WAR NEVER CHANGES
Post apocalyptic warfare for FAD
Introduction:
This supplement covers armed conflict “after the fall”, including force creation, and modifications to
gameplay. Players should feel free to adapt and change these rules as appropriate. For example, you
may want to use the rules modifications, but already have armies created, or want to use different
troop types. If so, feel free.
The rules are set up so you can include things one level at a time, untill you have the game you want
to play.
Rules changes:
Shortages:
Initially there were plenty of weapons to go around, but with no major industry remaining and no
large scale governments to distribute it, things are starting to get a little tight, even for those who have
access to them.
Whenever a unit scores a 1 on either fire die, it must make an ammo check. The default roll is a 4+ on
1D6, though this can be modified as appropriate.
A failed ammo check means that one weapon fired has exhausted its ammunition supply, and may not
fire for the remainder of the game. Support weapons must be picked first, though the player can
choose which to exhaust. If both dice score a 1, a weapon is exhausted automatically, with no ammo
check rolled.
Looters and Scavengers:
Properly trained (and more importantly, motivated) military personnel is hard to come by, and most
people are more interested in personal survival. Even people with decent motivation are often lacking
in proper military training. For this reason, unless specifically stated otherwise, ALL units are subject
to the following rules:
Unless possessing the [Professional] trait, units may not fire defensively if charged.
No squads may be split into fireteams
The first time any unit comes within 8 inches of an enemy unit, it must take a loyalty check. This is
done as a normal quality check. If failed, roll 1D6:
1 - Changes sides! 2 - Routs. remove from table 3 - Bails. Unit will run away for 2 turns.
4 - Hunker down. Unit refuses to move for 2 turns but will fire normally. 5 - Panic. Unit is broken this
turn. 6 - Berserk. Unit charges with a +1 bonus to their assault roll.
Artillery:
Due to lack of proper communitions, all artillery fire is conducted as if the unit is the lowest quality
level. Units of the lowest quality rating cannot call artillery at all.
Vehicles:
The few vehicles that are around are unlikely to be in a good state of repairs. Any time a vehicle
moves, roll 2D6. If you roll a 1, the vehicle refuses to move this turn. On a double 1, the engine has
given up its spirit, and the vehicle is immobilized.
Vehicle weapons are subject the Shortage rule above.
Resources:
Players may agree to place any number of Resources on the table. These represent things that are
important in a world with no ATM's, Internet and Oregon Ducks. They could be caches of canned
food, clean drinking water, medical supplies, “turf” or anything you can agree upon. If you want to
randomize it, roll 1D6-3 to determine the number of Resources present.
Resources are valuable to everybody, regardless of affiliation. Any unit within 4 inches of a resource
gains the following benefits:
+1 to assault rolls.
+2 to fire effect, if the enemy is within 8 inches.
Unit only fails morale tests if all 3 dice are under the Quality rating, in which case the unit is routed.
On the downside, any units categorized as “looters” or “gangs” (see force creation below) must make
a quality test to voluntarily leave a Resource.
Mutants!
If players wish, they may use units of “degenerates”. Mutations can take a variety of forms, but we'll
make some general assumptions. Mutants receive a +1 bonus to armour values, though for many, this
will be the only armour they can actually employ. They receive a +1 bonus to assault rolls, but a -2
penalty to any fire effect rolls.
If failing a loyalty check, mutants will never change side. Treat such a result as Berserk.
Force creation:
A bewildering variety of troops are possible, and a lot would depend on the nature of the Fall. The
following rules give a way to randomly generate suitable forces to play with. Feel free to modify,
change or ignore sections if it makes for a better game, or suits your miniature collection better.
The rules as presented are largely random, and designed to give a colourfull and varied force, with the
player not quite knowing what to expect.
Units available:
Players should agree on a number of units available for each side. 3-6 is recommended, forces bigger
than that can become sprawling and hard to keep track of, unless multiple players are involved. Its
recommended to use a small, prepared unit card for each unit, to record armanents and traits.
Once the number has been determined, each player rolls 1D6. A roll of 1 indicates you have one unit
less, a 6 gives you one unit more.
Unit type:
For each unit roll 1D6 on the following table, to determine the type of unit
Unit type Size Armour Weapon Quality Support
1: Looters D6+6 -2 low tech rifle 5+ -
2: Gang D6+6 -1 SMG 5+ 1 SAW
3: Enforcers D6+3 0 assault rifle 4+ 1 shotgun
4: Ex-Army D6+2 1 assault rifle 3+ 1 grenade launcher
5: Survivors D6+4 -2 handguns 5+ -
6: Mutants D6+6 0 SMG 5+ -
Troops start with Steady Resolve (50% casualties to break)
Motivation:
Everyone fights for a reason. Roll 1D6 on the following table to see what yours is.
1: Profit! Your men are in it for the money or resources. Since people looking for wealth tend to find
it, you may distribute 2 SAW's amongst your units. However, your men arent likely to die “in the line
of duty”, and their Resolve drops to Uncertain (25%)
2: Local warlord. Someones gotta be in charge. You may swap one unit to become Enforcers.
3: Reclamation. Its time to get things back on track, like they used to be. Your Resolve goes up to
Determined (75%). Any mutant units has to be swapped for Survivors.
4: True faith. You've seen the light. Your men get +1 to assault rolls, and are Hardened (may abandon
wounded, and are not “under fire” untill they have suffered a casualty), but enemies may roll an extra
kill roll against you in assaults, for every 4 men they have.
5: Survival. What good is a cause if you're dead ? Your Resolve drops to Uncertain, but you receive
an extra D3+3 survivors which can be added to existing units, or form a unit of their own.
6: Corrupted. So what if you look a bit different. Okay, maybe “a bit” is an understatement. All
enforcers and ex-army units are swapped to mutants. All survivors are swapped to gangs.
Big guns:
Keeping military grade heavy weaponry working requires technical know-how. Unfortunately, thats in
slightly shorter supply than petrol and clean drinking water.
First, pick one unit to be your Boss unit. This includes the army's Boss, who is an Inspiring
(leadership 2) commander. This unit may add a SAW, and receives a +1 bonus to its armour.
Secondly, pick a unit to be your henchmen. This includes your second in command (Experienced,
leadership 1). You may add either a Brawler (+1 kill roll) or Sharpshooter (+1 damage to shooting)
character to this squad (in place of a regular trooper)
For each remaining unit, roll 1D6. A roll of 4+ indicates some sort of support is available. Roll below,
depending on the unit type
Looters:
1-2 Add 2 men to the unit
3-4 One man is a brawler (+1 to assault)
5-6 add an SAW
Gang:
1 Mean boss. Squad leader gives +1 to assault.
2-3 Upgrade guns to carbines
4-5 RPG (2 man team)
6 GPMG (2 man team)
Enforcers:
1-2 Grizzled (count as one level of quality higher when checking Resolve)
3 Sniper
4-5 Rifle grenade launcher
6 GPMG (2 man team)
Ex-Army:
1 Squad may split into fireteams
2-3 SAW
4-5 Swap weapons to high tech rifles
6 Sniper + spotter
Survivors:
1 Nothing
2-3 Upgrade to SMG's
4 One man is a medic (may treat 2 wounded on his own, when recovering casualties)
5 One man is a motivator (may reroll one failed morale test)
6 SAW
Mutants:
1-2 Add 2 men to unit
3 +1 Armour
4 SAW
5 RPG (1 man team)
6 Infiltration (one rush move after deployment but before game start)
Get fighting!
Once both forces have been generated, and you're ready to slug it out, you have a few options. You
may have a scenario in mind already, you may want to just line up your guys and have a meeting
engagement untill either side has had enough, or you might want some more structure. If so, read on!
The game ends once any of these conditions occur:
1: A side has only 2 functional units left at the end of a turn (a functional unit is one that can move
and fire, units that are falling back from morale failures are not considered functional)
2: A side has lost both its Boss and Second in command.
3: 6 turns have been fought, and either player rolls a 1 for their Initiative roll.
4: Mutual agreement.
The game is resolved by victory points. Each side receives points for different categories
Killing people:
Killing someone is the simplest way of telling them you disagree with their point of view. For each
enemy you killed (just count the models) you get the following points:
Each Survivor 0.5
Each Looter, ganger or mutant 1
Each enforcer or ex-army 1.5
Each specialist (models with support weapons, character traits and any heavy weapon crewman) 2
points regardless of type
Second in command 3 bonus points
Boss 5 bonus points
Surviving:
No good killing their guys, if all of yours got it too.
You get 1 point for every unit still on the table at game's end.
For every 3 Survivor types left, you get 1 bonus point.
Command:
If your boss survives, OR if he dies, but your Second in command survives, earn 5 bonus points.
Resources and control:
If you drove the enemy away (game end conditions 1 or 2) you receive 10 bonus points.
If the game ended due to conditions 3 or 4, each Resource you control is worth 2 bonus points. Each
quarter of the table you have cleared of enemies, and control, you receive 1 victory point.