Fallout Warfare - Campaign rules

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Fallout Warfare - Campaign rules

Post by Spiritcurse on Fri Feb 26, 2010 12:41 am

Campaigns.

Beginning
All players begin with 100 ring-pulls (RPs) with which to recruit their group. They may not purchase more than one Hero, or any robots.

Injuries
A model that "dies" on the battlefield may not actually be dead. They are, however, brutally injured. Roll 1d10 for each model, and apply the following action. If you have a doctor or doctor's kit, reroll once. If you have both, reroll twice.
1, 2, 3 = The warrior dies.
4, 5 = The warrior breaks an arm. Special weapons cannot be used. Second time, no weapons can be used.
6, 7 = The warrior breaks a leg. They cannot jump. Second time, they cannot move at full speed.
8, 9, 0 = The warriors recovers with no long term damage.

Income and Territory
Pay 2d10 RPs for each vehicle and 3d10 RPs for each robot, minus the sum of repair skills in the army, for maintenance and repairs. Every player begins with a Wasteland territory. Territories may not be shared.
Wasteland - 1d10 RPs
Ruins - 2d10-5
Farm - 1d10+2 RPs
Tunnels - 1d10+4 RPs
Shopping Mall - 2d10-3 RPs
Settlement - 2d10 RPs
Capital - 3d10 RPs

Buying and Selling
Vehicles can only be bought in Settlements or the Capital. It costs the normal cost in RPs, plus 2d10.
Robots can only be bought in the capital. It costs the normal cost in RPs, plus 3d10.

Missions
Terrain is always set up in a mutually agreeable manner, with players alternating to place terrain.
1 - Assassinate - Pick an enemy hero or squad leader, but do not tell your opponent who you have chosen. The attackers must try to eliminate that person. Attacker chooses time of day and goes first.
2 - Loot - Place about 5 loot counters around the battlefield. Each loot counter is worth 1d10 RPs to the side that controls it at the end. These counters can be picked up or dropped at any point in the controller's turn. Roll off to go first. This takes place during the day.
3 - Elimination - Each side must attempt to destroy the other side, or force it to retreat. If the attacking team wins, they take control of an enemy territory. If the defenders win, they keep control of their territory. The time of day is randomly decided, odd = day, even = night. Roll off to go first.
4 - Robbery - Place one loot counter in the defender's zone. If this is taken by the attacker, they gain 2d10 RPs, while the defender loses the same number of RPs. This mission always takes place during the night, and the attacker goes first.
5 - Skirmish - The groups meet by chance, and attempt to escape with their lives, while also trying to damage their opponents as much as possible. Simply fight until one side surrenders, retreats, or is killed. The time of day is randomly decided, 1-7 = day, 8-10 = night. Roll off to go first.
6 - Special - Either invent a mission of your own, or reroll.


Last edited by Spiritcurse on Fri Apr 09, 2010 1:47 am; edited 3 times in total (Reason for editing : Vastly simplified, to avert dickishness)
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Re: Fallout Warfare - Campaign rules

Post by GrandTheft on Fri Feb 26, 2010 5:51 pm

dude you need to make a hardback copy of this Very Happy id buy it sounds brilliant but i would assume the territorys would be set out like risk and the battles like warhammer
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Re: Fallout Warfare - Campaign rules

Post by Spiritcurse on Fri Feb 26, 2010 10:28 pm

Pretty much. I'm going to be working more on it, this was just to see if people like it. Oh, and I'm not allowed to sell it - copyright.
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Re: Fallout Warfare - Campaign rules

Post by Spiritcurse on Sat Feb 27, 2010 12:02 am

Okay, made quite a bit more. Anyone want to help me balance up the points for the robots? It means you get to use the Behemoth robot.

In game description - "Very. Large. Robot."
My description - "This thing is fecking enormous. If you fight it, bring several rockets, some RPGs, a couple of Grenades, EMPs, and a change of underwear. I shit you not, it is scary."
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Re: Fallout Warfare - Campaign rules

Post by GrandTheft on Sat Feb 27, 2010 1:51 am

if you tell me how many territories you want and what they are all called i will make a map of them
Also i will list places of intrest in them such as settelments
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Re: Fallout Warfare - Campaign rules

Post by Nailz94 on Sat Feb 27, 2010 12:11 pm

Nice, you wanna start coming on Fridays?

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Re: Fallout Warfare - Campaign rules

Post by Spiritcurse on Sat Feb 27, 2010 1:15 pm

Well, there'll be 2 shopping malls, 5 tunnels, 4 farms, 2 settlements, 1 capital. The rest of the world will be wasteland. Maybe 30 territories all together, with plenty of space between each non-wasteland territory.

And yeah, start coming on Friday. It'll be fun.
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Re: Fallout Warfare - Campaign rules

Post by GrandTheft on Sat Feb 27, 2010 2:48 pm

i dunno it seems a waste for £1.60 if im going to spend 2 hours there
Anyway i usually get in at 3:30 and then dont go out till 5
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Re: Fallout Warfare - Campaign rules

Post by Spiritcurse on Sat Feb 27, 2010 11:17 pm

Well, just be quick at getting here from school, and stay until late then.
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Re: Fallout Warfare - Campaign rules

Post by Spiritcurse on Mon Mar 01, 2010 12:39 am

Oh, added more stuff, and also:

Outcasts: 80% done
Enclave: 100% done
Robots: 100% done
Mutant Update (Glowing ones, etc): 10% done
Special Characters: 2 done
New Weapons: 3 done

Any other requests? I've been considering a Raider/Reaver Update, possibly splitting them up and making more for each, thoughts on that anyone?
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