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
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