchers.

On the other side round 4 of the red army was devastating:
Their leader Igor Abramowitsch shot the one Legion champio behind the barbed wire, hit and wound him all three times with 2 criticals which reusulted in a ricoche which hit snf wounded the other legion member in 6" This one was also out of action. The red army sniper also stunned the legion sniper with his second hit and crippled his legs. The champion Victor Streltsi and the Initiate Alexei attacked the wardog in close combat and took it OOA.

After this devastating round the battleground looked like this:




Titus Pullo refused to root and shoot a grenade on Victor Streltsi and also hit the Initiate Alexei. Alexei was stunned and Victor lost one wound and was saved by his combat armour.

The red army striked back and nearly took Titus Pullo OOS by reducing im to one wound. He was in a very bad postition and decided to root voluntary in round five. The target was already claimed by 2-3 red army warriors and next round Victor Abramowitsch would have had a good shot on him with his devastating assault rifle.


Some comments to the game: It was really funny, the rules are working fine so far. The battle was fast and very deadly.

Today my NCR warriors and my local militia arrived. They are so awesome and will get some paint soon.
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DeafNala
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Wed 5 Dec 2012 - 7:04

OH BABY...PHOTOS! Now that you're out of The Rules thing & into photos, you've caught my interest. Looking forward to your painting progress. thumbsup
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Wed 5 Dec 2012 - 12:39

i hoped that posting some pictures increase the interest.

I willpost some more detailed pics tomorrow.
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Wed 5 Dec 2012 - 12:53

Rules alone will only attract Guys who like playing around with the wording & mechanics of the game. Post photos & you bring in the Guys who are into the visual aspects & fluff...Folks like moi. What a Face
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Thu 6 Dec 2012 - 9:00

Dear Deafnala,

thanks for your neverending interest.

After the battle the red army occupied the area and build their outpost.

























A Yao Guai and a hunter play hunter and prey (who is who ? Wink )



The Legion was furiated due to the loss of the first battle and started an attack





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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Thu 6 Dec 2012 - 9:30

OOOH! COOL PHOTOS! The terrain & minis look TERRIFIC...nice to see some War Machine stuff. thumbsup
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Fri 7 Dec 2012 - 12:02

Ok a boring post for my only reader:

Next rules update:

https://docs.google.com/open?id=0B7-UBqUOR3sVbk05TDBERThjT1k

i tweaked some weapons, made the document more readable and integrated more skills.

hope you like it
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Fri 7 Dec 2012 - 15:19

The rules seem concise & well organized...these are pluses with moi. Not being a Rules Guy myself, I won't go into mechanics or playability. What a Face
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Sun 9 Dec 2012 - 7:30

Thank you Deafnala. I really like your input:

I did another playtesting game in will show you some pictures.

Scenario: Treasure of Tenpemmy Tower

The tower and the subsidiary building needs to be searched. Alltogether 7 stories can contain the treasure of Tenpenny. The towers are crowded with ravening ghouls (dear Deafnala your zombies/ghouls are stunning Smile ) and some nightstalkers

First the pics after deployment:



















Both warband advanced, while the legion searched closecombats the red army was ver sucessful in eliminating the enemy via range combat











The leader of the legion fought hard and took several ghouls OOA, but his troops and wardogs were not so succesfull. Unfortunately he fought an atrcion battle and neede too long to eliminate the ghouls.

The red army was well positioned and started to shot some granades in the legion directeion, while the legion was still fighting with the ghouls. The range combat of the red army was very succeful and several legion heroes went OOA.







Although the mercenaries were able to find Tenpennys treasure they were bitterly disappointed. They only found 9 bc and Tenpenny snow globe (lucky charm )

Lesson learned from the secons battle:

The Mordheim basis works very fine: I adjusted the quickshot rules after the battle, because and assault rifle with quick shot is in a hand of an experienced marksman too deadly. Additionally i will furtheron slightly adjust the energy weapons.

I will build two new warbands, because i learned what would work and what not and i will adjust the rules for the legion to make them a little bit more powerful in close combat.
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Sun 9 Dec 2012 - 7:56

There's nothing quite like some play testing to find the little flaws in a rule set. For the Quick Shot, you might just consider it not applicable to some weapons.
From a more-modeler/painter-than gamer perspective, the other benefit from play testing is it provides some GREAT photos of UBERCOOL minis & terrain. thumbsup
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Sun 9 Dec 2012 - 8:17

Wow, you are so fast Shocked

and regrding yor recommendation for the quickshot rule. This isexactly what i will do. Only one shot weapon of the gun or energy weapon range will benefit. I also think off additionally give a - 1 to hit, so it is more difficult.

I also will look in the Death Squad rules to find some ideas for some skills.
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Sun 9 Dec 2012 - 9:13

Next rule update:

Version 3: https://docs.google.com/open?id=0B7-UBqUOR3sVVVotSWJUdzd5aXc

Warband sheet: https://docs.google.com/open?id=0B7-UBqUOR3sVRm5nME9ZbFIwUmM

I would be very happy for critics and comments.

Thanks
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Tue 11 Dec 2012 - 9:12

Next test battle:

I built new warbands for the red army (mercenaries) and the legion:

this time it was a rescue operation for one scout of the red army. He fled on the top of an tower with spy information with an Yuao Guai on his tail. The site who is able to root the opponent will rescue / capture him along with the important data.

red army started with an sniper rifle for the leader one assault rifle and hunting rifle for the champions and shotgun and 10mm pistol for their initiates. Expensive,few people and good weapons

The legion started with an missle launcher (1missle) and several grenades and dynamites for the leader. laser rifles for the champions and only 9mm pistols for the initiates and two wardogs. The legion was focussed on a mix of closecombat, explosive and energy weapons.















After the setup bot side advanced:







the red army decided to use their leader with sniper rifle and the assualt rifle hero to give support fire which was very eefective in the first rounds.
more will follow


Last edited by SerialMoM on Tue 11 Dec 2012 - 10:54; edited 1 time in total
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PostSubject: Re: Fallout Mordheim Mod picture heavy postapoc village   Tue 11 Dec 2012 - 9:35

Sorry I didn't give you any feedback on The Rules...I'm not really a rules Guy & they have a certain effect on moi Sleep . HOWEVER since I LOVE your terrain & minis, I do look forward to your Battle Reports. Keep 'em coming! thumbsup
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