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My post apocalyptic world; Ideas, rules & other fluff
Topic Started: Nov 24 2011, 08:19 PM (835 Views)
Leonard Krieg
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S.T.A.L.K.E.R.
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Hi everyone,

Let me start with apologies to all for being out of the game for such a long time. I've taken a job abroad and have been without the internet (not to mention my wargaming bits & bobs) for quite some time now. All I can say is its good to be back and i've missed you all! (NOT gay).

Anyway, all this time has given me a chance to re think some old ideas as well as formulate new ones. I've decided to amputate my old 'Aftermath' idea; I didn't like the name and it was just another so-so wargame. So I'm coming up with something a little different. A little more complex and to me much more satisfying.

In a nutshell its a map driven campaign (A little like the much adored fallout series) where you're a group of survivors exploring an area in the hope of not only maintaining but improving your native wasteland settlement. It uses a bastardised version of the Stalker: Oblivion Lost rules which I have tweaked (mostly the wargear which I will post later).

One of the major changes is that the settlement plays a big part in the game. A large part of it will be resource management, but there'll be plenty of combat as well. Less a Fallout spin off more a post apocalyptic Civilization.

So, next i'll post all my ideas. Complete with a map and ideas for some of the inhabitants for each settlement. I hope to develop this idea over the coming weeks and months into something playable but most of all innovative and thoroughly enjoyable!

Feedback from you guys is always welcome and I hope you like what I come up with. Most of all I hope it becomes so interesting you want to use a similar idea for your own games.

Watch this space & happy gaming! :(|grin:
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Dr.Falkenhayn
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Kleister Meister
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yeah,welcome back:Always interested to read other Peoples Fluff,keep posting :)
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Leonard Krieg
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Ok. So to begin with i'd like to share with you my adaptation of the old Stalker:Oblivion Lost wargear list. This obviously assumes you are already familiar with the rules but if you're not and would like some solid rules for fast paced skirmish games I can whole heartedly recommend them.

Here's the list attached. I've added a few bits and pieces such as a whole new weapons list, new enemies and other bits. I hope this doesn't place me in any hot water with copyrighting..etc (Matt you'll have to help me out on this one!) But I didn't notice it'd been copyrighted at all.

I will be adding and taking away more over time to suit my game plan.

Check them out, compare them to the old chart. Let me know what you think.








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Attachments: wargame_armoury_rules.docx (25.78 KB)
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Leonard Krieg
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Next up is a map of the area. This part of the world is called 'The Western Wastes'. On it are the locations that the player can visit. Each location has its own inhabitants, factions, function and ethos. On the way I will be coming up with a method of calculating random encounters for when the gamer is travelling from place to place. Any ideas on this would be most helpful. To begin with there is a scale in the bottom left corner to help visualise how long it would take the group to travel (basically a square' is 100 miles). I would like to have vehicles later in the game so trips which take days will take a fraction of the time. Although travelling by conventional vehicles does limit the player to servicable roads and also exposes his group to more threats of the wastes...

http://leonardkrieg.deviantart.com/#/d4whp5s

(Revised a edition of the map)
Edited by Leonard Krieg, Apr 16 2012, 06:19 PM.
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Leonard Krieg
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Okay now I know triple posting is heresy but I've managed to get some more of my notes together which will give you some background info on each settlement.

The Western Wastes Locations (25):

Bunker
Burnstown
Dead End
Freedom Base
Dust Falls
Red Rock
The Slum
Junktion
Old Dockyard
Mine
Eden
Camp Clearwater
Omega Base
Gamma Base
Tumbleweed
Phoenix Ranch
Broken Circle
Wormwood Power
Franklin Airport
Sleeper Base
Deadwood
Vulture Village
Greenacre
Railway Yard
Gaol


BUNKER:
Pre-war facility surrounded by a 2 meter high electric fence and guarded by robots and automated defences. Contains caches of old tech & weapons. Plus something else highly valuable/useful/dangerous.

BURNSTOWN:
The remnants of a once flourishing suburb. Most of the houses are burnt out shells, those still standing are boarded up and have red crosses painted on the doors. The town hall still remains. A group of cultisits have taken over the settlement after scaring off the locals. Caravans no longer come here which means the towns of Deadwood and Tumbleweed have been cut off; forcing the inhabitants to either become self sufficient or starve.

DEAD END:
Gang warfare. Drugs manufacturing. Prostitution. Arms dealing. Main structures are a large tower block and a prison. These buildings are the home turfs of the local gangs -the tower gang have greater numbers but the prison gang are better defended. The tower gang call themselves the 'Rooks' & the prison gang call themselves the 'Jail birds'.

FREEDOM BASE:
The remnants of the US Army have a fortified location here. They are battling for control of a pre-war bunker. Every day there is fierce combat against Soviet invasion forces and the Robotic defenders of the bunker itself.

DUST FALLS:
Formerly 'Evergreen falls' this town has recovered better than most in the aftermath of WWIII and is the main centre for trade & commerce in the region. There are numerous merchants selling everything from weapons, armour, livestock, slaves & old technology. Among the many merchants that live there are the Wongs, who are descended from Chinese refugees who settled in the area before 'the Fall'. This location along with three other settlements make up a network. This network is protected by 'The Merchant Army'. These well equipped soldiers provide protection for the merchant caravans.

RED ROCK:
Before the war this tiny island was codenamed 'Red rock'. The lighthouse & military outpost have since fallen into disrepair. Now it's only inhabitants are wild dogs, a clan of mutants and other strange, mutated sea creatures. The island is difficult to get to and travel to it can only be made by a competent seaman aboard a worthy vessel.

THE SLUM:
A small settlement of hobos, drifters & down and outs built around the remains of an old civil defence refugee camp. It's inhabitants eke out a pitiful existence, living amongst the tents and shanties which make up this community. They live in constant fear of attack from gangers and raiders.

JUNKTION:
Built around the remains of an old scrapyard, the inhabitants of Junktion are expert scavengers and do well gathering, repairing and selling bits of old junk. There is money to be made if one has the ability and the knowledge to fix & maintain old machinery. The settlement is policed by a large, pre-war robot who has been repaired & reprogrammed to protect the town. A number of S.C.O.U.T. robots have also been reprogrammed to help defend Junktion.

OLD DOCKYARD:
A long disused seaport. People travel from far around to trade with the fishermen & sea captains for highly sort after provisions; especially whale meat. People pay a premium for the wasteland's best source of uncontaminated protein. There are two main whaling fleets that are always competing with each other for the best catch. Apart from the ships there is the wharf where ordinary fishermen sell their wares.

MINE:
Disused mine. Boarded up from the outside. Has some silver deposits still inside. It is a treacherous place. The bones of those who have tried to get at it's valuable seams are proof of that. Its hazards include numerous gas pockets as well as some fearsome creatures which dwell within it. They have taken up residence within the mine and will kill any who dare to uncover it's hidden riches.

EDEN:
Botanical research institute. A team of scientists still reside there. Part of a pre-war research project. The team are dedicated to creating new, bizarre flora. Some beautiful, some deadly. They have plants that can walk, talk and kill.

CAMP CLEARWATER:
A raider encampment. Used as an outpost for raids on caravans as they enter the lightly defended northern territories. It also acts as a staging area for raids on GAMMA and OMEGA bases.

OMEGA BASE:
This is your home. Part of the 'Pulowski Preservation Sevices' bunker network. These were set up in areas where the inhabitants could not afford to pay for a space in a vault. The idea being that everybody chipped in for one of these pre-fab bunkers to be built in their town just in case the big one came. Then it would be up to them to stockpile water, food, equipment, manuals and a radio so they could keep in contact with other bunkers nearby. In reality most failed, due to poor construction, broken air filters, or lack of supplies. A common fault was that on some bunkers the doors would not stay closed and on some they would not open after they'd shut; trapping the occupants inside. Of all the hundreds of the shelters built only a handful stood up to the manufacturers claims. Unlike the vaults the Pulowski Preservation Bunkers (PPB's) weren't numbered but instead given a letter from the greek alphabet (the makers thought it made them sound classy).

TUMBLEWEED:
Ghost town. It's inhabitants are mostly hunters & trappers, forced to become self-sufficient after Burnstown was overtaken by cultists which has had the knock on effect of breaking up the trade route; leaving Deadwood and Tumbleweed to fend for themselves. Has a saloon and a tannery. Good place to look for people to hire.

PHOENIX RANCH:
Cattle ranch. It's inhabitants make a living by rearing animals for meat & transport. Has a general store, tannery & watering hole. Good place to stock up on provisions; without paying big city prices.

BROKEN CIRCLE:
Caravan drive centre, near Dust Falls. This is the permanent home for many merchants, caravaner's and merchant soldiers. A good place to discuss trade with other communities and to find work as a caravan guard on the more perilous trade routes; where even the merchant soldiers do not go.

WORMWOOD POWER:
Pre-war power station. Highly radioactive. Military sources say it is currently critical and could go into meltdown at any time. The area around it is littered with radioactive zombies & hostile mutants. Avoid.

SLEEPER BASE:
Fortified army base. Occupied by Soviet soldiers. Currently locked in a stalemate with US troops as they both vie for control of a pre-war bunker.

GAMMA BASE:
Once home to a survivalist community, part of the same Pulowski Survival Services(TM) bunker network as Omega base. Eventually, the two settlements will unite and Omega base will be able to annex Gamma bse. This will be the beginning of the 'Network' becoming a major force for good in the wastes.

FRANKLIN AIRPORT:
Airport terminal surrounded by perimeter fence/wall. Broken aircraft litter the runways. The people here get by scavenging for canned goods and bartering with other settlements and trading in pre-war tech. There is also a biker hangout on the outskirts of town. The biker gang have been giving the locals some grief recently. The bikers keep the slavers away but as far as the locals are concerend, they are beginning to do more harm than good.

DEADWOOD:
Fairly large settlement. After being cut off from the main caravan routes it has attempted to start it's own it's own caravan routes. It's inhabitants are mostly composed of farmers, hunters and stockmen. There are a few shops here including a saloon, gambling hall, doctor's surgery, tannery and stock market; where you can by all manner of beasts of burden.

VULTURE VILLAGE:
A raider stronghold. Behind its walls are piles of loot stolen from caravans foolish enough to roam outside the usual trade routes. They trade their spoils with the gangers from Dead End in return for booze and narcotics. The clan call themselves 'The Vultures' They are feared by all who live in the wastes on account of their barbarism. When a caravan is ambushed, these raiders give no quarter. The chieftian calls himself Loki. Amongst the merchants and caravaners he is referred to by his moniker 'The Hellraiser'.

GREENACRE FARM:
Small farming community growing various crops and rearing animals. Part of the 'Big Four'. Protected by the soldiers of the Merchant Army.

RAILWAY YARD:
Part of the local Slaver network. A slave trader & his retinue live in the abandoned train station and the rest of the slavers live in old train cars. The slaves are kept in a network of disused underground train tunnels.

GAOL: The centre of the local slaver network. Large, well defended slaver camp. Near railway yard. Here resides the big boss of the Western Wastes Slaver network. He has a handpicked team of bodyguards called his 'Champions' as well as a number of dangerous beasts he keeps as his pets.


A revised edition of the Western Wastes.
Edited by Leonard Krieg, Apr 23 2012, 03:08 PM.
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tinker
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We are Wasterlander's here, not Zealots! The word Heresy is in our vocabulary!

Nice collection of ideas.
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mattblackgod
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Welcome Kreig. Good to have you back.

I like the Stalker Oblivion rules, I like your additional stuff.

Great background. I think I may be pinching some ideas. :D How did you make your map?
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Leonard Krieg
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Making the map was quite straight forward. I'm terrible with computers so it was just a case of typing 'physical map' into google images. Then I added the settlements & adapted the scale on MS Paint. Easy peasy! I even have a second map lined up for the Eastern Wastes.

You're more than welcome to pinch any ideas you like! Let me know if you have any ideas of stuff you'd like to see...
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Leonard Krieg
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Hi all,

This post will contain all the info on each settlement's inhabitants. Aswell as having their names, function...etc i'll make a note of which minis id like to use.

I will edit this post as often as I can, adding more and more detail.


BUNKER:
This location is likely to be discovered nearer the end of the campaign. It is a high tech, pre-war facility overseen by a group of hostile robots. Their main objective is to exterminate all human life. The bunker is the most heavily defended location in the game. The ultimate prize lies within, but the automated security units aren't going to give it up without a fight...

Here's a list of the bunker's unit types:

S.C.O.U.T. 'Sentry Combat Observation Unit Three' (Black cat bases Sentry robots)
Small, all terrain drones which roam the wasteland. More or less a gun on caterpillar tracks. Programmed to be hostile towards all human life. Hard to destroy and will persue any who flee. Can also send out a long range signal to alert other drones to its location if they need reinforcements.
*These will be a real pain for the player especially in the early stages. Their mix of high armour and firepower make them a real headache for low level characters.

G.R.U.N.T. 'General Robotic Unit Number Ten' (EM4 robots)
Very tough, humanoid sentry robots. They patrol the area around the bunker itself and make sure nothing gets near. These robotic units make up the bulk of the bunker's force. Their strength lies in the fact that they operate in groups.

G.U.A.R.D. 'General Unit Armoured Robotic Defence' (Armoured walker miniature)
A large, well armed and armoured support robot. It carries an array of heavy weapons and is very difficult to destroy; do not attempt to engage one unless you are equipped with EMP grenades.

O.G.R.E. 'Organic General Robotic Enhancement' (Hasslefree Jotun B)
Big, nasty super mutant enhanced with pre-war cybernetic technology. And if thats not bad enough it is immune to EMP weapons.

T.I.T.A.N. 'The Industry's Top Assault Network' (Euphoria miniatures/eBayuk Centinal V12)
Very well armed and armoured attack robot with super fast reflexes. The TITAN is the gurdian of the BRAIN. It is EMP immune and one of the game's most formidible opponents.

B.R.A.I.N. 'Biological Robotic Artificial Intelligence Network' (FRP Games Bio chamber w/ giant brain)
This is the master of the robots, a super intelligent bio-mechanical brain. It must be destroyed for it will exterminate what's left of the human race...


BURNSTOWN
A band of cultists dwell in the remains of this once idyllic suburb. They have fortified the town and inhabit the boarded up houses around it. They are called ''The Cult of the Burning Earth.'' Xenophobic in the extreme, they round up and kill any foolish enough to stray too near. Their methods are brutal; Crucifixtion, Decapitation and Immolation. All outsiders are heretics in their eyes and the fate of their captives is decided by the cult's most revered brother; Azazael 'The Prophet'

The Cult of the Burning Earth...

Azazael the Prophet (BCB plague leader)
It is he who passes judgement on any heretic, For he has the power to look into a man's soul and read his heart. A crazed lunatic armed with a large, poisoned sacrificial dagger.

Father of the Flame (BCB feral cultist)
He is the leader of the cult. The boombastic rabble rouser; working his followers into a zealous frenzy before sending them out to find souls to be cleansed.

Footsoldier x5 (BCB feral cultist)
The backbone of the cult force. Armed with crude but effective automatic weapons.

Executioner
He performs all the beheadings. Prefers to fight with a large bat so that his foes do not die too quickly.

Grenadier
Armed exclusively with grenades. Enjoys blowing his enemies to bits and would think nothing of blowing himself up aswell if it pleased his master.

Canon
Blasts away heretics with an enormous, large bore scatter cannon. With a single shot whole crowds can be laid to waste with such an awesome heavy weapon.



RED ROCK
A pre-war military testing facility. A number of prototype weapons and armour systems have been field tested here by military scientists before the evacuation. Few have set foot on the island after everybody left. Those who survived to tell the tale say there was nothing more than dogs, mutants and an abandoned outpost. A group of whalers from the Old Dockyard have said they have seen a huge mutant watching them from the old lighthouse which roared and bellowed as they sailed near the island...

Wild dogs
There are a number of feral dogs, which roam the island in packs. They are always hunting for their next meal; be it rats, other dogs or human flesh.

Mutants (Ramshackle/2000AD)
The inhabitants of Red Rock are all mutants. Some were once human who have degenerated into sub-human form, others are mutated sea creatures which have grown to enormous size. All are hostile to 'normal' humans.

Golem (WWProductions 'Hans the Hunter')
This is the roaring mutant that the whaler's speak of. A very large, bio mechanical monstrosity which patrols the island warding off unwanted visitors. It's strength and resistance to damage are unmatched. A fearsome opponent indeed.

To be continued...
Edited by Leonard Krieg, Apr 16 2012, 08:39 PM.
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mattblackgod
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Great forces details!
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Golan2072
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Nice!
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Inkwell
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Good tip on the map,I'm terrible as well on computers.Self taught and there are large holes in my ciriculum.
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Leonard Krieg
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Just a quick word about my prolonged absence (again!!?!) and what i'm doing with this thread.

I've changed the map and juggled around the locations to provide a better narrative for the player.

I've also decided to remove the wasteland militia a.k.a. 'The Outfit' from the game. I may bring them back later when it's time to explore the eastern Wastes...

However, I've added two new factions to the game. The remnants of the US army (who have taken the place of the Outfit) and the Union.

-The remnants of the US army are desperately trying to repel Soviet invasion forces. Both are also fighting for control of a pre-war bunker, but neither can passed it's automated defences.

-The Union are a group of merchants companies who have pooled their resources to establish a 'safe zone' for caravans. They've basically put all their caps together and hired every mercenary and bought every gun they could find. Few Raiders would be bold or desperate enough to tackle a caravan in an area populated by bounty hunters who get paid for every raider head they collect.


Some new ideas I hope you'll like. More info to come. Promise I won't keep you waiting too long this time!!!
Edited by Leonard Krieg, Apr 23 2012, 01:35 PM.
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mattblackgod
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You better not! *taps foot* :D Sounds good! The good thing about post apoc is that factions can just vanish. Illness, mutants, raiders or internal conflicts are very real dangers. Environmental risks too.

It may be a good campaign or mission for a faction to find out what happened to a mission faction.
Edited by mattblackgod, Apr 17 2012, 06:40 PM.
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Leonard Krieg
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Hi all,

It seems to me that I may have bitten off more than I could chew when I think about building my own post apocalyptic wargame world.

But sod it says I! I've started so i'm gonna finish!

The trouble is I not only keep adding new ideas, I re think old ones and it's all getting to be a bit of a muddle. I'm not too bothered though, cos even if it takes me years -i'm going to get there and it's going to be great!!

New ideas:

FIRSTLY
-Changing the map again! This'll be the 3rd time now. But after changing some of the locations around I still wasn't quite happy with how some of them were named. So...

The 'Gasworks' (former home of The Outfit but now a detachment of US army soldiers lives there) has been renamed 'Freedom Base'.

The Squat has become 'The Slum' to help hammer home is dirty, grotty feel.

Camp Clearwater has moved to the north whereas the raider base to the south is now called the 'Vulture Village.' (The local raider faction call themselves 'The Vultures'.)

SECONDLY

-Factions. Had a long, hard think about this one. Where does everybody fit in the wasteland? Who are their allies? Their enemies? What's their motivation? So i've compiled a list of the major and minor factions in the game.

Major
Union (Merchants)
United States Army (Remnants)
Soviet 'Red' Army (Remnants)
Slavers
The Vultures (Raiders)

Minor
Network (Survivors)
The Jailbirds (Bikers)
The Rooks (Gang)

THIRDLY

I wanted the Slaver's to have more of a presence in the game and for the player to worry about members of his team becoming caught and enslaved.

I came up with the idea that dotted around the map will be lots of old metro stations. But unlike Fallout 3 these have been taken over by the Slavers so you can't use them. The Slavers however would use them to move around their hapless cargo and also as a base to launch raids on unwary travellers. They'll probably do this incognito, be all friendly, lure you down the steps of the station then Zzapp!! Cattleprod to the back of the head, you're on the deck and before you know it you wake up chained to a radiator doomed to live the rest of your days as Humungous's bitch.

So in game terms this means wherever there's a metro station WATCH OUT!! Body snatchers about!! These are the highly trained Slavers who's speciality is live capture. They carry shields and cattle prods (will look a bit like vault security guards.) and any player nearby will have to roll to see if they have a very unpleasant random encounter.

AND FINALLY...

My world seems to be getting bigger than I can keep up with. But that suits me fine. Like fallout I want it to have layer upon layer of detail. So i've started my own wiki page devoted to the world of 'The Fall'. Not too original but it's all I could think of!!

I've already done a few pages on there about background, factions, npc's..etc. It is still in it's infancy but as soon as I can I'll post a link and i'd be very grateful if you took a look.


Phew, that was a long one. Thanks for reading and watch this space!
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mattblackgod
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Link...we want a link!! :D I will happily read over your stuff.

Don't worry the Map of MBW has changed a few times too. Mine is split into several different wastelands with different factions. The advantage is that you can add new stuff and wastelands to your world easily. A whole world is a lot of factions. Like you I have too many ideas.

Your factions sound good. How well equipped are they? I like the slavers and tunnels ideas. There could be battled between them and tunnel trash mutants in the tunnels too (or cannibals). You have inspired me to add a slaver or three to the Garbage faction (old Void v1 junkers) and the Kraptoidiots Corporation (mainly 40K Catachians as their drug addled meat heads).



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Leonard Krieg
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With regards to the Slavers & how well equipped they are... They are currently planning on kidnapping a certain highly skilled someone (you'll figure it out when the wiki goes live) from Junktion who they plan to coerce into giving them a definate technological boost...

Watch this space!!
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