Tuesday 4 December 2012

Fallout Wargame

following the last post I thought that it was time that I demonstrated how I have altered the speedy Combat Zone system, which can be found at: http://www.em4miniatures.com/acatalog/Combat_Zone.html

Combat Armour
As combat armour in Fallout does not restrict movement, the 4cm to 1 AP penalty has been removed. Now models wearing combat armour move 5cm per AP like everyone else.

Weapons
I have not designed all the weapons statistics yet, but here are the ones that I have:

Weapon            Rof    Dam     Point       Short       Long        Points

Plasma Rifle     2D6   3D8        3             15            50             25

Laser Pistol      2D6    3D4        3             15           50             10

Laser Rifle       2D6    5D4        3             20           80             20

Autopistols with incorporated grenade launchers are not available

I got the statistics of other additional weapons stats I used which I did not create from: http://combatzonechronicles.net/

Power Armour
I obtained the rules from http://combatzonechronicles.net/cozoxb/power.htm . I modified the stats of the power armour to represent some of the key models of it in the game

T-45d Power Armour 20 points
Armour Rating: 4
1AP to move 4cm
+1D4 Attack Modifier in Close Combat
+ 1 Wound Modifier in Close Combat
Dropping Down Requires 2AP

Enclave Power Armour 30 points
Armour Rating 5
+1D4 Attack Modifier in Close Combat
+1 Wound Modifier in Close Combat

These rules seem to have played well so far, but I have noticed that a lucky shot from a bolt-action rifle from http://combatzonechronicles.net/cozo6/weapons.htm can kill an Enclave Corporal in Enclave Power Amrour, which is strangely balancing.

I have been working on painting my miniatures and here are my Talon Company Mercs form EM4 http://www.em4miniatures.com/acatalog/Science_Fiction.html