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Re: Fallout. A lot to read.

Posted by messyart on Dec 06, 2011; 2:08am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Fallout-Updated-8-4-Rulebook-WIP-download-tp7036435p7065391.html

I am working on a bit of a change to the basic rules, now a brief playtest with Mortis and Radwell has shown a bit too much complication (I'll be honest, I knew it would happen, I was just being stubborn in not wanting to do anything like things I've already played).

So now I'll be working on making the game much more similar to Necromunda.

Models will not have a Ws, Bs, I, A or Ld. Instead they will use the skills as listed.
Initiative will be both renamed and re-written with Agility to grant bonuses to movements and close combat.

Leadership will be used even less than in my zombie game, so I will simply remove it. I might give creatures a charisma skill to determine whether or not they flee for losing in combat.

Ws & Bs are redundant while Guns, energy weapons, melee, unarmed and explosive skills are in-game, and I frankly prefer them all.
And attacks.. Well, they're silly.
Players will have their melee/ unarmed skills, roll modifiers to see how many hits are landed and then damage dealt afterwards, so an attack stat is unneeded.

Strength and Endurance will dictate a characters S&T stats, and their armour will grant a save based on type.

Armours will be classed up to 9, and use a D10 to try ignoring hits landed on them.

Weapons will also use a "simpler" damaging method. They will stick to a simple S/Dam stat (Between 1&10) and simply inflict more wounds per hit.
This will also allow for Repair to be useful.
Criticals in close combat can be made simpler (Wounding on a certain dice, for instance).


Ah well. In due time, you'll find Behemoths with 20+ wounds and you will cry.
Mankinds first mistake; Questioning why those around him, are dying.