Fallout Mordheim Mod Version 3

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Transcript of Fallout Mordheim Mod Version 3

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Guns:

•  Aim: +1 to hit if not moved this and the turn before.

•  CloseCombat: Weapon can be used in close combat with basic balistic skill

•  Move or fire: Only shot whithout movement (except turning on spot)

•  Multipe Shot: Shot two or three times with an minus 1 modifier for each shot.

Weapon Gunlevel

range damage Armour piercing

costs rare Special rule

Pistol 9mm 0 12 S3 - 5 - CloseCombat

Pistol10mm

1 12 S4 6+ 10 5+ CloseCombat

MagnumPistol

2 15 S4 5+ 20 7+ CloseCombat

That Gun 3 18 S5 5+ 50 10+ CloseCombat

VerminRifle

0 24 S3 - 10 - Move or fire,Aim

HuntingRifle

1 24 S4 6+ 20 6+ Move or fire,Aim

ServiceRifle

2 30 S4 5+ 30 9+ Move or fire,Aim

Sniper Rifle 3 36 S5 5+ 60 12+ Move or fire,Aim

Single barrel shot

gun

0 12 W2 S3 - 10 -

Sawed offshotgun

1 12 W2 S4 - 20 6+

Combatshotgun

2 12 W3 S4 6+ 50 9+

Submachinegun 9mm

0 12 S3 - 10 - Multipleshot: 2,CloseCombat

Submachinegun 10mm

1 12 S4 6+ 20 6+ Multipleshot: 2,CloseCombat

AssaultRifle

2 24 S4 6+ 40 9+ Multipleshot: 2,Move or fire

Mini Gun 3 24 S4 6+ 60 12+ Multipleshot: 3,Move or fire

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Energy weapons

•  Aim: +1 to hit if not moved this and the turn before.

•  Autohit: No hit roll necessary each target under template is hit.

•  Burn sucker burn: Target catches fire and suffers in each recovery phase a S4 hit.

•  CloseCombat: Weapon can be used in close combat with basic weapon skill

•  Move or fire: Only shot whithout movement (except turning on spot)•  Multipe Shot: Shot two or three times with an minus 1 modifier for each shot.

Weapon Gunlevel

range damage Armour piercing

costs rare Special rule

Laser Pistol 1 12 W2 S3 6+ 10 8+ CloseCombat

PlasmaPistol

2 12 W2 S4 5+ 30 10+ CloseCombat

Laser Rifle 1 24 W2 S3 6+ 20 8+ Move or fire,

AimPlasmaRifle

2 24 W2 S4 5+ 40 10+ Move or fire,Aim

Gauss Rifle 3 30 W2 S5 5+ 90 12+ Move or fire,Aim

Flamer 0 Flametemplate

S3 - 20 - Auto hit, burn sucker burn !

Incinerator 1 Flametemplate

S4 6+ 40 7+ Auto hit, burn sucker burn !

Tri BeamLaser Rifle

2 24 W2 S3 6+ 40 10+ Move or fire,Multipleshots: 2

GatlingLaser

3 24 W2 S3 6+ 60 12+ Move or fire,Multipleshots: 3

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Explosives:

•  Burn sucker burn: Target catches fire and suffers in each recovery phase a S4 hit.

•  Built it!: You need the parts and repair skill level three to build this weapon. Betweeneach battle only one weapon can be built, but only if mechanic was not OOA in last

 battle.

•  Deviate: If target is not hit directly deviate W6” in a random direction. Deviate hitsuses lower damage for hit targets (friendly or enemy)

•  Direct fire: if target is not hit template deviates W6” in random direction. Draw a linefrom launcher to new target. First target in line of fire is directly hit.

•  Explosive: Use 3” or 5” template. Direct hit uses higher damage for target, templatehits and

•  Plant them: Plant the mine 2” or 3” away. Mines is active and reacts on every futuremovement in threat area (1.5” or 2.5” around mine)

•  Robots and turrets only: damages only robots turrets and similar targets.

•  Thrown:  No malus for moving and throwing or long range 

Weapon Explosiveslevel

range damage Armour piercing

costs rare Specialrule

Dynamite 0 S x3 W3 S3victim 3”templateS3

3 - Explosive,Deviate,Thrown

FragGrenade

1 S x3 W3 S4victim 3”templateS3

6+ 5 7+ Explosive,Deviate,Thrown

Pulsegrenade

1 S x3 W3 S5victim 3”templateS3

5+ 10 9+ Explosive,Deviate,robots andturretsonly,Thrown

Plasmagrenade

2 S x3 W3 S5victim 3”templateS4

5+ 15 10+ Explosive,Deviate,Thrown

 Nuka

grenade

2 S x3 W3 S5

victim 5”templateS5

4+ Built it! Built

it!

Explosive,

DeviateBuilt it!,Thrown

Frag mine 1 2” W3 S4victim 3”templateS3

6+ 5 7+ Explosive,Plant them

Pulse mine 1 2” W3 S5victim 3”template

S3

5+ 10 9+ Explosive,Plant them,robots and

turrets only

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Melee weapons

•  Cannot be combined: no other hand can be used in closecombat (basically =2-handed) 

•  2-handed : both hands are needed,

•  Burn sucker burn: Target catches fire and suffers in each recovery phase a S4 hit.

•  Built it!: You need the parts and repair skill level three to build this weapon. Between

each battle only one weapon can be built, but only if mechanic was not OOA in last battle.

Weapon Gunlevel

range damage Armour piercing

costs rare Special rule

Lead pipe,axe,

0 CC S - 5 -

Knife, police baton

1 CC S +1 6+ 10 5+

SledgeHammer

2 CC S +2 5+ 20 7+ 2-handed

SuperSledge 3 CC 2x (S+2) 5+ 50 10+ 2-handed

Unarmed:

•  Cannot be combined: no other hand can be used in close combat (basically =2-handed) 

•  2-handed : both hands are needed,

•  Burn sucker burn: Target catches fire and suffers in each recovery phase a S4 hit.

•  Built it!: You need the parts and repair skill level three to build this weapon. Betweeneach battle only one weapon can be built, but only if mechanic was not OOA in last

 battle.

unarmed 0 CC S -1 - - -Brassknuckles

1 CC S +1 6+ 10 5+

Power fist 2 CC S +2 5+ 20 7+ Cannot becombined

Balistic Fist 3 CC 2 x(S+2) 5+ 50 10+ Cannot becombined

Shishkebab 3 CC 2 x(S+2) 5+ Built it! Built it! Built it!,Burn SuckerBurn

Armour:

Armour will only be negated if armour piercing value of the weapon is equal or higher thanthe armour save

Armour Armour save costs Rare special

Light armour 6+ 5 bc -

Metal armour 5+ 10 bc 5+ -1 M

Combat Armour 5+ 20 bc 8+

Power Armour 4+ 50 bc 11+ Needs skill, +1S, -1 M

Helmet - + ½ price ofarmour (roundup)

See armour type Armour saveagainst stunnedresults

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Aid:

Aid result cost rarity

Stim pack heal one wound (or

more, see medicine)

10 bc 6+ (buy up to W3

doses)Super stim pack Double Stim pack

result30 bc 9+

Buffout heal one wound and+1 S and +1 Taddiction:

5 bc 8+

Med-X +1 T addiction 5 bc 8+

Jet 2 additional actions,addiction

5 bc 8+

Fixer Heal addiction 5 bc 8+

Food Roll W6: 5/6: healone wound

2 bc -

Climbing device Reroll any climbrolls

5 bc -

addiction - 1S and 1T untiladdiction is healed

- -

Additional rules regarding injuries:

If injured but not OOA, roll additionally on the crippled limb table:

1,2: crippled head: cut BS in half, (round up, second head crippled result = OOA), helm cansave against this result

3,4: crippled arm: cut WS in half, can´t use any weapons anymore, which needs two arms

(round up, second arm crippled = OOA)

5,6: crippled legs: cut M in half (round up, second leg crippled = OOA)

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Warbands: Start with 500 bc, must buy leader

Warband type # members # startingheroes

Modification of standard design

Raiders (e.g

 powder gang)

15 5 Can take up to 5 wardogs, max 1/3 of warband

can be wardogs, Only 1 trained fighter ashenchman

Local militia(e.g. citizens ofPrimm orMegaton)

15 5 Can take up to 2 wardogs, can choose betweendoc (one level medicine) mechanist (one levelrepair ) or card shark ( luck 1) as initiate typecost 5 bc more. Only 1 trained fighter ashenchman

Slaver: 12 5 Hire additionally up 5 slaves, Leader gainslevel 1 barter

Brotherhood ofSteel:

10 4 Initiate = scribe + 2 levels in repair, science ormedicine, power armour training for knight

and paladin, expert power armour training forPaladin, Knight and paladin must wear powerarmour. Decreased cost of power armour to40bc, Knights and paladin 1 extra level inenergy weapons or guns costs 5bc more, cannot hire untrained fighters. All henchmanfighters except the doc, scientist or mechanisthave to wear combat armour or won´t be sentinto battle.

Super Mutants 10 4 Can not wear armour. All +1 W, - 1BS, + 1 S +

1T + 1 level unarmed or melee weapons, + 25 bc cost each, Thieves not scientists (Thieves =scientist with level 1 lockpick instead level 1science)

Enclave: 10 4 1 leader, 3 champions. Champions have towear power armour, power armour training forchampions, decreased cost of power armour40bc, Leader and champions 1 extra level inenergy weapons. No one may use guns, foundguns have to be sold)

 New

CalifornianRepublic:

12 5 All heroes have to wear combat armour, all

heroes are trained in guns (one extra levelguns) and cost 5bc moreStandard equipment: service rifles can be usedlike hunting rifles and cost the same (gunslevel 1 sufficent),Can take up to 2 wardogs

Legion: 12 5 Leader and champions are trained in unarmed,melee or energy weapons and have to wearcombat armour, leader A+1 costs 10bc moreheroes 5 bc more,Can take up to 2 wardogs

Mercenaries(e.g Talon)

12 5 All heroes have to wear combat armour, allheroes are trained in guns (extra level). Leadergain level 1 barter

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Skills and level ups:

Usable Mordheim skills:Dodge;Eagle Eyes;

 Nimble;Trick Shooter;Battle Tongue;Leap;Sprint;Acrobat;Lightning reflexes;Mighty blow;Jump up;Scale Sheer SurfacesStrike to injure:

Step Aside

Expert close combat fighter: requirement: melee or unarmed level 1Reroll missed melee or unarmed close combat rolls

Resource hunter (same as Wyrdstone hunter)

Two weapon fighter: requirement: melee or unarmed level of 1 needed;Use two melee weapons or two arms (or in combination with one pistol) in close combat (=two attacks,)

Expert close combat fighter: add one close combat attack at -1 (can be combined with twoweapon fighter, melee or unarmed level of 2 needed)

Master close combat fighter: add a second close combat attack at -1 to hit (expert closecombat fighter needed, melee or unarmed level of 3 needed)

Close Combat Pistolier: Use gun skill for pistols in close combat (gun level 1 needed),Use gun skill for submachine guns in close combat (gun level 2 needed)

Pistolier: use two pistols in parallel (can be combined with Close Combat Pistoleer, gun level1 needed)

Extreme Pistolier: use two submachineguns, pistolier needed, gun level 3 needed)

Quick Shot: If not moved 1 gun or energy weapon without multiple shot may be fired twice at-1 to hit, can not be combined with Pistolier

Weapon nerd: Use weapons which are one skill level higher to use than you have

Shoot to injure: add +1 to all injury rolls caused by the model by using sniper rifles or Gauss

rifle

Power armour training: combatant can use power armour

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 Expert Power armour training: no -1 M

Instead of WS or BS upgrades specialize on guns, explosives, energy guns, melee combat orunarmed combat (three levels each)

Instead of skill choose additional weapon specialisation level

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Repair (three levels): Move and repair possible

Level result

1 Repair slightly damaged weapons (or sell for ¼ value) or machines

2 Repair major damaged weapons (or sell for 1/10 value) or machines

3 Repair critical damaged weapons or machines, Build Built

it!weapons for 15 bc (for each, up to 3 explosives) or 50bc (1Shishkebab)

1 xp for each repair during battle

LockPick: Open locks (1: easy, 2: average, 3: hard) 1 xp for each opened lock per battle

Medicine: Move and “heal” possible

Level result

0 Stimpak heals one wound or crippled limb, heal one addiction after battles

1 Stimpak heals two wounds and or crippled limb, heal two addictions after battles

2 Stimpak heals three wound and or crippled limb, heal three addictions after battles

3 Stimpak heals three wounds and or crippled limbs,heal three addictions after battles,1 (only 1 although you have more physician) reroll of on injury roll if

 physician was not OOA or perform 1 operation/treatment to heal one permanent injury on 4+ (costs 25 bc per try)

Physican receives 1 xp for healing of friendly fighter

Science: hack computers (1: easy, 2: average, 3: hard) 1 xp after successful test

Barter: three levels:

Level result

1 -1 rarity and 1 of the following actions if not OOA in battle:1. spare 10 bc for one buy (pay minimium 1 bc)2. spare 10 bc on the hire of a hired gun3. sell one item for 10 bc higher than normal

2 -2 rarity and 2 of the following actions if not OOA in battle:1. spare 10 bc for one buy2. spare 10 bc on the hire of a hired gun

3. sell one item for 10 bc higher than normal3 -4 rarity and 3 of the following actions if not OOA in battle:

1. spare 10 bc for one buy2. spare 10 bc on the hire of a hired gun3. sell one item for 10 bc higher than normal

Luck (3 levels): Level 1: repeat 1 W6 per game, Level 2: repeat 2 W6 per game, Level 3:repeat 3 W6 per game, one W6 is usable for after game injury rolls (only level three)

Drug dealer: no rarity roll for drugs -2 bc per dose

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Henchman: max level one per skill (specialist 2 for specialisation)

Type Costs skill

Untrained fighter 25 -

0-3 Trained fighter 35 One weapon or ballistic skill

0-1 Physican 30 Medicine: 1; can only use pistols or level 0 weapons

0-1 Scientist 30 Science: 1; can only use pistols or level 0 weapons

0-1 Mechanist 35 Repair: 1

0-1 Thief 35 Lockpick: 1

Type: bc 0 exp, skill:

M WS BS S T I A W Ld Save

4 3 3 3 3 3 1 1 7

Weapon Level Final skill

Unarmed

Melee

Gun

ExplosivesEnergy guns

wardog 20 bc Gain no experience

M WS BS S T I A W Ld Save

6 4 0 4 3 4 1 1 5 -

Type: 0 exp, skill:

M WS BS S T I A W Ld Save

4 3 3 3 3 3 1 1 7

Weapon Level Final skill

Unarmed (+1)

Melee (+1)

Gun (+1)

Explosives (+1)

Energy guns (+1)

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