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/tg/ - Traditional Games


Continued from >>43694363

So with 4e out, have they fixed robot's energy weapon problems yet?

I keep wanting to run my Securitrons in a pure RobCo list but fucking everybody can take lasers now.
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>>43707780
>running robots
>winning

You get one.
New Synths are really good, pretty much invalidate your whole synergy with data uplink the army is known for though.
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>>43707872
The whole reason Synths were added is to finally give us options that can work outside of broadcast range ( the biggest problem we've had for like 2 editions).
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Who best faction here?
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>>43708082
Are you remembering to obey the law and pay your taxes?
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>>43708082
Until you're allowed to field all Rangers I think I'll stick to Brotherhood of Steel.
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>>43708214
Rangers are already the best elite slot in the game, don't be greedy.

You can take boone for those sweet first recon troops though. 308 hunting rifles are fucking crazy with marksmen.

There is literally nothing wrong with troopers either, they have some the the best leadership and BS for an army of that size. Keep your power armor I'm just gonna bury you under the weight of my lead anyway.
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>>43708295
Speaking of NCR, when is it best to take salavaged power armor over Rangers (if ever). I mean the 3+ armor is better in the open but stealth and shrouded just seems so much better plus the fucking mobility on rangers is fucking crazy and they can deepstrike without scattering within 6" of any terrain.
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>>43708529
Never ever, take power armor troopers. It's a fucking trap 90% of the time and they don't have power servos so they can't move and fire heavy weapons (literally the best part of power armor).

Yeah you can get larger units of 3+ armor dudes than BoS and Enclave but at most you can give them laser rifles. It's a fucking waste and a points sink plus they aren't troops so they can't even objective sit well.
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>>43708529
It's not TOTALLY useless, it's just highly situational.

The only time it's really a better option is when you KNOW your opponent is going to be fielding a whole lot of mid-strength shooting that won't break or rout when they suffer casualties, like veteran Legionnaires with a Centurion or a Legate, or you're just shit out of luck when your opponent is running a Monsters of the East formation with Legate Lanius (Precision Shots from Rangers don't mean shit when the entire army has Fearless and Preferred Enemy (NCR)) so your best bet is to put one or two maxed Heavy Trooper squads in cover or a Sandbag fortification, stick a Ranger Commander in behind them, and hope the increased Ballistic Skill and Stubborn keeps them alive long enough for you to outflank them (really the only way you can take down a Monsters of the East formation without relying on Enclave or BoS fuckery, though Mirelurks seem to be surprisingly effective as well).

If your opponent is running Veterans, kit them out with the Miniguns. Their AP value isn't much, but you'll just drown them in forced saves, and there's only so much a 4+ can do, and if your Commander has the Old-World Tactics upgrade you can get AP Ammo, which reduces the Strength to 3 but increases AP to 3, though again this is a bit pricey.

If he's running Centurions, you're pretty much shit out of luck unless you spam Gatling Lasers or Plasma Casters. They cost almost the same as an entire squad, but they'll wipe pretty much anything short of Deathclaws in a single turn. While this is normally a points-trap, it's really the best way to deal with them.

Be advised if your opponent is running pre-Dam Joshua Graham, though, because his Old-World Tactics mean his troops can voluntarily fail Morale tests and can get Specialist Ammo for some of their weapons, and their Heavy Weapons lose the Poorly Maintained special rule for free.
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>>43709475
>Not taking Courier with Terrifying Presence and Bloody Mess
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>>43709554
That's only really effective at debuffing enemies, and you can't debuff Lanius or Joshua Graham/Burned Man, whereas Commanders buff your own dudes instead.

99% of the time you'd be right, though.
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>>43707780

This is the dumbest fucking thread.
>>
So guys, I've loved Minutemen from the moment they were released, and I'm taking my list to a local tourney this weekend. I've spent the last few months fine tuning it as best I can. I'm running the standard Preston/Veteran specialist team with FLMs and all of the precision shot upgrades I can get to pick off key characters alongside a few Minutemen squads with SLMs and artillery smokes. My big point sink, though, and what I'm really leaning on for some massive swings is a local militia team arriving through deepstrike carrying Lone Survivor and Nick Valentine. I put a single-shot Fat man and modded battle-rifle on Lone Survivor and was only able to add glow-sights to Nick's double pistol, but I think that's all he really needs to be effective, desu. The rest of the milita is just stock, there to be some ablative wounds vs non-precision guns and a vehicle to let me deep strike Lone/Nick in with flares.

My meta's not the most competitive, we've got a few guys who love playing really fluffy NCR and Legion lists, but there are of course a couple try-hards that will no doubt bring Vertibos or Cazador spam. How do you guys think I'll do? Is there really no way to make Minutemen competitively viable on the level of BoS/Enclave or even Cazador spam even with the character cheese I'm packing?
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>>43707780
Atom World needs to release some Synths in newly created Institute Power Armor.
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>>43709475
The Lore totally shits on Monsters of the East having Preferred Enemy (NCR)

By lore, they should have PE (Tribal) or (Raider)
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>>43707780
I saw the discussion on Enslaved Deathclaws last thread, and that got me wondering.

Can you take ANY Deathclaw unit with Enslaved?
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>>43709811

As to the Vertis, you just give one of your minutemen squads the Bottomless option on their SLMs. Sure, they won't be able to shoot for the rest of the game, but you will blow that fucker right off the table.

As to Cazadore spam, that really is hard for the Minutemen to deal with in general. Any kind of large-scale swarm army (Legion, Ghouls, et cetera) fucks 'em and fucks 'em hard. The best thing I've seen is to play defensive and use the new Emplacement rules - Machine Gun Turrets will mulch rushing units. This does mean you won't have as much forward motion, and the other team may beat you on the objective.
>>
Is this a real game?
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>>43710895
I don't have the army book on me but I believe you can only use Enslaved on regular Deathclaws.

Also has anyone tried using Albino Deathclaw? I heard he's more of a buff character because of his telepathy but can he still do good in combat?
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>>43710965
no it's round 2 of a le hilarious roleplay like fallout tabletop exists thread
the minis are real though
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>>43710927

Yeah, I'm usually not a fan of Bottomless because mistiming it can basically be throwing the game, but if I strip a squad down to just bottomless SLMs then I can free up the points for a few machine gun turrets and anything that squad happens to kill beyond the verti is just free points, basically. I'll make the changes and give it a little bit of testing before the weekend.
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Enclave Master-Race
>>
How's this sound as a starter Raider list

Raider Chem fiend ( Leader )
- Raider Power Armor
- Super Sledge
- Combat Shotgun ( Accurate, Heavy )
- Jet, Psycho, Medx, Buffout, And ome of each hybrid

Raiders (5)
- Sadist Armor
- Close combat weapons
- Psycho, Medx

Raiders (5)
- Leather armor
- Hunting Rifles
- Molotov Cocktails
- Jet

Raider Junker
- Metal Armor
- Lazer Rifle
- Hacking tools
- two Eyebots rigged with suicide charges.

Game plan is pretty simplay. Melee Raiders move forward, and try to lock things in hand to hand. Then ranged Raiders get into position and shoot, drop molotove's onto the fights. Sadist armor gives like no defence, but +Strength for every bit of damage recieved, including friendly molos.

Chem fiend is there to give army wide rerolls to withdrawl checks, plus be a beast. He gets addition bonuse's to when each Chem is taken, so he can rake them one at a time to stay pretty strong, or pop them all at once to one shot a Deathclaw.

Junker uses eyebots to flush people out of cover, or take some chunks out of big targets.
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>>43714541
That's a really small army. Are you playing Tribal games?

Anyway, I'm not sure what you're doing with the second Raider team. You've got hunting rifles for range, but also Molotovs which are ffor close in, leather which is good enough for standoff shooting but not good enough for dedicated objective sitters, and Jet to... what... get them midfield to die faster?

Jet on the CC raiders, Medx on the hunting rifle raiders, IMO.

But hey, I'm the guy who plays the fucking Junktown list from that 1e spinoff supplement.
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>>43714541
Sounds fun to play with or against, a simple game plan I find is often the best.

I feel like your Junker is really taking too many points to be such a generalist. His Eye Bots' are easy pickings for anyone with half a mind to snipe them, and the laser rifle gives him too much range to justify metal armor.

I'd advise two raiders in blastmaster armor with flamers, or another squad of five with smg's, leather armor, and frags.
>>
so help me get a handle on the armies before I start building one I have a decent enough handles on a few of them, but.

Mercs and Raiders: your guys, very open lots of options, highly modular, and great for kitbashes and mods, though a but unpredictable

Legion (HeroHammer) leadership for days, strong melee and tons of heroes with a ton of small stacking bonuses.

NCR the benchmark shooty army, solid leadership rangers are freaking scary and good leadership.

BOS the titular Elite army a bit slower lots of high value squads with alot of pain and freaking tough.

Enclave like the BOS but high cost options offer greater mobility if a bit uncontrollable or situational

Ghouls the OG swarm army large feral packs lead by ghoul runners to tarpit the enemies front lines and high stat smart guys hold back and shoot.

Muties???

Wasteland Monsters???

yeah I'm kinda fuzzy on the last two and I haven't seen the guys in fourth and I might have missed a couple anyways so please try to fill in the holes.
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>>43714541
What I love about raiders is that they have no compunctions about shooting into melee a bit random in whether you hit the enemy or your guys, but hey you win some and you lose some.
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>>43709475
Sucking this much legion dick.

Only legates unit gets fearless and you have the second worst leadership in the game. Those precision shot Rangers and first recon just cut the head of the snake and watch you run like the savages you are. Also preferred enemy(ncr) is a joke stat given that they never had any fluff victories.
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>>43708214
>Run All Rangers
I bet you play allied with Tau in all three of GamesWorksoft's Warhammers.
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>>43715995
hey they're better than Electric Arts House, Bastards bought Westwood and ruined Command and Conquer.
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>they never had any fluff victories.
>implying Bethesda ever translates fluff onto the tabletop

We both know it's just to push sales for the new Legate model and the Veteran resculpts. It's also situatiional AT BEST against non-NCR armies, so it's not really going to do anything against Wasteland Monsters or BoS, which can still ambush the fuck out of them and carve through them like paper, respectively.

Also, does anybody else think it's total bullshit that you can ally Marked Men with both NCR AND Legion? It's completely against the fluff, and army-wide Feel No Pain (5+) makes them extremely tough to take down with anything less than Heavy Ordinance, and their Rocket Launchers are just stupidly OP.
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Okay guys, Best Legion list coming through. R8 me. No special characters or gimmicks. Just good ol' Caesar Classic. R8 muh Century (actual 80-man Century plus a few auxilia)

> HQ - 250

Legion Centurion - 70
Centurion Armor
Marksman Carbine - 10
Super Sledge - 20
Legate's Right Hand - 20
120

Vexillarius - 50
12.7mm smg - 15
65
(2 of these)

> Troops: 340

Recruit Tent - 32
8 Recruits
Machetes
Decanus - 8
Throwing Spears - 2
Decanus - 8
Throwing Spears - 2
52
(3 of those)

Prime Tent - 48
8 Primes
10mm pistols - 16
Decanus - 12
10mm Pistol - 2
Decanus - 12
10mm Pistol - 2
92
(2 of these)

> Fast Attack: 144

Legionary Scout Tent - 48
8 Scouts
Hunting Rifles
AP Ammo - 16
64

Legion Hounds - 40
10 Hounds
40

Legionary Assassins - 40
4 Assassins
Pulse Grenades - 20
Rippers - 20

Elites:

Veteran Tent - 64
8 Veterans
Power Fists - 80
144

Veteran Tent - 64
8 Veterans
Fire Axes
10mm pistols - 16
80
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>>43715669

Minutemen guy here. They're a bit like Raiders with some Legion spice thrown in. Typically your units have lower than average stats, and their point costs aren't exactly conducive to swarming. Their laser muskets are very modular, letting you tune squads to specific duties, but are not quite on the level of Raiders. Where they really shine though is their morale, named character choices, and off-map support. They've got access to some of most useful characters in the game, including an exclusive Lone Survivor that must be taken as their Warlord and confers some pretty crazy benefits to their squad. They've also got access to flare guns that allow squads to enter from reserves on either side table edge guaranteed on the following turn and artillery smokes that can lay down enough pie plates to rock any player dumb enough to clump squads together versus them.
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>>43709698
So then why are you here?

>>43710965
I fucking wish
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>>43716131

And the Atom Cats are one hell of a special squad choice too. Tough enough to go head to head with Brotherhood Paladins, shame they'll cost you way too much to use in most lists.
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>>43716131
I think i remember that the Laser Musket were pretty much what you used if you had to nuke death star armies?
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>>43716117
>Legionary Assassins - 40
>4 Assassins
>Pulse Grenades - 20
>Rippers - 20

Why aren't you giving them Plasma Grenades? They're the only unit in the entire codex with access to them, and they're good against virtually everything you opponent can throw save Deathclaws.

Also, Assassins are probably the best ranged units in the codex, and your only real option for heavy firepower above BS3. Kitting them out with Assault Carbines or that awesome 36" Brush Gun will throw a monkey wrench into pretty much anything your opponent throws at them. You're already pretty well kitted out for CC.

Also,

>Ghost People codex when
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>>43715669
Minutemen have medium numbers and squishy as all get-out, but they're all gunline. I'm always tempted to Alpha Strike with their Muskets, but the Crank-Powered pool is always so small.

Like, seriously, if I want my guns to have a point better of S/AP I have to skip a shooting turn later? And the D strength from pulling an Overload is nice, but it makes the unit worthless for the rest of the game.

Anyways, how does this list sound? it's barely 750pts but it's all I have:

General (Leader, 'natch)
-Bracketed Long Barrel Musket
-Ripper
-Combat Armor
(Yes, I'm using a converted Linegun Engineer model from Dead Space, sue me)

Minutmen (10)
-Standard Muskets
-3 Extra Cranks
-Machetes
-One guy with a Commonwealth Flag

Minutmen (10)
-Standard Muskets
-3 Extra Cranks
-Machetes
-Medic

Minutmen (10)
-Standard Muskets
-3 Extra Cranks
-Frag Mines

Diamon City Security (5)
-Shotguns
-Padded Metal Armor
-Sergeant has a Bladed Swatter

Guard Tower
-Razor Wire (3 sections)

The Security guys run up to tank, while I run around with Minutemen. our FLGS still uses Point Lookout terrain, so I'm used to camping.
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>>43716224
Only power armored losers like BoS and Enclave ( I guess Robco stuff too).

Against critters and ballistic armies they are trash.
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>>43715669
Muties are like BOS but less armor and WAY more melee capability. They're also immune to, or healed by, radiation, which makes them natural allies to Ghouls and Wasteland Critters. They also have a few weird things, like Nightkin (stealthy, but also unpredictable), Behemoths (big honkin' models that wield rebar and concrete like a club), and if you take the Master's Remnants, a few Augmented Super Mutants that actually have the same cyber-prosthetic options as Robots or BOS.

Wasteland Critters (don't call them monsters, aspies get all knicker-twisted when you don't use the fluff terms) are really several separate tribal armies which just happen to be in the same book. They don't have Leadership, but most of them are prone to Feeding Frenzy, which means when they kill a unit they might sit around eating it, being completely useless, for a whole turn. However, their units are individually pretty strong and synergize well within their tribes. Cazador Spam will get you kicked out of some game stores, but if you include Cazadores in a standard Creepy Crawlies army (Ants, Radroaches, Bloatflies, Radscorps, and Cazadores), nobody's gonna give a shit. Deathclaws are great, but don't get Elite Fever and neglect to take anything to soak up gunfire. Geckos are fun as hell, but beware: if your enemy brought any Brahmin (NCR artillery pieces and Raider Suicide Bombs can both use Brahmin) they can use them to lure your geckos out of formation. And of course, Centaurs and Floaters are also part of The Master's Remnants, so they synergize well with super mutants.

Don't forget, we've also got Robots, a list which was revitalized by 3.5 and 4th edition (with Securitrons and Synths, respectively) and also Minutemen, a new faction in 4th which I confess I don't know jack about.
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>>43716131
Minutemen army is a joke. They exist just so BoS players can take the 'neutral' allies like they where able to back in 3e before the lore change to make them more like Classic. And they'll be useless when they officially announce the Midwest supplements.

>>43715669
Muties are like a mix between NCR and Rangers with some extra toughness thrown in, only problem is they have a lot of bizarre rules that only exist to randomly screw you.

I have also never met a person who goes WM, I know a few who use Deathclaws in their Enclave army, but it seems like nothing on the list gels with anything else on the list.
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>>43716249
they were tied into the dead money campaign book for 3.5 Anon I think there was a list floating about somewhere but I don't even know where to start looking
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>>43716249
>Ghost codex when
Soon as Imperium Online makes Mechanicus a playable race.
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>>43709698
Better than Waifu Anus Quest 27 or another fucking Magic thread.
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so are we just going to keep pretend fagging and circle jerking here (cough chapter master cough) or is someone gonna get off their ass and actually make a skirmish/wargame ruleset?

cause at this rate, I think /v/ would have better discussions about fallout than this
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>>43716224

If you take a squad of Veterans with something like Preston or Ronnie, upgrade all of their Muskets to Focused Muskets then slap precision scopes on the whole squad your enemy basically has to respect the 30" bubble they create with any character in their army not decked out in Power Armor. Especially if you give them Preston and he uses his Old World Tactics: Fire, Crank, Fire. I've personally seen them take down multiple named characters in a single turn with good FCF rolls.
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>>43716249
The Pulse Grenades are there because I need something to disable Robots and Power Armor, both of which Legion usually has issues with (energy weapons? The fuck are those?). I guess with my Power Fist Vets I don't really need the Rippers as well, but I worry that their grenades will go to waste if I invest in long-range shooting. I guess assault carbines are a nice compromise - I can pop out, grenade an important hard target, and then use the Carbines to snipe something squishy backfield. Remember though, they come with .44 Magnum Revolvers standard, so the extra range is the ONLY thing they get out of the Brush Gun upgrade. Is it really worth it?
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>>43716356
>Waifu Anus Quest 27
Chillingly accurate.
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>>43716300
> Wasteland Critters are tribal, they synergize well!

>>43716309
> Wasteland Monsters don't gel well with each other!

Never change, /tg/.
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>>43716372
>I think /v/ would have better discussions about fallout than this

Currently the thread isn't 98% crying about Bethesda, and has at least one person enjoying themselves. Which is more any /v/ thread can claim.
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>>43716309

Get back to me when you can bring two fatmans in behind an enemy whenever you need it and can bring down a vertibird for half the points.
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>>43716372
It's day two, don't get your panties in a bunch.

Anyone notice the Forgeworld Knight Scion model resembles Fallout Power Armor?
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>>43716432
>liking beth after Sky Rimjob

even the modders hate beth. especially after that steam paid mod event
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>>43716372
I'm already doing some work assembling lists of what units need making. I just dunno how much we want to make this like Warhammer and how much we want to make it like Fallout.
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>>43716277
> machetes
> not bayonets
Why even be a Minuteman?
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>>43716438
I field robots. Talk to me when you can turn every regular unit into a nuclear bomb, and I can replace one of your units on the field by round one. 4e is fucking great for robots. And we get a the USS Constitution as a fucking HQ.

It still doesn't change the fact that you're playing a gimmick army. One that needs allies to work properly.

>>43716463
nobody cares
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>>43716277
>>43716131
>>43716300
so we have

>Mercs and Raiders:
your guys, very open lots of options, highly modular, and great for kitbashes and mods, though a but unpredictable

>Legion
(HeroHammer) leadership for days, strong melee and tons of heroes with a ton of small stacking bonuses.

>NCR
the benchmark shooty army, solid leadership rangers are freaking scary and good leadership.

>BOS
the titular Elite army a bit slower lots of high value squads with alot of pain and freaking tough.

>Enclave
like the BOS but high cost options offer greater mobility if a bit uncontrollable or situational

>Ghouls
OG swarm army large feral packs lead by ghoul runners to tarpit the enemies front lines and high stat smart guys hold back and shoot.

>Minutemen
Glass Cannons, bit squishy, good gunlines, can call in artillery

>Muties
another Elite Army more focus on melee than BOS or the dudes in black though, bogged down by sheer randomness at times

>Wasteland Critters:
Poor synergy but tons of death stars and just nastiness, Tribals can introduce unexpected angles of attack and just deep strike because they've been there all along.

>The Commonwealth.
???

>Robots
???
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>>43716481
I figure we boil down 40k to the essentials, and build from there.
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>>43716499
Laser Muskets can't take bayonets. So I take machetes even after the initiative trade-off. I almost always go last in melee, so Unwieldy doesn't bother me when I get +2 strength.
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>>43716481
I say pull some from modern WH for conveniences sake but also look back at rogue trader for army construction and customization I remember hearing it was alot more open than modern WH and pull the rest out of your ass or from the one fallout system that may or may not exist.
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>>43716569
>>43716605
d6? Or, since Fallout is based on Percentages and SPECIAL, do we wanna try d10? I've never played a d10 wargame, but I figure it lets us be a little more flexible with attributes.
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>>43716554
Legion and raiders have baseline shit leadership

other than that we are on the right track
>>
>>43716481
After going through the Horus Heresy books, I see Minutemen as Solar Auxilia minus the 4+ save.

I guess you could argue that it could be also made like InfiNity, but that's way too complicated, especially with how weapon variation works in Fallout.
>>
>>43716638
lets go d10 and design the items to require as little additional rolling as is required
>>
Does anybody else feel like Enclave is the easy-mode faction? Basic troops get the best power armor in the game for 5 points, laser-rifles for 1 point, and Frank Horrigan is the most OP HQ ever.
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>>43716686
>Frank Horrigan as HQ
Do you still play 2e or something?
>>
>>43716638
Personally, I prefer d6, just because they feel the best to roll.
>>
>>43716657
no legion has very solid leadership it's just that legions sources of LD keep falling to any unit that supports the sharp shooter or snipe special rule
>>
>>43716463

The problem with the paid mods is that it was run by Steam, and run basically as bad as it is possible to run an event.

Paid mods aren't intrinsically bad. While people are extremely skeptical, and rightly so of an industry that has done very little to earn their trust, they are a way of bridging the gap between skilled amateurs and paid professionals in terms of adding game content. If someone could make a mod that basically made a game better in every way, why would it be bad to pay for it? Especially if paying meant they could focus on it full-time and work harder to bugfix than amateur modders, and it meant the prospect of mod studios instead of just guys at home.

The problem was that Steam is run by a bunch of fucking idiots because Valve's flat management system is utterly incapable of running anything that is too big for one person to control themselves but that still requires coherence. They made all kinds of promises of control and quality to Bethesda. They gave the mod community literally a handful of weeks to make content for the game, with almost no advance warning to prepare, and basically prohitibted using any existing resources to help.

Net result?

It was absolutely certain that no quality mods could possibly be made in time, and so the only mods would either be buggy fuckfestivals or Horse Armour grade shit. For paid mods to work they had to be categorically better and more optimised than existing free mods, and Steam built a system that guaranteed they would be blatantly worse than shit people can buy for free.

And then because Steam is run by retards they got afraid of the backlash and instead of staying the course until people made actually good mods, cancelled it and tried to blame the modders, meaning that anyone who genuinely tried to work with the system got fucked over and lost their reputation, and the only people who profited were the fly-by-night semi-scammers.
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>>43716703
Even if I get with the times, my other points still stand.
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>>43716554
NCR seem to be the most adaptable, they have everything the other factions do but usually it comes at a premium. Like power armor, vertibirds ect.
Biggest draw back should be Melee.
>>
>>43716730
>>43716730

The entire thing was a fuckfight of epic proportions, and about 85-90% of the blame sits on Steam exclusively. Maybe 10% goes to Bethesda just for trusting Steam to be competent, and 5% to the modders who should have realised how doomed this was.

There's things to get angry at Bethesda about, like their persistent apathy towards on-launch bugs, but this isn't the right fight to pick.
>>
>>43716719
Sounds like a problem considering that's pretty much what their biggest Nemesis specializes in.
>>
>>43716554
To clarify:

1) Are Ghouls separate from Muties, or are they a specific Mutie army?

2) Robots are weak vs energy weapons, but we don't know much else about them. hyper-specialized, Eldar Aspect-style maybe?

3) How are allies working?

4) I figure Legion can do either herohammer (elite murdermachines) or dudespam (like the Cohort list >>43716117 here).

5) Named Characters - A bunch? One or two per faction?

6) Don't forget, Unnamed Characters. That's the Vault Dweller, the Chosen One, the Brotherhood Recruit, the Lone Wanderer, the Courier, and the Sole Survivor. They have access to abilities and gear from across the spectrum, plus individual allies from different factions.
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>>43716680
>>43716712
haha, okay. well, keep in mind that the die is a question, but let's not tie ourselves down just yet.
>>
>>43716719
>>43716769
If NCR can take down Legion leaders early, NCR will win.

If Legion can keep their leaders alive, NCR will fucking CRUMBLE to melee.

Raiders have low LD, but the option to take DRUGS DRUGS DRUGS, which neither Legion nor NCR condone. That's how they survive morale-wise.
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>>43716554
Would the USS Constitution fit under Mercs or Robots?

And when will we be getting Institute?
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>>43716554
Let me give you the fucking run down on robots.

For one, your shittiest unit at it's base model is equipped with two laser rifles and costs the same as an NCR Conscript. You have one model with a 5mm Minigun and Rocket Launcher that can fire both on the same turn. The Mr. Gutsy has a plasma pistol, and can take a Super Mutant on in melee because of his saw and flamethrower, and your special characters all had great special rules and personality. Then 4e came out. You got a new robot that is essentially a legion centurion with none of the leadership bonuses but a face laser instead. Everything about synths is great, and now all your non-synth units have a chance to go nuclear when they die. Or whenever you feel like it.

It is literally the most versatile army, and in the hands of a good player will do great.

>>43716730
As a modder, let me tell you that guys like me, in the middle rung of the modding community, who had the skills and the know how, but made mods that weren't as popular as some of the big ones because there was no point in making the same thing as it already existed and there wasn't much to improve on, we wanted it. We wanted because we knew the backlash against the modders that went for it would be massive, and we knew we could fill their shoes

I had already made a slightly off brand carbon copy of one of the mods put up there using only my own stuff by the time the whole thing was taken down.
>>
new version some revisions want to know all I can before I buy my new army
>Mercs and Raiders:
your guys, very open lots of options, highly modular, and great for kitbashes and mods, though a but unpredictable

>Legion
(HeroHammer) leadership for days though the sources get picked off
, strong melee and tons of heroes with a ton of small stacking bonuses.

>NCR
the benchmark shooty army, solid leadership rangers are freaking scary ,and good leadership, suffer when it comes to melee and base troopers do not have as much equipment freedom as other armies.

>BOS
the titular Elite army a bit slower lots of high value squads with alot of pain and freaking tough.

>Enclave
like the BOS but high cost options offer greater mobility if a bit uncontrollable or situational

>Ghouls
OG swarm army large feral packs lead by ghoul runners to tarpit the enemies front lines and high stat smart guys hold back and shoot.

>Minutemen
Glass Cannons, bit squishy, good gunlines, can call in artillery

>Muties
another Elite Army more focus on melee than BOS or the dudes in black though, bogged down by sheer randomness at times

>Wasteland Critters:
Poor synergy but tons of death stars and just nastiness, Tribals can introduce unexpected angles of attack and just deep strike because they've been there all along.

>The Commonwealth.
???

>Robots
???

>>43716769
yeah it can be a problem but have you seen what praetorian guard does when it get's close or even a centurion it's not pretty
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>>43716554
So can Mercs be fielded with any army then?

Or will that be fielded as extra

>mfw will never field Big MT with NCR
>mfw will never field an army of Kings, Great Khans, and The Boomers.
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>>43716874
I think Robots should have good gear and defenses, but mostly mediocre-to-low stats to make up for it.
>>
I know that this has been talked about to death, but what is it with the dev's obsession with putting hyper-customizable vaguely named cross-faction Hero characters? The most logical conclusion that I've seen so far is that they're the imported characters from the dev's super secret PnP RPG campaigns.
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>>43716931
Pretty sure Commonwealth is just a supplement excuse to have Minutemen and Ghouls in the same army
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>>43716941
I don't know.

The late model synths are just like better equipped NCR troopers, and the Coursers are fucking Rangers in everything but name. Securitrons, and the Assaultron are all built like tanks. I would say they can fill any roll you need them to.
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>>43716788
1) supermutants should be their own faction ghouls are usually units in other factions (unless they are feral then they count as wasteland critters)
2) Individual robots are highly specialized but they provide synergy and have a "broadcast radius" that works a lot like synapse. (synths being able to operate on their own)
3)Allies are dependant on faction (NCR can get brotherhood but never Legion allies ect.)
4)Legion should be dependent on their characters to get their shit to run and their troops need to be relatively shit but dirt cheap
5)Named characters yes
6) no the unnamed characters don't have a faction so they don't get included (unless you make vault dwellers a faction)
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>>43716991
But they need a game balance mechanic, and we already have three SUPA ELEET armies (Muties, BoS, and Enclave). Plus, in gameplay one thing I remember about fighting robots is they tended to be slow and inaccurate. They just ALSO tended to take fiveever to kill, and when they do hit it fucking hurts.
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>>43716874

But see? You guys weren't even at the high end of the scene and you could still tell that this was completely and utterly doomed. Fuck, I never modded in my life and I know for a fact that you cannot make a truly good mod in one month from nothing. I mean, how long have people been working on the really good mods now for? Some of them have been in the works for years with entire teams on them. You can learn this information in literally seconds because the working timetable is almost always at the top of page one on Nexus, and just as available on the few other big sites.

How in the fucking shit did NOBODY at Valve realise that this was a fucking stupid way to handle something that, while not inherently wrong, is extremely controversial and prone to anger?

It's just so incompetent. It's like someone opening the first brothel in a place that's just legalised them, and planning to deal with the controversy and moral panic by putting all of the beds out in the open on a major street because they're "proving we have nothing to hide".
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>>43716974
It's not a supplement excuse to have Minutemen and Ghouls together.

It's a supplement excuse to have Minutemen, Ghouls, Mercs, and Critters together with some OP HQ units tying them together.

>Reminder Hancock has best LD of all units.
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>>43716991
I've been hearing rumors that Beth has been muttering about the Sole Survivor taking personal offense to the Institute for some reason. Smart money is that the lab coats are about to receive the Horrigan treatment.
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>>43717019
>>43716991
High Toughness with garbage Ballistic Skill? which is slowly inverted as we go into the Institute?
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>>43716998
> no unnamed characters
But, like, half the "battle stories" posts in these two threads have been people taking Courier or Vault Dweller, and I think people would be bummed to not get them.

> robots with Broadcast Radius
Interesting. I like it. Maybe their base stats suck but they get better in Broadcast Range?
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>>43716866
they're the HQ for the minutemen

>>43716788
going from last thread Ghouls would be a seperate army or have enough individuality that ghoul lists can stand seperately from super mutant lists

I was thinking super slow with a few outliers but really good army that is really just hooped against energy weapons or big guns

yes

I was thinking a little of both depending on the scope of the game low end you want to gladiator yourself with elites but larger games you would want hordes of infantry to avoid getting your upper ranks sniped

as many as we can find per faction I'd say

unnamed characters are meant to be super diverse murder machines with tons of optional special rules that can be changed between games but are super expensive to field.
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>>43717094
How about some hideous limitations/restrictions when not in range. Fluff it as them reverting to acting like idiots when they don't have a minder.
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>>43717019
Oh, well ya. That's true. We can't hit the broad side of a fucking barn without taking a corsair.

I'm going to be honest. Until 4e a robot army just existed to lend your friends allies and annoy your opponents by being impossible to kill. Now with the institute, and the "Nuclear Powered" rules we have a fair shot. Though we don't do anything better than any other army, at least not without spending a ton of points and trying to be more elite than an Enclave Tesla army.
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>>43717080
>>43717094
Combine these two things.

Tough but not particularly dangerous old models (like the old Gutsy and Protectrons), some stuff that you can buy upgrades for (Brainbots and Securitrons), and then some advanced tech (Synths and other Institute goodies).

Maybe we can work Broadcast Strength in with Leadership somehow?
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>>43716931
NCR is literally the most flexible faction in the fluff I would say they had a lot of options on troopers but base weapons are mostly underwhelming.
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>>43716939
they're meant as an independent army more of a make your own army book with special rules for just about every raider gang tribe and otherwise small faction that's not really worth making a whole book for.
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>>43717175
well yeah but that's on the rangers and special weapons teams your basic trooper has his nine mill his service rifle a couple of frags and his entrenching tool.

more revisions

>Mercs and Raiders:
your guys, very open lots of options, highly modular, and great for kitbashes and mods, though a bit unpredictable with special rules for just about every "small" faction that can be found

>Legion
(HeroHammer) leadership for days though the sources get picked off
, strong melee and tons of heroes with a ton of small stacking bonuses.

>NCR
the benchmark shooty army, solid leadership rangers are freaking scary ,and good leadership, suffer when it comes to melee and base troopers do not have as much equipment freedom as other armies.

>BOS
the titular Elite army a bit slower lots of high value squads with alot of pain and freaking tough.

>Enclave
like the BOS but high cost options offer greater mobility if a bit uncontrollable or situational

>Ghouls
OG swarm army large feral packs lead by ghoul runners to tarpit the enemies front lines and high stat smart guys hold back and shoot.

>Minutemen
Glass Cannons, bit squishy, good gunlines, can call in artillery, god like HQ

>Muties
another Elite Army more focus on melee than BOS or the dudes in black though, bogged down by sheer randomness at times

>Wasteland Critters:
Poor synergy but tons of death stars and just nastiness, Tribals can introduce unexpected angles of attack and just deep strike because they've been there all along.

>Robots
slow but a tough and very shooty army that requires units to be within broadcast range of controllers to operate at full effectiveness.
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>>43716788
>6) Don't forget, Unnamed Characters. That's the Vault Dweller, the Chosen One, the Brotherhood Recruit, the Lone Wanderer, the Courier, and the Sole Survivor. They have access to abilities and gear from across the spectrum, plus individual allies from different factions.

My Solution:

Unnamed Characters exist entirely outside of the Faction system, but are instead a single Special Character (of sorts) that can be taken alongside any Faction, with the option to purchase a "Peer: (Faction)" upgrade that can grant them specific bonuses. Weapons and equipment are in two tiers: General (which may be taken by any UC no matter their faction), which includes basic weapons, armor, equipment, and other benefits that are not faction-specific; and Faction (which may only be taken if you are a Peer of that Faction), which is the much more specialized and unique wargear. This means that your UC can be a Legion character and still take Laser Rifles and Power Armor, but he can't be in Enclave Power Armor or have Ranger Sequoias because he's Peer: Legion.

Non-Peer Characters are cheaper, but may not join Faction units and do not benefit from Faction bonuses. This is fine if you're running a "monkey-wrench" or suicide UC, but it'll not work if you're planning on making them a part of your main force.

Peer Characters cost more, but benefit form army-wide bonuses and can join Faction units. T-51b Power Armored UC with Plasma Grenades, Ripper, and Gatling Laser in a Ranger unit is going to wreck anybodies day, especially if you have purchased a unit-buffing Perks.

Stats start at standard Human level. However, you are given a set number of points that you may distribute across the entire statline, and may choose to purchase more of them if you want (Though this should get expensive). Perks work the same way: You get a base 2 Perks, and may purchase up to 3 more (though again, cost a fortune).

Just my opinion.
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>>43717454
I like that but make them hideously expensive

Anyone find it kinda great that they finally came up with a good reason for two couriers to be in a battle with Ulysses it's a lot smoother than saying one was the chosen one and the other was an especially skilled tribal or soldier.
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So of all the Unnamed Character, who is the most powerful?

The Vault Dweller is sort of beyond the scope of this question, as he is very much a prototype and bound by the limitations of 1e.

The Chose One has an absolutely insane Hail Marry Potention with Big Toe, is hands down just a great character by himself, and can take a fully customizable elite squad with him.

The Lone Wander is a ranged killing machine that is either absurdly hard to hit or requires a Fat Man to even wound. He essentially have Ol' Painless as a base weapon, and I've never seen him wearing anything less than custom Combat Armor.

The Courier has the single most obsurd options list of any model in any game that I have ever heard of and has special rules to enable unlikely cross-faction alliances.

The Sole Survivor give near full access to the war gear tables to almost every model, gives his entire side Prefered Enemy and Hatred (Choice), and has access to ever single Old World Tactic.
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I feel like if you're trying to make a legit Fallout skirmish game, you should just start with 3 or 4 armies, not every faction in every game. I would go with BoS, Enclave, and Forces of the Wasteland. BoS & Enclave are self explanatory. Forces of the Wasteland are everything else, stuff like Raiders, Super Mutants, Ghost People, Robots etc. Once you get the game down on paper and tested, then you can give everything in FotW their own faction if you want. Plus, this is a good idea>>43717454
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Hey, I picked up an odd Vault Dweller piece a few days ago, guy I got it from said it was a limited release. Anyone know anything about it? Does he have any different rules or anything, or is it just sculpt thing?
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>>43717609
Is The Warrior part of the new BoS rulebook?
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We don't know much about army composition, but I like the Warhams Fantasy way better than 40k's FOC. We can work it out exactly, but my idea goes something like this:

Units are your standard dudesmen. They can claim objectives, and are generally the weakest and most numerous. Mercenary cutters, Legion recruits, and NCR Troopers.

Unusual are veterans, better-geared, etc. They're frequently just elite versions of regular units. In 40k terms, these would generally be Heavy Support, Fast Attack, and rarely Elites. Legion Scouts, Securitrons, and Feral Reavers.

Unheard-Of units are top-of-the-line shitkickers. Either their stats are well beyond those of your normal troopers (Legion Assassins and Praetorians) or they have unique abilities (Nightkin and NCR Rangers).

Leaders are your HQ choices. You must have at least one Leader in any army.

Uniques are named characters, one-of-a-kind units, and so on. Legate Lanius, the NCR First Recon, and Joshua Graham. Unique selections will be of another type as well (Lanius is a Leader, the First Recon are Unheard-Of, etc.).

With that in mind, my basic idea for what the Raiders & Mercs list will look like is in the next post.
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Units
Raider Cutters – melee. (Ex Great Khans)
Raider Shooters – ranged (Ex Skullz)
Enforcers – Defensive troops (Ex Regulators)
Addicts – Troops with loads of Chems (Ex. Fiends)
Pyromaniacs – Fire and bombs (Ex. Powder Gangers)
Tribals – limited ranged capability, but good melee and leadership.

Unusual
Mobsters – tommy guns, chems, and swag. (Ex. Omertas)
One Percenters – Richer than normal raiders, they have better gear. (Ex. Van Graffs)
Mercenary Squad – better gear (Ex Talon Co)
Slavers – Can bring chaffy slave squads that are basically ablative wounds. The better your gear, the more expensive your Slaves must be.

Unheard-of
Independents – Good gear and good training (Ex. The Shi)
Elite Mercenaries – Like mercs, but also have special skills like Stealth.

Leaders:
Merc Captain (Can get awesome gear, lets you take Mercs as Units)
Raider Boss (gives access to buffed Raiders, or Raiders have locked upgrades only available with a Boss)
Mafia Don (lets you take Mobsters as Units)
Chieftain (Fucks your shit up but good in melee)

Unique:
Papa Khan
Ashur
Metzger
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>>43717640
That entire story arc was never more than semi-cannon. I think it got tossed our entirely in 3e.

That being said, The Warrior is really more of an upgraded Paladin Commander with more cost effective upgrades. He's the best HQ that any BoS faction has as an exclusive, I'll give him that.
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>>43717609
honestly I have to go with the courier with the stacks of campaign books that just gave him some of the most outrageous equipment in the wasteland short of the Alien blasters from that the LW can take and his ludicrous amount of rules.
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>>43717683
>but I like the Warhams Fantasy way better than 40k's FOC
Isn't Fantasy percentage based?
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>>43717722
Before 8th ed, it wasn't percentages. It was "at points level n, you can bring x leaders, y special choices, and z rare choices."
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>>43717719
I have to go with that too. The shear amount of options available make for some frankly stupid combinations. I've seen build that are just as nasty as the Lone Wander at only a marginally higher point cost.
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>>43717706
I think Raiders should just be a generic template for players to build their own tribe/gang/group by selecting traits and unit loadouts for each role, each rule adding/subtracting point cost from said unit.

Then from that set of rules, a player can build their own army of custom independents.
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>>43717779
So combine Raider Cutters and Raider Shooters together? Sounds good to me.
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>>43717779
If I was to build an army from this, how would I create a Big MT army?
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>>43717706
Add in something about a solo Raider with really good gear. Represent the lieutenants, second-in-commands, and champions. Like that quest in NV where you have to kill all the big raiders before you can kill the raider boss in the vault.
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>>43717814
you would use the robots book with the big mountain broadcast rule and you counts as your synths as lobotomites
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>>43717799
Basically. Let the player decide if they want to have raiders that can take guns as a loadout, or melee only, or add extra points for both.

Then add other options to make the tribe the player's own unique flavor.

>Organized: They know how to coordinate themselves
Bonus to Leadership
>For Hire: You pay for quality, so you get quality
All units get a free armor loadout, but squad sizes are limited to half the size of other armies
>Mmmmm, Grape Flavor: Can equip Mentats to increase leadership and ballistic skill
And so on.
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wait so is this is a real game or just speculation
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>>43717917
speculation shared delusion and system building rolled into one
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>>43717877
But how would I cast the Think Tank? Shouldn't they be counted as one HQ unit or do I need to take each doctor individually by point value?
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>>43717982
I would say as a single unit or a single mister gutsy with a rule like telepresence or something.
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>>43717883
Hmmm. I see. I'll tinker with it. Maybe I should table Raiders & Mercs and go for a simpler army like Legion or NCR.
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>>43718023
honestly raiders and mercs by it's nature would allow you to spring board into the rest much easier
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>>43718023
Maybe. Raiders and Mercs are for experienced players who want something neither Legion or NCR can totally satisfy.
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>>43717620

If there's something that's really going to come out of this and we aren't all just having a bit of fun circle jerking, then I agree with this suggestion. I'd say the factions should probably be something like BoS, NCR, Mutants and Monsters, and Wastelanders. In order to spread the feel of the armies out more.
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>>43717341
>NCR Units
Troops:
- Troopers- sturdy leadership, decent BS, shit options, cheap/reliable
- 1st recon- strong leadership, moderate unit size, great BS, good/cheap sniping options and scout
-Rangers- Most elite troop choice, modest unit size, unbelievable weapon options, infiltrate, scout and stealth.
Elites:
-NCR Heavy trooper- 3+ armor saves and large unit size compared to other power armor units, no power servos so can't move and shoot with heavy weapons, modest weapon options.
-Ranger Vets- smaller unit size, undeniable stealth and shrouded, 4+ black armor, nightvision, may deepstrike without scatter to 6" from any piece of terrain, infiltrate, scout, lots of weapon options (high S low AP), great shooting and CQC.
Fast attack:
- Vertibird (transport)- 2 gatling guns or gatling lasers and expanded transport capacity
Heavy:
-Howitzer- with crew
-vertibird (gunship)- 3 gatling guns or lasers, 2 rocket launchers (frag and krak) and option for fatman bombs
-Heavy weapons teams- one unit that can be divided into 3 teams with each a mounted weapon, great weapon options.
HQs:
-No beatsticks, leaders provide utility in the form of drill orders (much like IG do)
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>>43718023
>>43718053
>>43718058
>>43718088

Honestly, the vidya gaem design of this lends itself to some very concise army lists. You've got one type of Troop, which can be upgraded to higher ranks (Legion Recruit, Prime, Veteran or NCR troopers, veterans) to unlock better gear. Then you have two or three Special units (Legion Praetorians and Scouts; NCR Heavies and 1st Recon). One or two Individuals (Legion Vexilarii, NCR Veteran Rangers). And then Leaders (Centurion, Lieutenant). Then all you have to do is stat out some named characters and you're done.

Just because 40k's army lists have bloated to outlandish size doesn't mean ours have to. Keep it simple, let people "your doods" it up as much as they want.
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>>43716638
I think a D10 system can work, especially if we go "1 always succeeds -> 10 always fails."

For Ballistic/Weapon Skill, you have to roll under your stat to hit (BS5 = Roll 5 or under, BS3 = Roll 3 or under, etc.)

For To Wounds, you would take the difference of the targets Toughness and the weapons Strength, combine it with Base 5 (the average stat), and have to roll under that number in order to wound.

For example:

>A Toughness 4 target is hit by a Strength 5 attack

>Difference (D) between T and S = +1

>Add (D) to Base 5 = 1 + 5 = 6 (obvious, but i'm still writing it out)

>Roll 6 or under in order to Wound.

Another example:

> A Toughness 6 target is hit by a Strength 3 attack.

>Difference (D) between T and S = -3

>Add (D) to Base 5 = (-3) + 5 = 2

>Roll 2 or under in order to Wound.

This way, while low-strength attacks can still theoretically take out high-Toughness targets, it's going to be a fuckload harder than normal and will require a ridiculous amount of spam to work, and high-Strength attacks like Plasma will usually just plow through low-Toughness foes like it should.

Attacks above S7 and below S3 should be very rare, as should units above T7 and below T3, and their presence on the battlefield should be terrifying or near useless, respectively.
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>>43718226
Yeah, that's why if were actually gonna make armybooks, Raiders and Mercs should be made last. That much customization will be a bitch to write up, and can stop creation of the other books before anything can even start.
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>>43718261
> 1 succeeds, 10 fails
Add special abilities that can change this number. So a character with Sniper always succeeds at ranged attacks on 1 or 2. A character with Jinxed always fails on 9 or 10 - and so does everyone within 6" (or however many).
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>>43718226

I agree that making the majority choices be in a unit's weaponry fits the theme of Fallout far better than having X number of different NCR trooper that are the same thing, but with a different gun.

>>43718267

I actually kind of wonder if the time investment would be worth it as a way to kind of get rules for a lot of the guns out of the way so that statting future army books would be as simple as copy paste for the generic weapons and tacking on rules for army specific stuff.
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So how are we gonna do the games PC's and their companions?
Something like the PC's are units that are in what would be in the "core rule book" and can be taken by most every faction? I'm thinking for companions at the very least, we either have them only available to certain factions. Or have them be like 40k's LoW and honor gaurd (can be taken in the same FOC as the PC), or just have them like the PCs, but with the prerequisite that the assocatied PC is the armies hq/part of the army.
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>>43718410
I feel like they should be takable by all sentient factions, and really customizable, like a Build-A-Bear.
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With simplicity in mind, here's the new list for Raiders and Mercs (or Mercs and Raiders. Which do we like better? M&R or R&M? Or am I an ass pie for even thinking people will care?)

Standard:
Raiders - Light gear, big numbers.
Mercs - Better gear, smaller squads
Tribals - Only primitive gear, but good stats to make up for it.

Unusual:
One Percenters - Rich raiders/mercs with better gear.
Slavers - Lets you take a unit of Slaves. The more expensive his gear, the pricier his slaves get.
Specialists - Have special skills like Sniper, Stealth, or Demolitions. Access to Fat Man and other hard-to-come-by stuff.

Solos:
Right Hand - Raider sub-bosses, merc lieutenants, etc.
Lone Wolf - Just a lone badass who will wreck your shit. Can get good gear.
Shaman - has quasi-mystical powers, and/or gives Tribals access to natural Chems. (we know Hakunin can send dreams, for example).

Leaders:
Merc Captain - Unlocks Merc options
Raider Boss - Unlocks Raider options
Tribal Chief - Unlocks Tribal options

Unique:
Ashur (Leader)
Papa Khan (Leader)
Metzger (Leader)
Van Graffs (Unusual)
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>>43718525
Using the same formula, Caesar's Legion.

Standard:
Legionnaires - melee doods. Upgrade from Recruit to Prime or Veteran. Take up to 2 Decanus with better weapon options.
Hounds - Fast-moving, but no options. As Wasteland Critters, immune to Rads, but suffer from Feeding Frenzy so if a unit dies near them they might stop for a turn to eat.

Unusual:
Recon - Can take long-range weapons. Upgrade to Explorers, limiting weapon options but giving special abilities.
Assassins - Sneaky, killy. Simple enough.
Praetorians - High morale, excellent melee options.

Solos:
Vexillarius - Morale doods. Slightly better gear.
Instructor - Boosts Legionnaire Recruits.
Blacksmith - Gives access to better armor/

Leaders:
Centurion - Versatile hero, can get high-tech weapons.
Legate - Super melee hero. Can use Decimate, killing one member of each squad to give the rest of the squad big bonuses for one round.

Unique:
Lanius (Leader)
Burned Man (Leader)
Caesar (Leader)
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>>43718261
I would say ARM is be added to toughness.
>>43718525
What is the gamesize?
I rather dislike the idea of having different categories as this usually means you are forced to take subpar (or things you'll never take) to be able to take things you want to take.
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>>43718364
>Add special abilities that can change this number.

Of course. This is just the base mechanics of how a D10 system could function in combat with relative simplicity.

In a similar vein, Armor rating is 1-10 too, but the opposite way: Armor 1 only succeeds on a roll of 1, Armor 4 succeeds on 4 or lower, Armor 8 succeeds on 8 or lower, etc. Essentially, everything has at least an Armor save of 1, and even the toughest units only have an Armor Save of 9 (Though Armor 9 should only be on like a handful of units, and should be above even Power Armor).

Armor Penetration values negate armor that is the same number or lower than their value. AP 6 weapons negate Armor of 6 or lower, AP 2 negates 2 or lower, etc.

With this system, I can't see a reason for Invulnerable Saves, because high Armor values (like Power Armor) are going to shrug off a whole hell of a lot of stuff, and high AP weapons are going to be pretty rare due to the nature of weapons in Fallout.

A good starting range is T-45d and T-51b being Armor 7, Enclave being Armor 8, crazy super special Power Armor being Armor 9. In addition, different types of Power Armor grant specific bonuses in addition to their Armor rating (to distinguish them from other armors in the same class, like Riot Armor and Ranger Combat Armor), with average-level Armor being around Armor 3-5.

Power Armor bonus ideas:

>T-45d would give the models +2 Strength and +1 Toughness, allow them to move and shoot Heavy weapons, but reduce their Initiative value by 1 and they cannot Charge

>T-51b would increase Strength by +1, Toughness by +1, and allow them to move and shoot Heavy weapons, but no drawbacks.

>Enclave Armor would grant +1 Strength, +1 Toughness, allow move-and-shoot, and have special optics that grants +1 Ballistic Skill.

>Hellfire is the same as Enclave, but Armor 8 and reduces all Flame attacks by -1 Strength.

Just throwing out ideas.
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>>43717454
Sounds good. Still need to deal with the games companions though. I'd say it's best to just have them be like the UC's, but a little less expensive, and only takable (in most cases) if the UC from the same game is part fo your army. Also should probably automatically gain the peer(faction) special rule if it is bought for the UC.
>>
>>43718609
Gamesize will probably be around 40k size, considering that's what most people agreed would be best to base the rules off of.
>>
I'd rather armor just takes off static amounts of damage.
>>
>>43718525
>>43718605
Do we like what I have so far?

Same idea, NCR.

Troopers - have Service Rifle by default. Good ranged combat, but need babysitting.
Mechanized - if we want to add vehicles, they can come with a vehicle. Otherwise, this can be represented with outflank or something similar

Unusual:
Ranger Posse - Elite guys, good weapons.
Heavy Troopers - Heavy armor and weapons, but super slow.
Recon - Stealth and ranged attacks.

Solos:
Veteran Ranger - Kills stuff good. Stealth and sniper weapons, infiltration powers.
NCO - Leadership booster.

Leaders:
Lieutenant - Provides leadership to NCOs, who can pass it on.
Major - Provides leadership to NCOs and Lieutenants, who can pass it on.

Unique:
Boone (Leader)
1st Recon (Unusual)
Col. Moore (Leader)
>>
>>43718637
So that means Joshua Graham is a 9, and Frank Horrigan is a 10?
>>
>>43718684
I imagine they would have a Feel No Pain analog instead, along with even higher than normal toughness and wounds.
>>
>>43718609
Looks like game size (based on the fake game lists that have been posted so far) people are MOSTLY looking for games with between fifteen and fifty models per side. Legion, Critters and Ghouls might get even bigger (in the same way that Orks might get eighty models in a game where Spice Moranes have thirty).
>>
>>43718637
>cannot Charge

Cannot RUN, my mistake. They can Charge, just not Run during the Shooting Phase (or whatever equivalent we end up using), as a reflection on their reduced mobility.

Also, Enclave Armor should be 7 as well, not 8. Only Hellfire is 8.

Bonus ideas continued:

>NCR Scavenged Power Armor grants move-and-shoot, but reduces Initiative by -2 and cannot Run (but is cheaper than regular Power Armor).

We can even do Create-An-Armor for Tribal special characters, as some Tribals do use Power Armor in their own weird and unique way.

>Base Armor: Armor 6, grants move-and-shoot, reduces Initiative by -1

Possible upgrades (pick up to 3 in any combination, may pick multiples):

>+1 Strength
>+1 Armor
>+1 Initiative
>+1 Toughness
>+1 Ballistic Skill (May only be taken once)
>+1 Weapon Skill (may only be taken once)
>-1S Reduction to Explosives attacks (May only be taken once)
>-1S Reduction to Flame attacks (May only be taken once)
> Feel No Pain (3+) (May only be taken once)

Just brainstorming.
>>
>>43718605
>Burned Man (Leader)
One suggestion about this. Legion Joshua should be pre-damn. Playing the Burned Man would probably be a non-Legion unique, might even have Favored Enemy: Legion.
>>
>>43718761
Well, it'll depend on point value as well.
Much like 40k. All we can say is that it will definitely be more of an actual battle game than a skirmish one.
>>
>>43718794
It will be *designed* for actual battles, but we can still do skirmishes with it. Just hack the Combat Patrol rules to fit. It might not be perfect, but it would be enough.
>>
Fuck it guys I'm going to try to make this right now

Will post in a later thread when I get the basics down.
>>
So what are we supposed to do about things like behemoths, Liberty Prime and the like?
Have seperate rules for them, like how 40k has walkers and monstrous creatures?
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>>43718662
But the original vinnie minatures are like 5-10 right?
Another thing is will it end up like a 40k reskin.

Some very basic questions based on mechanic difference between 40k, fantasy, lotr, wild west exodus, Saga, ......
Turns: You go, I go? Switch between faces (All movement, all shooting..)? I move one squad, you move one squad? Initiative?
Activation: A model has AP or fixed abilities to do (one move and one action)? You can activate everything or need to decide?
Units: Squads or single minis?
Wounds: Models have wounds or are glorified markers?
Shooting; Simplified (over half in cover) or complicated (model - target)? Facing importance? True LoS or not?
Melee: Binding or not?
Victory points; Strong focus on fighting around objective (malifaux), independant objective (eden) or whatever gw does?
Player interaction: special abilities ( eden, dropzone or dystopian legions)?
These seems some pretty generic differences between games which shoupd probably be resolved early on.
>>
I think it should be a small squad-based thing, not full on armies. The average game should not look like Hoover Dam.
>>
what are your opinions of Arcs/Miniature facing ala Warhmahordes? might be interesting given how many fallout stuff have weakpoints and blindspots
>>
>>43718893
*switch between phases and not faces

Also the most imporrrtant question is definitivly the game size.
A skirmish sized games (wild west exodus) does need some stronger focus on other stuff then army sized games.
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>>43718898
It should really be designed to allow both large armies or small squad based, and then let what seems best/most natural after playing a few different game sizes become the norm.

So let the community decide after playing basically.
>>
>>43718893
> turns
Honestly I've never understood the hate for Igo Ugo. I never have a problem just watching what my opponent does. It's like more complex chess, and those niggas sit silently for an hour or two while their opponent ponders moves.

> activation
As a 40k hack, I'm inclined to say one move, one shoot. AP are a pain in the dick to keep track of for every separate unit.

> Units?
Mostly squads, but with Hero options

> Wounds?
I actually like glorified wound markers, but I'm just one guy. To be fair, I also said I hated keeping track of AP per unit/model, so I'm being inconsistent re: my feelings about bookkeeping.

> cover?
Simple is better.

> melee
Non-binding, but if you exit melee you provoke freebie pokes in the ass.

> Victory?
I like objectives. It's the post-apocalypse. People are almost certainly fighting over resources. That said, the shifting "tactical objectives" of 7th ed 40k are pretty fukken sweet.

> special abilities?
I don't know what those things mean.
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>>43718893
Can't answer all of them but here's my two spce ts on a few
>Squads or single minis?
Squads
>Melee: Binding or not?
Mostly binding, but some special rules will allow for hit and run type stuff, like for Power armour with jet packs
>victory points
I'd say kill points should be the main focus, but have some secondary objectoves as well
Also definitely true LoS
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>>43719016
*two cents
Fuck I'm tired. May go to bed soon.
Don't let this die while I sleep anons.
>>
>>43718261
I like this.
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>>43719015
What's so hard about 'everyone can do two things each turn, unless otherwise noted'?
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>>43718920
Don't know enough about it, but I'm assuming it a range your model can draw LoS from? If so that+true LoS would be pretty good.
Maybe some sort of hearing range as well, because not being able to fire at a squad of loud super mutants 1 inch away because they're right behind you would be stupid.
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>>43719060
Depends. If we do Igo Ugo, then you have to keep track of who did what when. It also makes melee craycray if everybody can fite twice. Activation-based, it gets easier but activating all at once becomes Warmahordes and alternating activations raises additional qestions about how we handle disproportionately-sized armies.
>>
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>Be OP of the original Fallout 2k thread
>come on to TG just looking for something fun
>see a second thread
>people joking
>people making the Homebrew
Couldn't be happier.
>>
We've kind of moved away from the posts about the fantasy of the game and into game creation. Can we go back to doing the first one too, please?
>>
>>43718893
Elaborating on the objective.
Malifaux has one common randomized main objective which are one of these:
Killing two minions, having more models in atleast two quadrant then the other guy, defending the middle or defending some areas.
While both can score in these main objectives one has to deny the other to earn points.
Then you have to choose 2 objective from a shared pool of 5, most of them being quite different ranging for making the other guy kill your own minion (sucker), ending the game in base contact with a prechoosen enemy model (take prisoner), having one of your own model spent his entire action in basecontact with the enemy leader (deliver the message) or just assasinate the enemy leader (assasinate)

In eden you choose a secret ( or revealed objective) most of them specific to your faction.
In 40k one (in maelstrom atleast) has to secure 1-6 objective and draw a range of mission each turn with 6 of these daction specific.


The question would be are the objective from turn to turn different or not?

Also unrelated idea:
The BoS must recover their fallen brothers.
>>
We should figure out a way to introduce SPECIAL into this.

S = melee power (as S in Warhams), carry capacity (number of items you can equip)
P = ranged to hit
E = toughness
C = leadership
I = skills (stealth, explosives, hacking)
A = melee to hit
L = number of times you can get hit before you die (so most guys will actually only have 1 Luck, but leaders, named characters, etc. might have more).
>>
>>43719086
Ranged is also crazy, because everyone can shoot twice, it makes the game go faster. Just do it the Malifaux way, where when a unit activates, it has to spend all it's APs, to simplify things. Even 40ks turn's gets bogged the fuck down.
>>
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>>43719109
Bruh, you made a good thread. Now we're gonna Get Shit Done.

Anybody who knows how to wiki, can someone make a 1d4chan page for this?
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>>43719135
I love taking the Fallout Game mechanics into this. But luck seems a bit odd, and Agility also effects movespeed and stealth in game. (How would Stealth work tho)
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>>43719135
While this sounds pretty good in theory, it's a little convoluted and requires too much work to comprehend what each stat equates too on the tabletop. Chalk it up to me working for the government, but you should always try to be as explicit as possible when writing things, because stupid people cannot understand euphemisms, metaphors, and implications (literally, it's one of the major tells that somebody is actually stupid and doesn't just have a learning disability).

Hate GW all you want, but the WS BS S T W I A Ld Sv model is actually a pretty good one for model stats.
>>
>>43719218
I get what you're saying, but I think in this case it would work well if it was a boiled down version of what S.P.E.C.I.A.L was. Each pertaining to only 1 or 2 aspects of a unit.
>>
>>43719218
S = Strength
P = Ballistic Skill
E = Toughness
C = Leadership
I = Initiative
A = Weapon Skill
L = Wounds

and then Sv+ is based on a unit's armor.
>>
>>43719135
This is pretty on track with what I'm brewing up at the moment. I'm working on a much smaller scale than others here tho, somthing like 10-20 models per side.
>>
>>43719260
This makes sense, and I withdraw my statement.
>>
>>43719146
>>43719086
>>43719015
Having Activation point can open the doors to fun specisl abilities.
A radio team can use 3 AP to call in an airstrike...
But it can get complicated keeping track of units and such.
Wild west exodus has an interesting system with one player activating two models and switching but if you have a group of faceless mooks (hired hands) one can activate all of them simultanious but only move and shoot.
The question of balancing size difference between two unequally sized forces is an advanced one which open a new can of worms (passing or ending turn? Interrupted by faster models or set?), so I would rather like to find a common census for the general question first.
>>43718893
Another really important questions is movement stat. Is there one or is it unified?
>>
>>43719283
But AP for every unit would be HELL. We could boil it down so that special abilities or unique stuff (calling down an airstrike, hacking, etc.) run off of AP and regenerate each round. Making it so, yes. They are in the game, but you don't get swamped down in AP management.
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>>43718671
Looks good but NCR shouldn't need to rely on leaders for decent leadership ( that's more of a legion thing). Leaders should provide utility and give unique bonuses like weapons drills.
>>
>>43718893
Forgot the most important one.

Shared homebrewing, smaller group or should one just do it themself?
>>
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Man, I keep forgetting how fucking bullshit House is.

Wanna run a robot army?
Securitrons out the fucking ass with a points reduction on the Protectrons for a cheap screen, with the added bonus of being able to just upgrade the Securitrons to MrkII and laugh as they go toe to toe with BoS and Enclave Power Armoured poster boys. Not to mention you get a selection of any robot you want from every other faction, which is fucking bullshit in Apocalypse when you can suddenly use Liberty Prime of all things.

Wanna run squishy humans?
Choose a major Family and just absolutely abuse the fuck out of their abilities.

Wanna make BoS fail every Ld test? Just take the White Glove Society and watch the fear tests roll in (Although the fact that they give tribals feeding frenzy is hilarious).
Wanna drop a Tribal with a Fatman in the middle of a Legion unit and laugh at the explosion templates? Just take the Chairmen and abuse the fuck out of their infiltration rules, although they don't really get anything else special, so I suppose it's fair.
Wanna watch NCR shit itself in the shooting phase? Just take the Omertas and literally cheat your way to victory.

Although the basic units could use some reworking. The Kings are literally the only decent human unit they have, and the rest are just fodder, and abusing the Followers of the Apocalypse just gets you kicked out of your FLGS.

Not to mention that you can throw Courier units in with both army groups. Seriously, they get to choose from NCR, Legion and Brotherhood tech to use, and that is fucking bullshit. Not as bullshit as using Courier Six, but still bullshit.
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>>43719309
No it's not, it's literally 'I pick and activate a unit, it does a thing, then another thing, and then I begin anew' until you're out of units. That's not hard.
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>>43719330
Just to clarify.
Are you proposing activation point based system with I move all my models?
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>>43719273
See >>43719260 for the exact 40k equivalency.

>>43719283
How about everybody with the same I (initiative or intelligence or both) acts at the same time, taking turns until all units have moved. So you start with I10 units and roll on down the line until I1.
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>>43719319
Eh, NCR is very much about passing things up the chain of command. I don't think they should fall apart without leaders, but I think their rank-and-files should require supervision to be all that they can be.

Remember, like half the NCR army quests in New Vegas ended with the player getting passed up the line to the next officer.
>>
>>43719319
>>43719390
Somewhere between Legion (needs leadership not to fall apart) and Robots (needs Broadcasting to make their units worth a good goddamn). So basic troopers can hold their own, but get better with a babysitter. Meanwhile, the NCR rangers can kick ass, but work better alone and so don't benefit as much from having officers around.

What if any officer can issue orders, but your orders are limited by your highest-ranking officer? So an NCO can order an individual squad. An LT can order around specialists. A Major can order support, like artillery and vertibirds?
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>>43719365
That is interesting, but does run into a balancing danger.
First off within the same I bracket how would it then be resolved. I propose alternating full activation with the guy with less units having a limited pass right.
I also propose that your leader grants you each turn some coordination points to temporally increase Initiative.

>>43718893
Another addendum:
Pre-measure or not? (I actually like pre-measuring)
>>
>>43719390
That's still accomplished with drill orders or other bonuses, NCR troopers are actually really resolute on their own and don't often run from a fight or brake morale even when isolated or out of contact with command.

Legion, on the other hand, can't wipe it's ass without a strong leader holding their hand and they often break and run as soon as the leadership falters.
>>
>>43719457
Whichever player has fewer units at a given Initiative gets to choose first or second. In case of a tie, whoever *didn't* just activate gets to pick.
>>
How should the leadership difference be shown? If melee isn't binding or simultane, leadership wouldn't be so important.
I would say each turn end a units has lost a man they need to test leadership, or gain a malus.
1. Failed test -1 to shoot and attack
2. Failed test they flee
3. Failed test they are gone.

Some raiders would be immune to losses in melee while a daction might have different tables. (Forced to close into melee on 1 failed test)
>>43719519
So one player activates all his units then the other one.
The fewer guys activating first should be enough to weaken the alpha strike but having to activate first can lead to exposing yourself.
>>
>>43719260
Personally, I like the idea of Luck dealing with actual "luck". Like perhaps giving rerolls based on how high or low your luck is. Average Luck 4-6 doesn't get you any rerolls. 7-9 gets you one reroll and 10 gets you two. Meanwhile 3-2 gives your Opponent a reroll for that unit and 1 giving them two. This would simulate how luckier people tend to pull off trickier actions or get out of tough spots easier while those unlucky bastard tend to somehow fuck up the simplest shit by accident.
>>
>Anon in last thread talking shit about Enclave

Have you even attempted to make a group for them?

"Oh boy! My power armour comes with double the armour compared to normal BoS soldiers, free vet upgrades, top of the line plasma weapons for a discount, and Vertibird support! Awesome!"

"...Wait, I can field *how* many units?"

Enclave have the most powerful units in the game hands down. A single Enclave soldier can and probably will beat two BoS Paladin's in fight and vivisect those in melee. However their units cost the most in the game by far. If my opponent is NCR and they're fielding a Ranger with an anti-material rifle and has accuracy slammed into the roof? I am fucked. My only option is to basically suicide Vertibirds and pray those SoB's die before it crashes and burns. What the fuck else am I going to use? Eyebots? They can spot a Ranger, but literally *any* pistol with a Ranger can melt an Eyebot. Scientists are good support, but have no options against humans (Rangers don't use power armour, so the fuckers cannot be tampered with)

Same with Super Mutants and Fat Men. Sure that armour can live through a fat man pretty reliably, but if a soldier actually dies it really sucks.
>>
>>43715669
>everyone forgets Slavers are a faction because no 4e Codex
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>>43719594
Keeping track of that many rerolls makes my brain hurt.
>>
>>43716481
I would've thought Necromunda would be a better fit
>>
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>>43719619
Folded into Mercs and Raiders, breh. Sorry.

"Eat shit bub" - Bethesda Workshop Execs
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>>43718893
My two cents. Open to change
>Turn
That works>>43719365
If in the same bracket the one in the fewer bracket activates all his units.
Leader can increase other units I.
>AP
3 AP per model, need to spend it all. Some weapons require more AP.
Everything can be activated once per round.
>units
Squads. Each model share a leadership check.
>wounds
Between 3-5 wounds per model
>shooting
Complicated. Attack specific model within a unit. Facing unsure.
>Melee
Not binding but disengaging test. Also non-reactive melee
>victory points
Shared main mission with pre-defined side mission out of a randomized smaller pool. Choose 2 sidequest out of common 5 mission pool and one faction specific. (They are overall 10 common mission and three 3 faction specific ones which are reduced beforehand to 6 mission pool which both know of)
>player abilities
No special abilities for the player. (No calling reinforcement, sandstorm or freak courir event)
>measuring
Pre-measure
>traits
SPECIAL
>movement trait
Unit specific
>list building
Adhoc. After finding out missions
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>>43719692
If you base it on regular 40k, then you can scale it down more easily. At least, that's my two caps. It's easier to start simple large-scale and then zoom in than it is to start zoomed in and then try to extrapolate from there.
>>
>>43719353
>clarity
>with I move my models
Yes, I am suggesting an activation system. Something like Chess, but you're moving squads and the pieces can do two things at once, all without getting a game over.
>>
>>43719802
My question was maybe to vague.
I was trying to clarify if your proposal was an alternating activation system (I move one unit, then you move one" or an "I moce everything the you move everything"
>>
>>43719831
Player one activates a unit, then player two activates a unit.
>>
>tfw I only have a group of 10 mutant bandits, mutie hound and one Super Mutant.

Surely they're gonna make a skirmish ruleset, right?

R-right?
>>
> Make a super mutant horde army.
> No armor, no guns, no extra equipment.
> Just big, meaty green fists, 80 of them.
> Abuse their good base stats, just run them at everything
> NCR gunline? Climb over your dead to punch them
> BOS elites? Punch their armor into nothing.
> Wasteland Critters? Tire out that death claw with bodies, then the one super mutant that lives gets to choke it to death.


Humans weak, Time of Super mutants is now
>>
>>43719135
Throwing in my suggestion here. I was looking over the original Fallout: Warfare game, and Luck is used for tie breakers.
>>
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>>43708082
Legion

If you disagree you're a profligate.
>>
>>43708082

> Not Fallout 3 Brotherhood.

YE COMMIE
>>
Anyone got a PDF for RPG rules, if there are any.

Also good minis for non-feral ghouls. Our DM is running a Fallout themed game and I want to play a ghoul ranger.
>>
>>43720719
I've found two, not quite sure if you wanted the original rpg or one of these seemingly fan made ones.

Here's the first one.
>>
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>>43720830
and the second.
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>>43718788
Either thing is, both Burned Man and Legion Graham should have the highest Endurance possible.

No idea about stats or points but here's a good run up for special rules:

Exclusive to legion: Meanest Son of a Bitch - Graham forces enemy units that fail to wound him or are in base contact to take a morale check - those in base contact that fail flee, and those otherwise are forced to shoot him again, ignoring any 'our guns do nothing' rules.

Exclusive to Burned Man: Waters of Babylon - Graham has a chance when killed (how the fuck did you do that) to simply come back with half his wounds and some sort of rage special rule. He also gains Preferred Enemy Legion or some equivilant.
>>
>>43720582
that never gets pass any army that can make lots of ranged attacks and every army is capable of doing that, with differing degrees of effectiveness, except Wasteland Creatures I guess, but who plays them?. Lots of dice are the bane of you existence big guy, since you can't do anything but hope your opponent rolls poorly.
>>
So were there any changes between 3rd and 4th edition Power Armor? I mean, the vidya had such a massive change, did that carry over to the tabletop?
>>
>>43716788
>
Regarding 6, I imagine that guys like the Courier, Lone Wanderer, Et Al, can be taken by multiple armies, with a slight change in character specials depending on the army that takes them.
>>
>>43707780
Are they gonna unsquat (unatomize?) the Children of Atom codex? I really enjoyed the imunity to rad in my otherwise frail infantry.
>>
>>43720679
Haha good luck getting an Update. Maybe in actual 2077, eh?
>>
>>43720683
DC Chapter Brotherhood don't have their own army. They're a upgrade you can get for vanilla BoS, allows you to ally with any good karma faction and lets you purchase Liberty Prime.

In practice, the good karma thing is useless, since the only good karma faction the BoS can't normally ally with is NCR and to field Mutie allies you have to purchase Fawkes.

Liberty Prime however, despite being super fucking expensive, is handsdown, the most murder-y unit in the game.
>>
>>43722105
Just use any human unit that can get Hazmat Suits and use the Children of Atom models. Such as Wastelanders without any other upgrades, that's probably your best option.
>>
>>43719729
Looks like I'm sticking with 3e. I'm not having my entire army folded into that shit heap.
>>
>>43722105
I prefer the Followers of the Apocalypse. I mean sure a stiff wind could knock them over, but the sheer variety of support units and the army wide additional AP, combined with the fact that they can ally with litterally every non-legion faction in the game, makes them great if you plan it right.

Of course in most hands they wind up ass.

Best tip for them is to purchase the Duraframe Eyebot upgrade and field the Enclave Remnants. Sure, you have to get Arcade, but the sheer tankiness of the Remnant means that as the followers are bogging down all the enemy, you can carve your way into enemy territory. 'Specially with the Followers MEDIC(!) rule.
>>
>>43722209
Slavers never had a lot of units anyway and with Legion getting the Thrall master and the possibilitie of having slave soldiers through picking a Slave Driver independent character as mercs meant the codez was entirely redudant. I think the only thing missing is paying only 2pts for explosive collars instead of 4pts. But then again, they were OP that cheap for a small blast that strong.
>>
>>43722242
Read the last thread

You seem to know nothing about Slavers.
>>
>>43722237
Followers technician with Brotherhood paladins can increase the damage of the laser gatlings, and then you just make a fireline and let the enemy charge you for that sweet all killing overwatch.
>>
>>43722209
>preferring a system with clunkier combat and perks system
the only thing better about older editions is having a lot of minor options to clutter up the your lists. 4e streamlined it so 90% of options are meaningful and/or easy to keep track of, most have a use. Besides, half of the 3e perks were never taken because they'd only be useful for list tailoring.
>>
So... will the Gunrunners ever get any updates? I mean, they've been in the game since the beginning, but nowadays everything seems to focus on the new cash grab factions like the Romeaboos.

Besides, the Boomers were way cooler than the Legion anyway.
>>
>>43722289
Slavers deserve to be their own army, and 3e is when they were. Look at the Into the Pitt books, then you'll know why.
>>
>>43722273
Enclave Remnants are better than Brotherhood Paladins, though. Though I suppose thats because Enclave Remnants are TECHNICALLY named units. Admittedly, you can field way more paladins.

>>43722318

Boomers are their own army these days. Lots of Artillery and the only faction to have decent Air units. Infantry is ass though, meaning boomers are a bit of a trick army.
>>
>>43722289
Or, you know, to represent various sub-factions rather than having huge monolithic factions that all play the same. I'd rather have fluff than crunch.
>>
>>43722331
What significant options are there in Into the Pitt that you can't do with the current Mercs & Raiders?
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>>43722367
>wider range of weaponry
>various types of bomb collar as opposed to the basic one
>actual Named Heroes like Ashur (best in the entire game imho)
>Trogs
There's more, but I don't really need to go on
>>
>every little shitty faction mentioned in the game is Codex worthy
>A bit like if warhammer had codex to represent a hive gang, another codex for Arbites, another codex for the fucking administratum
>>
>>43722357
>subfactions

Of which the most recent edition has plenty. Like there are actual upgrades that allow you to play as different Brotherhood chapters.

>Plays the same

Eh, matter of opinion, but I think each army actually plays pretty diverse depending on your set up, especially with the new power armor rules and the fact that they finally statted glowing ones and FEV Horrors and a bunch of other things.
>>
>>43722404
>Implying there aren't digital codices for a bunch of sub-factions, and Forge World haven't covered a whole other bunch of them
>>
Daily reminder that there used to be a supplement with psions on 2e.
>>
>>43722404
Or Genestealer cults. Or individual Space Marine chapters. Or one-off Imprial Guard worlds. Yeah, what an asinine concept.
>>
>>43722438
Every addition has had psychic powers. However, to fit with fluff, psychic powers are...

Kinda underwhelming. A few very conditional rerolls and the ability to field a select few Critters with reduced cost. Compared to how much purchasing that ability costs, your usually better off just using your points to buy actually useful upgrades, like giving your unit hacking or purchasing turrets/emplacements.
>>
>>43722400
All the named heroes can have their combat capabilities replicated by M&R leaders and trogs can be replaced with ghouls, they have different stats but play the same role.

Now Auto Axes will be missed, since none of the current weapons can do what it does, so I wish they would just add them to the current edition. I'll hope a supplement adds them in, maybe some sort of modified Ripper or Chainsaw could come close.
>>
>>43722536
There is literally no hero that can replace Ashur. Not a single one.
>>
Am I the only one irritated at the legions self reliance rule? Sure the bonus's are nice, but not being able to take stimmpacks or radaway as a upgrade is kinda a shot in the foot. Especially considering that so many other units have stimmpacks as a free upgrade these days and the new radiation storm rules.
>>
>>43722557
They're twice as tough as NCR Troopers and still have Healing Powder, even if the powder often doesn't make a difference. I'd say it's more balanced that they don't have stimpacks.

As for the new rad storms, that's not really a problem, is it? Since the new radiation rules affect your durability, which the Legion have plenty to spare, it shouldn't be a concern... right?

>>43722556
I concede the point.
>>
>>43722633
For small skirmishes, it usually isn't, but when I'm playing a longer game and a radiation storm is rolled, it usually means that my legionaires are highly irradiated by midgame unless I purchase either Rad-Resistance or one of the expensive radiation-proof armors.
>>
>>43720837
>>43720830
So is anyone working on a codex for basic game rules?

>No captcha, those are chickens, not sandwiches.
>>
>>43723320
> his chickens aren't sandwiches

Fucking casuals.
>>
>>43723320
I feel one of the main reasons people haven't made anything is that the thread is skewed towards Warhammer, which is a war game but people want to have the S.P.E.C.I.A.L stats incorporated but those stats are more suited for a small scale battle with a dozen or less models on each side where each model can have their stats tracked individually.
>>
>>43716788
Treat unnamed as 40k inquisitors that can ally with any faction, and have a retinue ability that allows you to take customizable followers.

That way they are their own separate "faction" but not a solid enough choice to be taken solely on their own.
>>
>>43719015
the problem with Igo Ugo is that it leads to alpha strikes. I personally have seen too many games be decided in the opening volley because someone's army got reduced to half-effectiveness during the first turn of shooting. I'm all for alternating activations.
>>
>>43720922
Honestly, only guys who should have max endurance are pretty much Joshua and Frank, IMO.
>>
>>43723732
I posted earlier in the thread about how SPECIAL can be translated directly into warhammer stats. It's easy m'kay.
>>
>>43724826
You mean this? >>43719260
I'm not happy with Intelligence or Luck.
>>
>>43724976
Well, it's the simplest way to translate to 40k workout having to overhaul fucking everything. Got any suggestions?
>>
>>43725202
Okay. Uses D6.

D6

S: Auto hit, damage is Strength+D6+Weapon-Armor
P: Roll beneath this number to hit. Small/Large Target and Cover affect roll.
E: Health is Endurance*3 (combined for squads)
C: Morale (combined for squads)
I: Number of Perks or Skills, usually already assigned
A: Action Points the unit has, 1 point for 2 inches of movement, set costs for weapons
L: Values above or below 5 affect ability checks (not hit or damage rolls)

NCR Trooper (example)
S:4 P:5 E:3 C:5 I:3 A:4 L:4
NOTE: I'm using the base 28 SPECIAL points of Fallout 4

Guns deal a set amount of damage. Armor reduces damage. AP is for Action Points, not Armour Penetration.
Service Rifle
AP:3 Range:18 Damage:8

Melee Weapons deal damage as stated in the Strength description.
Combat Knife
AP:2 Damage:2
Parry 2 (increases melee armour)

Perks (3 Perk/Skill points for 3 Intelligence)
Small Guns 2 (increase Damage of small guns by 2 points)
Melee Weapons 1 (increases melee damage by 1)

Armor reduces damage by a set amount.
NCR Armor
Damage Resistance 2

To hit with guns you roll beneath your Perception value (or do it like Ballistic Skill). Enemy cover reduces chance to hit. Shrubs are Cover 1. Concrete barricades are Cover 3. Small Target (or Stealth?) is the same e.g Bloatflies & Radroaches. Super Mutants and Securitrons are Large Targets so are easier to hit. Bigger things are even more so.
Firing guns other than Pistols while any the squad is in base contact worsens hit rolls by a point.

Switching weapons use a single action point.

Morale
At the end of your opponents turn, take the squads total Charisma value (10 NCR Troopers have 50), add the amount of damage they caused during your turn and subtract the amount of damage recieved during your enemies turn. If it goes into the negatives the unit spends it's entire next turn running away from their enemies towards cover or the table edge, whichever is closer, cover occupied by enemies is ignored.
>>
>>43722159
God bless Liberty prime, that instrument of freedom
>>
>>43725714
Legionaries
S:6 P:3 E:6 C:2 I:1 A:6 L:4
Machete
AP:2 Damage:4
Parry 1

Perk
Toughness 1 (increased DR)

Legion Recruit Armor
Damage Resistance 2

----------------------

Other Perks could be Sniper which is a separate roll to double damage after you hit with a ranged weapon. Uses a Perception Check (roll beneath Perception) made easier for every point of sniper's luck above 5 and each point of luck of enemy below 5.

Quick Draw so switching weapons costs no action points.

Yadda yadda, this thread isn't lacking in imagination to come up with it's own.

Now, I'm going to sleep, it's 5:30am. I hope by the time I wake up, someone else comes over and makes something much better, regardless of it it has anything to do with what I made, since I haven't tested this at all.
>>
>>43725714
I should add on that models are removed from the squad as it's health drops, no distributing damage between members except Independent Characters.

>>43725856
And the reason I gave Legionaries such low Charisma is give them a reliance on Vexilarius or whatever they're called for Area Morale effects and other Legion officers.

I'm getting my hopes up you or someone else will do better.
>>
what about a stargrunt homebrew?

or does no one like stargrunt?
>>
Tangientally related to the topic (fuck posting this on /v/, they're a bunch of preteen cunts), how would I go about contacting the main writers of the Fallout universe? Twitter won't do, I need a direct line to these guys.
>>
>>43726115
Well, the Fallout 2 guys sort of put around on Twitter, the Fallout 1 guys are on there too, but don't shout as much as Avellone.

The Bethesda writers are snorting Skooma and fighting off Kirkbride with a poleaxe, so don't expect to contact them ever about anything.
>>
>>43726115
are you a video game journalist?

if not, then fat chance with the Beth writers. they dont want to hear angry FO1/2 fanboys bitching at them
>>
>>43726235
They don't want to hear anyone bitching at them.

They actually do care a bit about the old Fallout lore, but they are willing to handwave to fit their games and ideas because they view it as theirs (which it is now), but it people complain about Elder Scrolls Lore to them they get actively mad because that is totally theirs, they love it.
>>
>>43725725


Going by current system...

Liberty Prime

S: 10 P: 10 E:11 C:7 I:4 A: 3 L: 5
Nuclear Footall
AP 2, Range 10, Damage 20
Tesla Cannon
AP 1, Range 20, Damage 10

Perks:
Robotic(Immunity to Radiation, Fear)
Damage Resistance 5
FREEDOM(All friendly units add +3 to C)
Super-Massive(Cannot be Staggered, causes Fear to all units with 2 C or below)

Purchasable Upgrades:

Damage Resistance 6
Advanced AI(A increased by 1)
Control Hub(Becomes a broadcast center for other robots)
Heavy Tesla Cannon(Damage Doubled)
Eyebots(+P)(I figure this upgrade would be available for the entire BoS)
FIRE!(This unit can call in artillery strikes by passing a difficult (5+) test. This artillery strike uses Mini-Nuke rounds, and thus causes both explosion damage and radiation damage)
So yeah, as broken as Prime is in fluff, but this guy would cost enough that he could only really be fielded in point heavy games.
>>
>>43723732
I would think it would be best as a skirmish game. Give it more of a personalized fallout feel. Though to be fair with some of the larger scale battle shown through the game, it can work as a large war game, possibly under a ruleset not unlike Epic 40k. Nevertheless though, skirmish would definitely be a better fit.
>>
File: Fow.pdf (1.78 MB, PDF)
1.78 MB
1.78 MB PDF
By the way, here's Fallout: Warfare for any of those talented, brave and mechanically inclined to produce homebrew for this. Might help give some good reference
>>
>>43708082
>>43720679

BEAR AND BULL BEAR AND BULL
>>
>>43707780
>there are people here that wouldn't risk their lives for their fellow man

Gue'la please.
>>
Glowing One Saboteur
Cost: 10 Points
S: 3, P: 3, E:6, C: 2, I:2, A: 7, L: 6

Chinese Assault Rifle
AP:3, Range: 18, Damage 4
Burst Fire: Roll Damage 3 Times, Jams on 6. Jams cost 5 AP to fix.

Radiation Burst
AP: 5 Range: 5 Damage 5
Does 1D6 Radiation Damage

Traits:
-Glowing One 2(Radiation heals, may use Radiation Burst)

Perks:
-Stealth 1(Each turn roll a D6. On 5+ this unit may not be targeted)
-Explosives 2(Roll a dice. On a 4+ a mine is set, which will explode for 10 Damage if a unit gets within 5 spaces and fails to disarm it. May disarm explosives on a roll of 4+)

Upgrades:
StealthBoy(2 Points- Only have to roll stealth every three turns)
Stealth 2(2 Points-Cannot be targeted on a 4+)
Plasma Mine(4 Points-Mines explode for 20 Damage)
Hacking 1(2 Points-May hack robots, turrets, and terminals on 5+)
Glowing One 3(5 Points-Get 3 Feral Ghoul Scavenger Units, All Units within 10 spaces gets 2 Radiation damage per turn and Radiation Burst does 1D10 Radiation Damage and 7 Regular Damage)


This is operating off the assumption that you get, like, 100-200 points per game.
>>
>>43725714
I'm at work rn, but I'm gonna work on a more direct hack of 40k for bigger battles. I'll probably still minimize vehicles (make them give offscreen benefits like outflank, deep strike, and artillery rather than be tabletop models). I'm not a fan of this layout myself, but you do you desu~.
>>
>>43728778
Beyond Vertibirds, Fallout doesn't really HAVE vehicles. Like I mean you could probably make a few up, but, uh, why bother?
>>
>>43728972
Cars, trucks, and other road vehicles. NCR, for instance, makes mention of mechanized units, and let's not forget that Drive is an actual honest to goodness skill in fo:tictacs
>>
>>43728972
>the highwayman
>>
>>43728972
>>43729078
Adding to which, how ridiculous is it that armies which can maintain fleets of vertibirds are still moving troops ON FOOT. Build a railroad nigga. Get some cars. Hell, get some WAGONS. We know traders use the back half of cars, drawn by brahmin, as wagons.
>>
>>43729240
Er, NCR does use Trains. And I imagine Vertibirds are really expensive, but I'd have to check. Plus using trains runs into the problem that asshole raiders might blow up the tracks unless you make absolutely sure every inch of track is guarded.
>>
>Read through this thread
I think /tg/ has better threads about fake wargames than it does actual war games
>>
Jesus I would actually buy stuff for this.. I love to look through the window at eargames but never buy, but I would shit out some money to fuck up a bunch of ghoul minis to play this game. I want this.
>>
NEW CANAAN SPLAT WHEN?
>>
>>43721643

Costs a little more, but that's about it I think. I've only just started looking over 4e rules.
>>
>>43729351
>And I imagine Vertibirds are really expensive,

They also really can't produce anymore, so they're only used when it's absolutely, positively necessary.

As to why they often move them on foot: aside from trains, which have already been mentioned, they move on foot because it's easier, and that way they can use their (somewhat precious) motor vehicles for transporting supplies, weapons, ammunition, specialist gear, etc.
>>
>>43729647
Fusion Cores. Basically reduced AP unless you activate the Core, but the core only has so many charges.

On the flip side, most power armored units have various upgrades or skills you can pick up to improve the number of charges Cores have, and nowadays most human armies can take power armor.
>>
>>43729720
Oh, and you can ALWAYS buy more Fusion Cores if you have the points, or purchase the Nuclear Recharger if you decide to field buildings.
>>
>>43727392

Random question, but does anyone know what the Section Title font is?
>>
>>43729714
> vertibirds can't be produced

Then explain the vertibird plans in fo2, which the NCR, Shi, and BOS all want, and the Enclave have, for the porpoise of creating new vertibirds. Furthermore, explain the NCR vertibird fleet.
>>
>>43716356
Point. I'll give you that one.
>>
>>43729969
Maybe the NCR just doesn't have the facilities to produce more? I mean I might have the blueprint to a 1987 Chevrolet Cadillac, but that doesn't mean I'm going to be able to MAKE said caddillac
>>
>>43729969
>Vertibird Fleet

I think that was just like the NCR equivalent to Air Force One. And that's it.
>>
>>43730021
>>43730048
FO2 explicitly says the plans are for manufacturing vertibirds and the air force base in new Vegas has a fleet
>>
So, models - anyone got any suggestions?

Barring Brother Vinnie, and I guess Raiders are pretty easy to proxy, but for more specific stuff like robots or NCR/Legion - any suggestions?
>>
/tg/ sell me on the Shi, fluffwise. I'm an utter newfag, but what I've seen interests me.
>>
>>43730432
Well, a 40k knight could easily be converted to liberty prime.
So there's that
>>
hey just got the 4e rule book. thinking of starting an enclave army from my old 2e stuff
what should I do
ive got
-3 X-01 squads (two armed with plasma, one with gatling guns)
-1 vertiberd, transport (for vertie assault squad)
-5 enslaved deathclaws
-1 scientist (for the death claws)
-1 3e X-02 squad led by a tesla armor guy, lasers
-1 hellfire squad, flames and plasma
-entire enclave remnant (from For Auld Lang Syne sourcebook)

and of course good old frank horigan, even if i cant use him hes worth mentioning\

do I need to buy more stuff? or is this a good army.
I've saved some money for this but not that much.
>>
>>43719730
>>43718893
Early Draft.
Skip all the coloured things, and do not pay Attention to victory conditions.
Will run a test game for balancing purposes and if shit actually works tmr, but I am open to suggestions now.
>>
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>>43707780
i can't tell if this is a real thing or one of those things were everyone's in on the joke, like king of the hill online

i want it to be real

pls
>>
>>43731022
>dices
Come on now.
>>
>>43730432
I've spent the past couple of hours looking through potential conversion models thanks to this thread topic, an I'll list them if you want Anon.

>Legion
>Pic related
Legion mostly depends on how much you want to get into dealing with the actual conversions of your models. If you're down with that, go with the pic related idea and just use the GW Uruk-Hai Scouts and mess around with using Greenstuff to model the assorted armour onto them. If you can't be bothered with that and just want to get straight into playing with them, just pick up the urban Gladiators from Urban War. They're appropriately Roman-y, but you might want to trim them down in order to get that Caesar's Legion feel.

>NCR
For the NCR, there are a wide range of stuff you can draw from. For the basic troopers, I'd suggest something along the lines of DUST Tactics Allies infantry units, since you can prune off various weapons, and with the right paint job, they'd mostly work. For the actually Rangers, I'd suggest having a look through Reaper's selection of cowboy figures, and just use them, since NCR rangers are pretty much cowboys anyway.
>>
>>43731061
> not even glancing at the thread
>>
>>43730432
>>43731118

>Bos
>Enclave
>Robots
Honestly, Brother Vinnie is the only source I've managed to dig up that has anything nearing appropriate in terms of actual Fallout Power armour. Everything else just looks inappropriate, sorry.

Also, Brother Vinnie does Protectron models, so if you want to get started, you'd have to pick them up there. Anything else, like Securitrons or the like will most likely have to be scratch built.

>Minutemen
For the Minutemen, the easiest choice is just to go have a browse of Perry Miniatures, since they have a massive range of various American War for Independence stuff that's roughly around the right scale. I'd primarily suggest the Riflemen and Warrior models, mostly because they aren't in any specific uniform and you can mod their weaponry with enough plasticard to make their rifles look like laser muskets.

Perry Miniatures is also a decent place if you wanna pick up some potential Tribal models, again from the same War for Independence line, with the Warrior models being easy enough to convert. Most of them would have rifles though, so sorry if you wanted them to have melee.

Also
>Pic related
Hope you like Plasticard if you want to build Liberty Prime
>>
>>43730432
>>43731118
>>43731172

Also, I forgot to mention, most of these are 28mm scale, although they might look a bit weird next to one another.
>>
>>43731022
One idea I had was the idea that players could purchase special 'buildings', which give certain bonuses to any unit in range or have a detrimental effect on enemy units, or act like turrets and can attack, but they can't move or have damage repaired unlike other units.

Like for Robots, it'd be a broadcast tower that, while robots are in range improve their stats.
>>
Sup /TG/ I'm looking to start an NCR army anybody have any builds they could suggest and fun stories would be appreciated
>>
>>43713568
>Only just now noticing that the flag has 48 stars

I've seen that image a hundred times, how have i never noticed?
>>
>>43731346
I won't say I've never seen an ncr list without rangers, 1st recon, and Boone, but i will say I've never made such a list myself. They're so good, the models are glorious, and they draw so much fire proportionate to their damage output that your troopers can basically operate unmolested for the first turn or two.
>>
>>43731346
If yer going NCR, you should get at least two rangers. The Stealth 3 special rule combined with decent small arms skill makes them the best infiltrator unit.

You can also purchase mechanized units, making them one of the few groups that you can actually get a tank from.

In general, you want lots of troopers, at least one unit able to call in Artillery Strikes, a good tank, and two rangers. After that, you should get one of the named characters. I usually go with Fantastic, because as terrible as his stats are, his Idiot Savant special rule is, well, Fantastic, what with it letting you take any skill, even ones that the NCR can't normally get.

There's also General Oliver, who isn't the most impressive, but somewhat reliable in good hands.

Of course you should ALWAYS get Boone. His ungodly range might be balanced by meh AP and S, but holy shit that range lets you slowly grind down their health before they get in range. Combine with his Best of the Best and Spotter upgrade, which increases AP and lets you field Manny Vargas free of charge, Boone can be the best non-elite named character in the game.

Of course you could always field the Courier, who I think is the only unit in game that you can get to 11 Luck. But most people agree that fielding the Courier is kinda dickish unless yer playing a high points game or doing the Winner Take All scenario.
>>
>>43731355
Becaus you don't spend you time counting the stars on flags ussally?
>>
Somebody who's not at work make a new bread and link it please?
>>
>>43731535

>Oliver
>Not Hanlin

In this the 2282 of our Lord.
>>
Repostan my deathclaw list from last thread with some edits to the flies, can anyone give me further feedback? I know the flies are suboptimal and i field LOTS of babies/pups, but flies are cheap and a berserking legendary matriarch essentially owns a quarter of the board.

Deathclaw pack-Focusing on maximum females and a single alpha to minimise the chances of Territorial, just keep it away from your Sewer Ambushers. Don't forget the extra roaming range of the Youthful Matriarch with extended nursery, with that many baby 'claws you'll tear apart anything close-packed. Just be sure to keep her out of the firing line, its too fragile to risk. I play it with a picket line of bloatflies, but feel free to pick your own poison with a distraction force like wolves/coyotes or, heaven forbid, cazadores.

HQ-Legendary Matriarch, 285
Improved Senses-15
Berserk-25

Fast
3 Runner pups-120

3 Runner pups-120

Elite
Alpha-90
Hormonal-20
Weathered Claw-10
SKREEONK-15

Venerable Albino-60
Blind-15

Troops
14 Bloatflies-42
Elder Bloatfly-8
Swarming-8

14 Bloatflies-42
Elder Bloatfly-8
Swarming-8

14 Bloatflies-42
Elder Bloatfly-8
Swarming-8

6 Baby Deathclaw-120

6 Baby Deathclaw-120

6 Baby Deathclaw-120

5 Baby Deathclaw-100
Youthful Matriarch-55
Children off to slaughter-15
Extended Nursery range-10

Heavy
5 Sewer Deathclaw-350
>>
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>Bought Think Tank pack since it was cheaper than getting each individual Doctor
>Turns out it came with a rare Courier perk card that boosts his DT and reduces damage taken by Robots
>Friend of mine only bought Dr. 0 and Mobius for their Securitron and Roboscorpion damage boosts and really wants it
>Says he'll trade me for the Caesar's Legion Courier perk card and 010011110110111001100101
Should I do it anons?
>>
>>43732690
> giving up think tank ever

Might as well just sell your whole army.
>>
>>43731022
Settlers gonna get wasted
>>
>>43732930
read that shit again dummy. I said the OWB perk card for The Courier, not the Think Tank themselves.
on another note, should I save up for Ghosts or Marked Men? Ghosts seem like an upgrade to Feral Ghouls plus they have access to The Cloud, but Marked Men get healed by radiation.
>>
>>43733086
Ghosts have the benefit of having the chance to get back up after they've been killed, albeit with a loss of movement afterwards, alongside their Cloud poison rule, but Marked Men can just swarm people with their ambush rules.

Depend on what type of army you want to play.
>>
>>43732562
Good on you for using 3rd edition's second-to-worse unit as they were intended. Sure, bloat flies are worthless but only because there is such superior cheese in the Wasteland Critters list.

They aren't even lovable like the WORST unit. Don't forget, when it comes to sucking

Tunnel Snakes Rule
>>
>>43733086
You can still take the perk without the card. You just won't have the cool collector bit. Some people are up their own assess about catching em all like fucking pokemon.
>>
>>43733086
Marked men are crazy expensive, and suck in small-points games. When you get 2000+ though, they're on the level of enclave/EC BoS. Depends on your local league
>>43733177
Bloatflies and Deathclaws, the very best and very worst. They either die to some pie plates by turn two, or they stick around harassing anything in range. People rip on me for using the Swarming rule, but the extra range in mobilisation allows them to completely screw up any major first-turn advances, since no-one wants to lose a trooper squad/legion recruits/junkie team to a bunch of flies. By the time they've avoided or killed the flies, theres two dozen deathclaws tearing them to bloody ribbons. Sure, wolves and coyotes are faster and kill more reliably, but theyre fewer and miss the best and worst theme.
>>
>>43733139
Alright, thanks. Might get the Ghost People first then. Hopefully they don't fucking sell out by the time I get my paycheck.
>>43733185
Huh. Go figure.
>>
I've been thinking about a fictional history of this fallout tabletop.

First edition had BoS, Super Mutants, and Wastelanders. And that was it. Basically, Wastelanders was intended to be able to be played as both raiders and a more militia sort of settlement army. It had rules for all the varied little groups and was supposed to make up for its relative lack of power with versatility. Critters existed as part of match rules where judge controlled monsters would be added to spice up a game.

Second edition split up wastelander army into Raiders and NCR. BoS and Supermutants got updates and The Enclave was added. Ally rules are big in Fallout Tabletop, and Enclave was unique in that it couldn't take ANY allies- and had a Man Named Frank.

Then the company hit hard times and there wasn't any more until Bethesda Workshop bought it. They made 3rd edition, which rejuvenated the property even if they majorly pissed off old fans by A) not making an NCR army and instead having a kind of shitty raider/wastelander list and B) having T-51 power armor be rare units so even vets had to buy whole armies worth of the T-45s. In general 3rd edition had BoS, Super Mutants, Enclave, and the afore-mentioned Raider/Wastelander armies. It also released a series of supplemental stuff that took small pieces of other armies and make them more fo their own thing. The Operation Anchorage book make playing Outcast viable, and also gave rules for playing pre war america and prewar/ghoul remnant chinese. Point Lookout added tribal rules to Raiders and made Wasteland Critters their own army (with Swampfolk to boot!) and The Pit made Slavers WAY more interesting.

Then 3.5 came out, basically fixing everything people didn't like about 3. It turned the Raider/Wastelander army into JUST Raiders, and gave them a slew of options. It returned a bunch of old favorites to the BoS, Enclave, and super mutants list. And it added the new, awesome armies. A totally revamped NCR, The Legion, And New Vegas
>>
>>43733236
You might have missed it, but there's a Perk List buried between the fluff and the quick reference sheet. People just like having the physical cards rather than flipping through the book.
>>
I had a guy at my game store who filled the Prydwn's fake balloon with a real helium one.
>>
Holy Shit! I just noticed 4ed lets you put a hat for +1 Charisma on ANY (non synth) ROBOT!

Never has an army been so dapper.
>>
>>43733360
Don't forget the controversial Fallout Tactical, which is the first time robots are a full faction rather than just allies. Unfortunately, they spent a bunch of money on the model range which received only a lukewarm reception. Then there was the failure of Van Buren (the release date kept getting pushed back) and the disastrous pnp role-playing game Fallout: Brotherhood of Steel. Three back to back flops was too much for Black Isle Miniatures, which folded.
>>
>>43733360
The game languished for a longass time between second and third editions, with a dozen half-finished, poorly executed attempts to revitalise the setting. The new guys, Bethesda Workshop BeeDubs are polarising between the old neckbeards and the massive success the new editions have brought to the game
>>
>>43733540
Well, of course.

Now, 4rth edition is pretty interesting. Its definitely taking the hugely popular robot option from the New Vegas list in mind with the Institute, and the new BoS (i think) has the best of 2nd and 3rd. the minor factions have some unexpected love. Like, suddenly Chinese remnants can be taken as good karma ally with captain Zao!?!?

Minutemen as the Good counterpart to the Raider/Merc/Tribal list is pretty cool, especially since the ally rules means you don't actually have to BE minute men. I'm using it to make a non-feral ghoul army with Zao and Mother Fucking Desmond Lockheart, who is nearly Boone Teir.
>>
>>43733554
*the new guys the massive etc
>>
>>43731022
Could you make some more significant examples? The difference between a Settler and Powder Ganger isn't really inspirational. Making units that are very different would at least show how far you plan to stretch the SPECIAL stats, since most of values you've provided hover around 3-4.
>>
>>43733360
When were vehicles introduced? They weren't in 1st, right?
>>
>>43733761
>vehicles
heh
>>
>>43733650
>>43733650
Gonna add a scenario between raiders and Brotherhood of steel in the next one if my game is successful but unsure about tackling the brotherhood so early.
This was a testversion to see if the system works.
Settlers will have the worst statline and even the more elite powder gang are barerly average.
Another scenario I want to test first would be a khan vs NCR, I will try to play a game tmr to see if the project is viable.
>>
>>43733761
2nd. I don't know HOW nobody has mentioned the ol' toe-mobile strat where you put The Chosen One with his Toe in the unique Highwayman and troll the enclave. But honestly the vehicles didn't work well. I know a lot of but hurt 2nd editioners say that dropping all non-flier vehicles for 3rd- on was another case of BW "dumbing down" the game but thats such bullshit. If you can take power armor or a car, and its a better idea to take a car, there is something wrong with your game.
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>>43733761
2e introduced the Highwayman, but only for the unnamed character, the Chosen One. They also had Vertibird Insertion for Enclave, though again the Chosen One could take Vertibird Plans to unlock it for BOS, NCR, or the Shi (though enclave would get automatic Hatred against him). It wasn't until 2.5 that vehicle rules really hit, but by then fallout was floundering. 3e brought them back plus vertibird models were finally a thing (much to the grumping and growling of oldfags).
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>>43733626
I'm still waiting for the update to New Vegas: Freeside. That game was fucking amazing. Choosing a family or street gang to play, building your gang, all that good shit. There were a few flaws (see: The gigantic leap in capability between Mrk1 Securitrons and Mrk2. Seriously, Mrk2s mulch through fucking Power Armour) and the ally system being all kinds of weird, but it was a neat specialist game.

I use to have an old Kings Gang, back when Cyberdogs were underpowered prior to the OWB update turned their sonic barks into ridiculous bullshit, but now it seems like BeeDubs doesn't even want to acknowledge those old specialist games in favour of the new Edition.
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>>43733797
Furthermore I have yet to add any fluffy abilities like raiders making use of thode they slay to either go in a stronger bloodlust or to force courage test, settlers having specialized guards who get more determined with each slain fellow settler or giving more abilities to the boss-focused powder gang.
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>>43731022
Looking good so far my friend!
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>>43733832
We weren't mad because PA > Cars. We were mad because factions with no PA suddenly had no options at all, because guess what: models with no PA also had no vertibirds. Now it's "ally a pa faction or get fukt bub."

Flyer meta a shit.
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>>43733841
Well, you weren't supposed to ever upgrade the securitrons. It was "possible" so suddenly every player started to treat it as a victory condition.

But yea, I still have my tunnel snake models on display with love, but I really can't see how it was ever going to be profitable enough to be kept on.
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>>43733889
Hey, nobody is arguing that 3rd edition Wastelanders was a shitty slap in the face. But Super Mutants had decent anti-air, and flying against Wasteland Critters was. and is, a hilariously bad idea.

Yes, making your good karma options shining paragon BoS or cowering in the glory of BoS wasters was bad. But the PA expansion rules totally show how we don't need ground vehicles outside troop transports.
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>>43733899
Me and my mates just run them as they were in 1st Ed., as random characters on board rather than an actual gang like they got updated to in the 2nd Ed. There is honestly nothing funnier than watching your friend's Fiend boss get his shit pushed in by a Securitron noticing him from halfway across the board and rolling to hit with every single one of it's missiles. Sure, it made the game a bit random, but it really added to the experience.

Also
>Tunnel Snakes
You've got excellent taste. Besides, I put the failure to sell down to BeeDubs putting way to much money into their marketing campaigns rather than actually getting the models out there.
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>>43733978
>Flying
>Wasteland Critters

Mostly because despite having ass armor several critters had flying. Bloatflies come to mind.

Also we need more expansions like Mothership Zeta. That shit was bonkers! I mean most UFO's besides the mothership were just Vertibirds+, but few things are as satisfying as rolling for the hilariously broken alien weapons.
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>>43733978
If I have to deal with another Fifth Column/Chinese Ghoul remnants pulling out that overpowered fucking Chimera tank, I'm going to beat that person to death with their own shitty model.
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>>43734082
The automatic damage for flying into a Critter Flyer is SO harsh. But I guess having a bug the size of your fat kid splatting against your windshield isn't good for the vert.
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>>43733978
>shitty slap in the face.
hey screw you bub that slap in the face was the difference between a dead, playerless wargame like arcanum and a living one. I'll take no-vehicles over no-game every time
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>>43734112
>Chimera tank
pls, you can knock that thing out with small arms, it is a trap option that only works well against models with high-power, low-output weaponry, and even then it still gets rekt versus tesla cannons/fatmen
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File: FowRules.pdf (475 KB, PDF)
475 KB
475 KB PDF
Why not take a look at the Fallout Warfare rules as an idea for the homebrew
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>>43734182
That's why you should usually pick up the Point Defense and the Alloy Armor upgrades, they render that tactic...

Well, not invalid. Still a bitch and a half to defend against without proper AA, but makes it tolerable.

>>43734277
EVERYTHING gets wrecked versus Fatmen. Why do you think units that carry it cost so much? Like it's the one weapon you cannot purchase for any base unit.
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>>43734259
DUDE I LOVE 3rd EDITION!

I'm just saying that the good karma side of the Raiders/Wastelanders army was shit. You HAD to play with the Lone Wanderer to be competitive. But everything else? Let me tell you how much I love my Slaver Army with Ashur, and how deeply fun it is to run Tunnel Snakes in Power Armor with the wanderer's alliance rules. Sorry for not being clearer.
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>>43734299
Well thats my point. Its well balanced.
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>>43734259
> arcanum

Oh my god somebody else remembers.
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>>43734324
>Running Ashur and as many raiders with auto axes as you could
Good times, good time. His buff's were fantastic, yeah the infighting that happened if you lost him sucked, but with him being able to shove raiders in the way of shots that usually didn't happen unless someone min-maxed Lone Wanderer with all the sniper buffs.
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>>43734495
>Running Ashur and as many raiders with auto axes as you could

Fuck you and fuck your auto-axes. The damage they do to Power Armour is fucking ridiculous.
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>>43735661
oh no, something a mid-tier army can do to the absolute cheesefest known as BoS! More armies need options like that
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>>43735700

We all may as well just accept that BoS/Enclave are the BW poster boys and most factions won't get more than one or two situational ways to deal with their shit because then the overpriced resin recast models they pimp to the 13 year olds with mommy and daddy's credit card won't get to stomp almost everything with no thought
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>>43736684
all that means to me is that they're missing an important business opportunity by avoiding giving every faction a points-cheap, incredibly costly real cash way to deal with tin cans.



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