Page 7 of 8 FirstFirst ... 5 6 7 8 LastLast
Results 121 to 140 of 147

Thread: Fallout tabletop wargame?

  1. #121
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    Lead adventure is the only one I know of, sorry

  2. #122
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    Latest release from Brother vinni is an Enclave Eyebot/ED-E

    http://www.brother-vinni.com/gallery/28mm/observer.htm

    Click image for larger version. 

Name:	observer.jpg 
Views:	58 
Size:	145.4 KB 
ID:	138422

  3. #123
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    And a pack of three Feral Ghouls

  4. #124

    Re: Fallout tabletop wargame?

    The eyebot is ace! The ghouls are pretty nice too.
    Quote Originally Posted by Hypaspist View Post
    The Evil Darth Ste (or TEDS as all shall now call him!)

  5. #125

    Re: Fallout tabletop wargame?

    I've been following this thread since about a week, and read the rules posted. Well...how's it going? I really want to play some skirmish in the Wasteland with BoS and others, but lack of any rulesets. Your seems pretty good, but missing some important elements. This is why I'm asking.

    Sincerely

  6. #126
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    I've not had any time recently to work on them and my usual gaming partners have let me down recently, so progress is slow. But thanks for the interest, I'm actually trying to tidy them up today.

    If you can give me feedback, which bits do you feel are missing?

    And I need to add rules for the new models I have too!

  7. #127

    Re: Fallout tabletop wargame?

    Well, points cost, for troopers and weapons, some kind of custom building system (you know: basic trooper that you can equip however you want with some obvious restrictions: one main weapon, one sidearm, one melee weapon), and some additional units (such as Initiates for BoS, and maybe some scenarios (but that can be seen in the Fallout Warfare rules).

  8. #128
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    I'll work out basic points costs, but a lack of playtesting will be a problem there. Custom building is being added, the basic lists were just a quick throw-together to show "flavour".
    I'll add BOS recruits, I've been holding out waiting on models, as I've taken an approach of writing this based on models in my collection.

    Great feedback, keep it coming or feel free to PM me, I'll send you an updated set when I get it done. I was hoping to get a game in on friday but let down by friends again. Once the incentive to complete it goes it is difficult to carry on, so I'm glad that you are egging me on, I needed it!

  9. #129

    Re: Fallout tabletop wargame?

    Oh are we all egging emperorpenguin on? I'll second such egging. The rules you posted back on page 4 are nice and clean, and I like how you built SPECIAL in but kept your own unique dice mechanics. Plus the burnt out school bus and futuristic cars you had in your couple playtesting pictures were cool.

    On the topic of point values what about trying to make rules for "character creation" where you start with basic SPECIAL stats and can improve/decrease them? I guess it might be hard since not all the stats are equal in usefulness on the tabletop. Still at least then you could say "Okay this guy with 8 in everything is equivalent to two guys with 6 in everything" and create the point values based on math instead of just having to playtest to get made up point values.

    Also I'd vote to allow Movement and Combat in any order in a units Activation, instead of having to move first. Makes it feel more skirmish-y.

    And "must shoot at the closest model" feels a bit outdated, was that just trying to mirror the threat level perceived in the game?

    Cool stuff though!
    Author of the Dinosaur Cowboys skirmish game.

  10. #130
    Chapter Master Catferret's Avatar
    Join Date
    Dec 2006
    Location
    Edinburgh
    Posts
    5,924

    Re: Fallout tabletop wargame?

    Quote Originally Posted by bosky View Post
    And "must shoot at the closest model" feels a bit outdated, was that just trying to mirror the threat level perceived in the game?
    This has got me thinking. I understand the whole greatest threat isn't necessarily closest threat thing. Maybe a threat rating system would help. Something like the Fear system in Warhammer Quest. A bad guy could have a threat level and a hero could have a cool rating. He may choose to ignore stuff with lower rating than his cool. So ignore dogs and such if there's a mutant further back. That kind of dealio. Still gives you the option as a player to shoot closer beasties if you personally think they are more a threat, but allows rocket launcher guys to shoot at a more worthy target.

  11. #131

    Re: Fallout tabletop wargame?

    I think forcing a model to shoot at anything, regardless of the system to figure it out, really takes away player choice and strategy. Shooting at the biggest threat might add realism but I guess that's where the decision of simulation vs abstraction comes in.
    Why not force a model to move away from the closest enemy too? Or automatically use any Stimpaks they have if their Endurance drops to 2 or less? Exaggerated, sure, but at some point you just end up with rules that program how a model should act and the player just goes through a checklist of logic, like they are a computer and the model is some generic NPC.
    Author of the Dinosaur Cowboys skirmish game.

  12. #132
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    Quote Originally Posted by bosky View Post
    Oh are we all egging emperorpenguin on? I'll second such egging. !
    Feel free to egg me on! After Zirrian PM'd me I wrote up a Mercs list which he wanted and added a Chinese Remnant list too.

    The rules you posted back on page 4 are nice and clean, and I like how you built SPECIAL in but kept your own unique dice mechanics. Plus the burnt out school bus and futuristic cars you had in your couple playtesting pictures were cool.
    Cheers for that!

    On the topic of point values what about trying to make rules for "character creation" where you start with basic SPECIAL stats and can improve/decrease them? I guess it might be hard since not all the stats are equal in usefulness on the tabletop. Still at least then you could say "Okay this guy with 8 in everything is equivalent to two guys with 6 in everything" and create the point values based on math instead of just having to playtest to get made up point values.
    To begin with I'll do up basic templates and the campaign system will allow (as will injury) SPECIAL to go up and down. Plus you can gain perks. Working out how to fairly account for each stat will be tricky but if you are willing to help create math values, that'd be awesome.

    Also I'd vote to allow Movement and Combat in any order in a units Activation, instead of having to move first. Makes it feel more skirmish-y.

    And "must shoot at the closest model" feels a bit outdated, was that just trying to mirror the threat level perceived in the game?
    I'm going to change the way actions work anyway, you are right about allowing choice of sequence.
    I don't recall exactly why I had "shoot closest target". I think maybe trying to protect vulnerable models such as Scribes? Anyway it'll have to go, you'll need most of your models firing when a Vertibird comes onto the table........

    Quote Originally Posted by Catferret View Post
    This has got me thinking. I understand the whole greatest threat isn't necessarily closest threat thing. Maybe a threat rating system would help. Something like the Fear system in Warhammer Quest. A bad guy could have a threat level and a hero could have a cool rating. He may choose to ignore stuff with lower rating than his cool. So ignore dogs and such if there's a mutant further back. That kind of dealio. Still gives you the option as a player to shoot closer beasties if you personally think they are more a threat, but allows rocket launcher guys to shoot at a more worthy target.
    Not a bad idea but I don't want to add any more complexity, the SPECIAL stats, plus perks and damage are enough I feel to track with each model.

    Quote Originally Posted by bosky View Post
    I think forcing a model to shoot at anything, regardless of the system to figure it out, really takes away player choice and strategy. Shooting at the biggest threat might add realism but I guess that's where the decision of simulation vs abstraction comes in.
    Why not force a model to move away from the closest enemy too? Or automatically use any Stimpaks they have if their Endurance drops to 2 or less? Exaggerated, sure, but at some point you just end up with rules that program how a model should act and the player just goes through a checklist of logic, like they are a computer and the model is some generic NPC.
    Great feedback guys keep it coming!

  13. #133

    Re: Fallout tabletop wargame?

    Are you going to put the rules up somewhere or just keeping posting them as attachments here?

    For the math values around SPECIAL I think applying a weighted cost to each stat would work well enough, with the weakest stat (maybe Intelligence?) being 1 point, Perception being 3 points, etc. You could do a sliding scale so increasing Perception from 7 to 8 costs less than 8 to 9, or just get a flat value (probably simpler). For determining the point values of each stat I'd probably just try to figure out how many solid, in-game uses they have, and how often they are utilized. Weapons could either be money based or point based, but if they are money based figuring how much money = 1 point and adjusting a model's value accordingly would probably be good enough.

    And yeah "shoot the closest target" was just a one liner in there so maybe you just put it in by reflex?
    Author of the Dinosaur Cowboys skirmish game.

  14. #134
    Chapter Master N810's Avatar
    Join Date
    Mar 2007
    Location
    Delmarva
    Posts
    6,563

    Re: Fallout tabletop wargame?

    Maybe just +1 for shooting nearest target or something,
    oh and perhaps you could get monatary values from the videogame version.
    and adjust those slightly.

  15. #135

    Re: Fallout tabletop wargame?

    Maybe an Intelligence or some kind of test whether the model can shoot someone further than the model closest to him/her or not. I'd say Willpower, but there's not such stat in S.P.E.C.I.A.L..
    Last edited by zirrian; 18-05-2012 at 20:02.

  16. #136
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    I'm going for a model to cost X number of caps based on their SPECIAL + traits + armour + weapons. Makes it easier to have everything costed the same way.

  17. #137
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    Quote Originally Posted by bosky View Post
    Are you going to put the rules up somewhere or just keeping posting them as attachments here?
    I'm not sure. What would you suggest?

  18. #138

    Re: Fallout tabletop wargame?

    Quote Originally Posted by emperorpenguin View Post
    I'm going for a model to cost X number of caps based on their SPECIAL + traits + armour + weapons. Makes it easier to have everything costed the same way.
    Nice! Plus the more caps are involved over abstract points the better and more thematic it'll be.

    Quote Originally Posted by emperorpenguin View Post
    I'm not sure. What would you suggest?
    You could setup a basic Wordpress/Blogspot blog so people know where to go, or use something like the Mediafire upload service where you can have a single link and delete any old versions (as compared to most free hosting where the link changes each time the file does). Either that or just keep editing your original post in this thread with a link.

  19. #139
    Chapter Master emperorpenguin's Avatar
    Join Date
    Sep 2005
    Location
    Dublin
    Posts
    2,287

    Re: Fallout tabletop wargame?

    How awesome is this?!
    http://www.tabletopgamingnews.com/20...9172/#comments



    Seeing as the only place I've found in Dublin to sell plastic cows charges €3 each, I reckon I'll NEED to get these!

  20. #140
    Chapter Master Catferret's Avatar
    Join Date
    Dec 2006
    Location
    Edinburgh
    Posts
    5,924

    Re: Fallout tabletop wargame?

    That's very amoozing (). I likes it.

    It'd be rude not to buy them.

Page 7 of 8 FirstFirst ... 5 6 7 8 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •