So this Might Be an Odd One (Combining a System With DH2)

By ThenDoctor, in Dark Heresy General Discussion

So I'm trying to combine the Fallout PnP System

http://falloutpnp.wikia.com/wiki/Main_Page

With the combat system of DH2.

Largely this is to speed the combat along and make it generally easier. Because none of my players are actually computers and can run fallout in their head.

Any tips? Have you done something like this? Does it even sound like it won't blow up in my face?

Interested me in posting it at all after I'm done?

I don't know the Fallout PnP system, but I flew over a bit of the combat page on the wiki you linked. It doesn't seem much easier than the DH2 system, but from you post I get that your players already know the system, so that's a plus.

Do you plan to keep the non-combat rules from DH? If that is the case, do you want to implement new attributes (Luck)? If yes, how?

I think it would be much easier (and a lot more fluid) if you just kick the DH2 rules and do the whole rules stuff in the Fallout system. That might work better.

And I'd be interested in your results.

No I don't, I feel the skill system and non combat material is already sufficient from Fallout as a whole. I have been messing with racial maxes and mins of attributes.

The Fallout System itself is the problem, that's the base I'm beginning from. But it's literally the computer game put on paper all the math that the computer and interface is just written down. It makes it difficult at times for players to get ahold of and the Action Point system is just a clunky mess at times.

Essentially I'm just cutting out the combat chapter in Fallout PnP, and Replacing it with DH2's system. After that I'm working backwards to smooth over the ramifications of not having the Action Point Combat system mechanics in the game.

I'd be worried about this turning into some kind of Frankenstein of a system. Mainly, you're going to find yourself constantly making house rules in the middle of things to smooth everything out. That said, here are some important questions to consider for yourself and people trying to help you.

Why do you want to use the fallout system?

What about the fallout system do you like? What do you not like?

What do you want players to be doing during non-combat?

How much detail are you wanting to add per roll for non-combat?

Why do you want to use dark heresy combat?

What about the dark hwresy system do you like? What do you not like?

What do you want players to be doing during combat?

How much of a "game" do you want combat to be?

How much detail do you want to add per roll?

And finally, how willing are you to make up NEW rules for your preferences rather than just glue existing things together?

It'll be an iterative process, I understood that from the outset.

1. Because I enjoy Fallout's universe and the PnP is just the computer game on paper. Which is the point of it really.

2. The skill system/character creation and advancement. Largely the entirety of combat, some of the armory, and all of the action point system.

3. Using their skills in a noncombat sense, repairing gear providing first aid and doctoring themselves. Depends on the type of game really, right now possible mercenary game, so might have some heavy npc interaction with civilians and bartering with people about jobs.

4. Not sure what you mean by that, but the noncombat section of the Fallout system is pretty thorough.

5. Because overall it's much smoother than what Fallout provides.

6. Overall you know exactly what you can do with it because everyone has a Full action and a reaction. A lot of the excess moves can bog down combat with option overload.

7. I want them to quickly be able to understand what they can do and do it.

8. Less overall than what Dark Heresy and Fallout have it be. Fallout has less moves than Dark Heresy, but the AP system bogs it down, with the Dark Heresy style of turn it will make the options the Fallout system has run much faster, at least I hope so.

9. Fallout has a pretty decent roll modification table based on environment and enemy armor, I've cut out some excess from that and kept it pretty intact. Reworked the Cover system last night as well.

10. Been doing that, trying to keep the flavor of the rule and think how it'd work in the other system.

Again I accept that this is an iterative process. After I get the core rules reworked I plan on having one or two more iterations each trying to work in more material from Fallout 3 and New Vegas. Fallout PnP is created from Fallout 1, 2, and Tactics.

Other question: have you looked at GURPS? It's got a nice variable level of crunch to it and was the system that the fallout computer game was originally based on. People have done conversion work for it. I don't know much about it, because it's not my kind of thing at all, but there's a lot of online support. The nice thing about GURPS is that you can add or subtract things to taste and not unbalance the system terribly.

GURPS is way more than I want.

Also have the GURPS Fallout module anyways, but yeah GURPS is just too much work.

Post what you've got so far. I'd be happy to offer suggestions.

I'm going to get through the book then post up what I've got as a sort of Ver 1.0

So I finished my first iteration, but...well it's quite long. Roughly 44 pages. I essentially worked through the book and took out everything I felt I'd need for running the game. I'll just post the combat section.

The forums being what they are messed with my tables. I hope that isn't too confusing, trying and failing to fix it.

Combat: Combat Rounds are 10 seconds

Step 1: Initiative

Once combat is initiated all participants must roll Initiative. The Initiative roll is 1d10+A. If two characters get the same result on an initiative roll then compare their Agility score. Whoever has the higher value goes before the less agile character. If both characters have the same Agility then they must roll 1d10 each until one rolls a higher value than the other.

Step 2: Action

Characters can take 3 types of actions in a turn of combat. A Full Action, a Half Action, or a Free Action. A Full Action is comprised of 2 Half Actions. No amount of actions can equal a Free Action, these are generally actions that don’t require much movement or concentration; this is generally something like talking to fellow characters.

-Movement: Characters can take multiple types of move actions.

Full Action: The character moves a number of hexes equal to his Agility score.

Half Action: The character moves a number of hexes equal to ½ of his Agility score. Round that value up.

--Difficult Terrain can impair movement:

Rough or Wet Ground: Full Action moves only allow you to move ½ you Agility score rounding up.

Half Action moves only allow you to move 1 hex.

Torn or Muddy Ground and Moving through Water: You must use a Full Action to move 1 hex.

-Using an item – Using an item that takes under 10 seconds to use is a Half Action. These are not Weapons, they are things like Chems or Utility Items.

-Equipping an Item – Equipping an item you have on your person to be able to Use is a Half Action. You must Equip something to Use it.

-Taking an Item – Taking an item off the ground or form a container is a Half Action/Item Taken. This Equips the Item when you Take it from where it is. You must be standing in the same hex of the item you want to take, or adjacent to it if the item is in an immobile container.

-Reload – Reloading any weapon except a mortar weapon or an artillery piece is a Half Action. Mortar and artillery pieces take a Full Action to Reload. You must have a free hand to reload a weapon.

-Using a Skill – Using a Skill will be dependent on the Skill a character wants to use. Some Skills take too much time to be useable in most combat situations. It is up to what the character wants to do with the Skill use and the GM’s discretion.

-Healing a Fallen Comrade – If a fellow character, or an enemy, reaches an unconscious state and is not blatantly dead then a character can use either their First Aid or Doctor skill to bring them back from death’s door. The character must be in an adjacent hex to the character needing revived. This requires a Full Action to perform, the character using this action loses their base AC value until their next turn. If the check succeeds then the target is brought back to 1 hp, and the target regains consciousness on their next turn. The target has no Base AC bonus until their next turn as well, and they are considered knocked down and must take a Full Action if they wish to get back up.

If the target is a robot then a Science or Repair skill check can be made.

This goes against the daily uses of First Aid or Doctor a character has.

-Getting up: Getting up from being knocked down the previous round of combat takes a Full action and they receive no Base AC bonus for that turn.

-Laying Mines: Laying a mine takes a Full Action and a successful roll against their Traps skill. See Life in the Wastes for more information on Mines and trap laying.

-Set up tripod/artillery – This takes a Full Action. Characters who wish to set up a tripod mounted weapon or an artillery piece need to roll against their Big Gun Skill. If they succeed then they set up the weapon successfully and can use it next turn. If they fail then they must reroll until they succeed.

- Changing Positions:

--Crouching: the character gains +5% to Small Guns, Big Guns, and Energy Weapons skills for purposes of To Hit, but he has also –30% Unarmed and –20% Melee Weapons penalties. When you are Crouching you may take a Full Action to move ½ your Agility score, or a Half Action to move 1 Hex. It takes a Half Action to go from Standing or Prone to Crouching.

--Prone: the character gains +15% to Small Guns, Big Guns, and Energy Weapons skills and –50% to Melee Weapons and Unarmed skills for purposes of To Hit. When Prone you can only take one Full Action to move 1 hex. It takes a Full action to go from Standing to Prone and vice versa.

-Defending: A character may take a Half Action, or a Full Action to defend themselves from an incoming attack. This either doubles (Half Action) or triples (Full Action) their Base AC value.

-Attacking: There are 3 types of Attacks; Normal, Targeted, and Burst

Normal Shot: A normal Single Shot attack with a weapon is a Half Action

Targeted Shot: A targeted shot with a weapon is a Half Action below are the modifiers for the location:

Melee Modifier (in %)

Ranged Modifier (in %)

Torso

0

0

Legs

-10

-20

Arms/Groin

-15

-30

Head

-20

-40

Eyes

-30

-60

Burst Fire: Activating the Burst Fire of a weapon is a Full action. To do this check your final to hit modifier. If it is under your Big Guns skill round it up (if the to hit is over 50) or round it down (if the to hit is under 50) to the nearest 10 vale. Roll to see if you hit as normal and then roll as many d10's as the ten's digit of the modified to hit modifier up to the burst amount of the weapon. Some weapons can only fire a certain number of shots on Burst Firing, if this is the case then roll that many d10’s no matter what. Matching or rolling under the 10’s digit of the modified to hit number count as a hit and natural 10's automatically miss.

-Step One: Determining and Rolling Against To Hit

-Base Chance: This is the Character’s skill with the weapon he wants to attack with.

-AC: Subtract the target’s AC value. This may be modified by ammunition or a special weapon.

-Range Modifiers: Base range is determined by Perception score:

Perception Score

Range in Hexes

1

1

2

3

+1

+2

Shooting beyond your range confers a -3% to hit/ 1 hex beyond range.

-Lighting Modifiers: The lighting available in the battlefield affects your ability to hit a target

Light Level

Modifier (in %)

Light rain/dust

-15

Medium rain/dust

-20

Bad Lighting (near a Cave or a dim Bar)

-25

Heavy rain/dust

-30

Downpour/Dust Storm/Fire lit Cave

-40

Blizzard/Tornado/Hurricane

-75

Completely Dark Cave

-100

--At Night subtract this for the following:

Full Moon

-5

Crescent Moon

-10

New Moon

-20

-Cover: Increases AC like armor, and a character cannot target anything behind the cover. Some cover can be broken through sustained damage this is up to the GM’s discretion.

Cover Type

AC Modifier

Partial: One Limb of Body

+10

Light: Two Limbs of Body

+25

Medium: Three Limbs of Body

+50

Heavy: All of Body Except One Limb

+75

Full: Entire Body

+100

-Weapon Condition Modifier: Add the condition of your modifier here.

-Targeted Shot Modifier: Add the modifier for the location of the attack here if you are using a targeted shot.

-Minimum Strength For Weapon Wielding: Weapons have a minimum value of Strength a character has to have in order to wield them effectively if you do not meet the minimum requirements then find the difference between your Strength and the Strength the weapon require. Multiply that difference by 10 and take that off of the character’s to hit number.

-Finally: Add it all up. If the full value is less than 0 you can cancel your attack and do something else. However if you Roll a 01 you will automatically succeed in only this circumstance. If the value is not less than 0 then you make your roll here; if you roll under that value then you succeed in hitting, if not you missed and you’ll have to try again. Remember missing marks a condition modifier off of your weapon.

Double Shot Weapons:

Some weapons can fire one or two shots at once. If you choose this option then make one roll to hit, but make two damage rolls. Shooting both shots at once incurs a -3 hex range penalty.

Chance for melee/burst shot knockdown:

Melee weapon attacks and firing a weapon in Burst Fire has a chance to knock a target down. After finding the base knockdown chance see if your roll to hit was under that value. If it was then the target is knocked down. The base chance to knock someone down with a Melee attack is 3x’s the weapon’s weight. The base chance for Burst Firing with a weapon is not a number but if more than ½ of the bullets rolled to hit succeded.

-Step 2: Damage

If you succeeded in hitting your target then you get to roll your weapon’s damage to that character.

After the entire damage has been determined you subtract the target’s DT value from the value, and if the weapon does not have a penetration value then subtract any relevant DR (based on the damage type) from the total damage as well.

Unconventional Weapons:

Explosives: these weapons do a base amount of damage generally, some take special ammunition that does different amounts of damage.

Gas: Gas weapons are either inhaled or contacted with the human body to do damage

Electricity: Electricity is a rarer type of damage generally only encountered on a failed Repair attempt, but the shock can be strong enough to knock someone unconscious occasionally. If it is, GM’s discretion, roll vs endurance, failure knocks the character unconscious for 1d10 rounds.

Flamethrowers: These weapon attack in an arc, even if they don’t hit a target they are very likely to light something on fire. Flamethrowers also have special fuels that do different damages.

-Step 3: Critical Hits

Determine the full chance you have to cause a critical hit. Relevant modifiers are below.

Targeted Shot Modifiers:

Targeted Area

Modifier (in %)

Arms

+10

Legs/Groin

+20

Head

+25

Eyes

+30

If you roll under this modified number then you critically hit. Note that if your modified to hit roll is less than the character’s critical hit number then rolling between the difference does not give you a critical hit, it is still a miss.

Some targeted areas have specific effects on critical hits:

Area:

Effect:

Groin

X2 Damage, target unconscious until healed.

Torso

X2 Damage

Head

X3 Damage

Eyes

Blindness

Anywhere Else

Area is Crippled

Non-targeted Critical hits roll on a table to see the effect: Roll a 1d10 and see the effect below:

Roll Result

Effect

1

Crippled Arm

2

Crippled Leg

3

X3 Damage

4

X2 Damage

5

X1.5 Damage

6

Target Unconcious for 1d4 Rounds

7

Bypass all DT/DR on Target

8

Blindness (Perception is Reduced to 1)

9

Automatic Knockdown

10

Death

-Step 4: Repeat this process until one side is dead.

Step 3: Determine Effects of Damage and Death

-Fire and Acid Damage:

If a character is lit on fire then they suffer 1d6 damage / round. Fire can be extinguished by spending a Full Action dropping to the ground and rolling around. They take damage during the turn they are using to extinguish themselves as well.

Acid can be more difficult to extinguish depending on the type of Acid. Some need a base to become inert and some are even aggravated by water.

Types of Acid:

Type A: Causes a mild rash and can be washed off with water. Causes 1d4 damage per round

Type B: Melts through flesh needs vinegar to become inert. Causes 2d4 damage per round

Type C: Much stronger than B but can be removed with water. Causes 2d8 damager per round

Type D: Most common in chemical warfare lasts 1d10 rounds. Causes 3d10 damage per round

-Poison Damage:

Poison can cover venom as well. It can be contacted or injected. When contact is first initiated the character must roll against their Poison Resistance. If they fail they are poisoned. Successive failures on further contact results in another level of poisoning.

If a character is affected by a poison and naturally resist it (don’t cure it with an antidote) then the character may add +2% to their poison resistance.

Type A: 1 damage/hour (may roll against Endurance to resist damage). Stays in the system for 18 hours.

Type B: Distilled for of Type A. 2 damage/hour (roll against Endurance for no damage). Lasts 18 hours.

Type C: Sever abdominal cramps and incapacitating sickness for 12 hours after contact. -2 S P E A during

Type D: Generally radscorpion venom. 4 damage/hour (roll against Endurance for half) for 24 hours

Type E: Distilled Type D. Causes 6 damage/hour (roll against Endurance for half) for 24 hours

Type F: Causes shock for 1 hour. Comatose for 1d10 days. Each day in coma without an antidote or a doctor’s care the character must roll against Endurance or die.

Type G: Generally only created. Death in 5 minutes without an antidote.

-Radiation Damage:

A character naturally works out about 10 rads in 24 hours. Radiation Resistance is a measure of how much of a source doesn’t go into the character’s body.

Rads

Effect

50

General feeling of tiredness

100

Slight weakness and achiness. Skin begins to itch. Sunburn like rash appears on skin.

400

General feeling of weakness. Muscles and joints begin to hurt. Skin itches and small open sores begin forming. Humans can no longer reproduce.

600

Vomit and diarrhea. Joints and muscles still hurt. Open sores cover the skill, hair begins falling out. Slight glow at night

800

Vomits blood and has bloody diarrhea. No hair, skin gets soft and hangs off body in places. Death will occur in 72 hours without treatment.

1000

Unconsciousness after a few minutes and death.

As an optional rule at the GM’s discretion the character may be remade as a Ghoul. Some traits and perks may need to be reassigned, but it is an option. This is only possible at the 800 rad mark if there is no way to treat the radiation within the time limit.

Ghouls experience radiation poisoning in slightly the same manner except that when they reach the higher levels of poisoning they do not die. They become feral ghouls and are no longer playable.

-Gas Damage:

Roll against your Gas resistance each round you are in contact with the gas cloud. If you fail you are effected by the gas as long as you are in contract with the cloud and as long as the gas’s effects last after you are no longer in contact.

Gas Name

Effects

Mustard Gas

Inhaled only. Causes 1d10 points of damage per round. Lasts 1d10 rounds after exiting.

Pepper Gas

Inhaled or contact with eyes. If contact with eyes then blinded for 2d20 rounds. If inhaled target is immobilized until exiting the cloud and 1d10 rounds after that. While immobile Full Action move only moves ½ Agility score and Half Action moves 1 hex.

Acidic Cloud

Vaporized acid. Inhaled and contact. Causes 1d10 damage per round if inhaled lasts 1d10 rounds after exiting. If contact as well then 2d20 points of damage additionally.

Sleeping Gas

Inhaled gas. Lasts 5d10 rounds. No Base AC and cannot act.

TK-BMI Antipersonnel Gas

Inhaled only. 1d10 damage/ round lasts 2d6 rounds.

-Crippled Limbs and Blindness:

Crippled Leg: Movement reduced by 1/2. Full Action moves ½ Agility, Half moves 1 hex. Character’s effective Agility gets reduced by half.

Crippled Legs: Movement completely reduced. Full Action to move 1 Hex. Effective Agility is set to 1.

Cripples Arm(s): A weapon can no longer be used in a crippled arm. One arm means you cannot use 2 handed weapons. Each arm reduces effective Agility by 1.

Blindness: Gain Total Darkness penalty to all attacks regardless of armor’s effects. Perception is effectively reduced to 1.

Crippled Limbs and Blindness may only be healed by Doctoring. Still takes 48 hours of rest to be fully useable.

-Chemicals, Addiction, and Withdrawal:

When taking a drug roll vs its addiction rate if it has one.

When a character can no longer obtain a supply of the drug they are addicted to they go into withdrawal. This is after 24 hours of its last dose. The character takes -1 Perception and Agility. They lose their ability to heal naturally. After another 24 hours they take a further -2 Perception and Agility as well and take -1 Strength and Endurance. After another 24 hours the character lapses into unconsciousness. They must roll against their (modified) Endurance every hour. If the character makes 5 successful checks in a row they wake up and have shaken the addiction but suffer -1 Endurance permanently. If the character fails 5 checks in a row then they die.

Edited by ThenDoctor