Night of the slightly unpleasant and smelly dead people.

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Re: Night of the slightly unpleasant and smelly dead people.

messyart
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I was getting that feeling part way through, hence the "Bonk" rule in particular :3

Good good. I hope we can get more time to try it out, at least..


Hmm.. Half four till when, Bert?
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Night of the slightly unpleasant and smelly dead people.

messyart
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I'm sad to say, and somewhat a bit too late, that I can't make it tonight.
Dad's working on the car at the "perfect" bloody time D:

And a few other reasons, like lack of sleep and physical/ mental well-being etc etc

So perhaps I can try again next Tuesday, Bert. Then we can do Thursday with Mort :3
Mankinds first mistake; Questioning why those around him, are dying.
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New class;

messyart
Administrator
Duel Wielder class;

Weilding multiple guns like a madman, the Dual Wielder sprays and sprays like a broken water pipe.
Not entirely accurate, he thoroughly enjoys the booming roar of his guns.
As part of a team, he tends to take a forced leading role, often at the detriment of the actual gang leader. He adores the limelight, and his boasting is often a dangerous distraction in combat.

M Ws Bs  S  T W  I   A LD
4   3   3   3  3  3  3  2  7

Weapons;
2X Basic weapons chosen from the following list;
Lasgun, Shotgun & all ammo types, autogun, boltgun
2X Pistols chosen from the following list;
Las pistol, Bolt pistol, plasma pistol, autopistol, stub gun & Dum dum bullets, Hand flamer
1x Knife
Grenades

Rules being considered;
Dual Wielding;
Capable of handling two weapons at once, the Dual wielder may pick any two firearms and use them both in the same turn. You may combine categories [So you may use a shotgun, and then a Plasma Pistol]
What's more, if he uses two of the same weapon, pistol or basic, he gains a +1 to hit
The weapons may be used on seperate targets.


I am trying to find a way to incorparate his overly arrogant styles, but for now have too much on my mind to begin. Feel free to give ideas.
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Night of the slightly unpleasant and smelly dead people.

Apocalypsedreamer
In reply to this post by messyart
Messy I can make   Tuesday the 10th and Thursday the 12th so I'm completely free next week.  In love the dual wielder character (I know who I'll be playing as).


A.D
You think your lag is bad! It took 3 days for Jesus to re-spawn!

http://tomechaotica.blogspot.com/

http://smalllasers.blogspot.com/
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Re: New class;

MortiS-the-Lost
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In reply to this post by messyart
messyart wrote
Weilding multiple guns like a madman, the Dual Wielder sprays and sprays like a broken water pipe.
Not entirely accurate, he thoroughly enjoys the booming roar of his guns.
As part of a team, he tends to take a forced leading role, often at the detriment of the actual gang leader. He adores the limelight, and his boasting is often a dangerous distraction in combat.
This sounds like a class for Hatt McBadass!
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
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Re: New class;

messyart
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The mo'fo even made it rhyme!

Hehe, sorry Bert, may be taken! XD

I was tempted to give him the option of taking grenade launchers, too..

Just 'cause I have a model who wields two grenade launchers as if they were pistols.
:3
Though he is shy, and hides just a bit too far off to the side in the one photo I have with him in it..
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Night of the slightly unpleasant and smelly dead people.

messyart
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In reply to this post by Apocalypsedreamer
*And good good, Bert. Do you know how late you'll be able to stay?

We kind of worked out how to have a chance at the game at the end of the last one, so we might get it finished for once!
Mankinds first mistake; Questioning why those around him, are dying.
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Re: New class;

Apocalypsedreamer
In reply to this post by messyart
messyart wrote
Hehe, sorry Bert, may be taken!
 Does it count if  have a miniature fully painted to high standard .


Tuesday-  Four thirty/bit past eight.

Thursday-Four thirty/eight Thirty

Hope that's useful.


A.D
You think your lag is bad! It took 3 days for Jesus to re-spawn!

http://tomechaotica.blogspot.com/

http://smalllasers.blogspot.com/
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Re: New class;

messyart
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That's quite alright.

You'll have to talk about it with Mort.
I might allow two of the same class though, depends.
Mankinds first mistake; Questioning why those around him, are dying.
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Zombie classes

messyart
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This post was updated on .
Confined to the event cards, these specialist zombies will go out of their way to ruin everyones' day.

Potential classes;
Behemoth [Tank ]
Boomer
Spitter
Hunter
Tangler

[please help me think of better names. If we're taking from the ideas of current games, I at least want something to be original >.<]

Those who play L4D will know what they are.
Brief explanation of the "Tangler"
I played a game online called Dead Frontier
A zombie there has tentacles.
I imagined a zombie with torn, dangling muscle cords that it used to lash out and "capture" people.


I will add more tonight.

*Rules in mind for specialists*
Boomer;
Boomer puke;
Uses the flamer template.
All survivors hit by the attack suffer a -1 Ws & Bs penalty in their next turn. In addition, all zombies within 24" may sprint 8" towards them in their turn.

Putrid bloat;
...When killed, the Boomer erupts in a cloud of blood, bile and bone.
Place the small blast marker over the spot he died, all survivors underneath the blast suffer from the puke rule as shown above.
In addition, they take a single Str 3 hit.

Behemoth [Tank];
Terrifying presence;
All gangers who can see the Tank suffer a bad penalty to their leadership value.
It is up to the GM as to whether or not the Tank is within a line of sight.
Any ganger who is, counts as having a Ld of 3

GRAB, SHAKE, THROW;
Tanks enjoy much more than simply pumelling. It has been found that Tanks who enjoy a healthy exercise of hurling Survivors huge distances are often far happier in their day-to-day life.
They take every opportunity to enhance their days with this activity, and whenever in base-contact with a survivor, they have a chance to do so.
If they roll a 6 to hit, they have just taken hold of their poor victim, and are preparing to throw them.
The GM may now designate any area within 18"
Place the model there.
Now, roll the scatter dice and 2D6
The model is moved to this location. This is where the model has "bounced" to. It takes 1 point of damage for every inch travelled, and each hit is worked out at Str 2.

[sounds a bit complicated..]

Crushing Movement;
Behemoths don't take kindly to lesser zombies obstructing the path to their prey.
and they will remove said obstructions without hesitation, or any discernible effort.
Any zombies directly in the movement path of the Behemoth suffer a Str 7 hit, and regardless of whether or not they are wounded, they must be moved 2" away from their inititial position. [Straight out sideways from the path of the Behemoth, either direction]
OR
Stomps all zombies in his way, and they are then removed from play.

Hunter;
Pounce;
The Hunter may always sprint. Regardless and independant of zombie rolls to see how many may sprint a turn.
In addition, he may "pounce" an extra 8". This pounce can always be used, and needn't be to get the Hunter into close combat.
The power of his strike is enhanced if leaping from a great height.
For every inch of height, he gains +1 S & 1+ Ws

Warning screech;
The Hunter lets out a terrifying scream before he attacks, and sometimes simply to scare his prey into cowering so weaker zombies can distract them, first.
He may pick any one survivor on the board and screech at them.
They have to roll a leadership test, or be incapable of action in their next turn.
This attack may be used in conjunction with the Pounce ability.

Spitter;
Virulent phloegm;
The Spitter launches corrosive bile over huge distances to force Survivors out nof hiding.
Not only is it dangerous to flesh, but it can easily render armours utterly useless, too.
Spit;
Range              To hit
Short   long   short    long    Str   Damage   save Mod   Ammo roll   Special
  0-8       8-24     +1         -          5         D3               -1                   -                   * Large blast
*The Spitter must recharge once fired. This takes two whole turns.
In addition, any model wounded but not killed suffers a permanent -1 to their armour save.
The affects will stack, so they may be rendered unarmoured with two subsequent hits.

In addition, when killed the Spitter will erupt in a shower of this corrosive bile. Place the small blast marker over the spot it died in, any Survivor within this space will suffer the attack as shown above, unless they can pass an initiative test.

Tangler;
Muscle whip;
The Tangler uses a sticky, powerful cord of muscle to entangle and trap it's victim, either for personal consumption, or to debilitate a survivor for other zombies to finish them off.
He uses the fmaler template in his attack. All models underneath it suffer a single Str 3 strike. If the hit "wounds" the model is laid on its' back and is incapable of moving or shooting until either the Tangler is killed, or a survivor gets within 2".
The Tangler may move once it has caught a model, but it may not move any further than the flamer template from its' victim, and may move into base contact to attack.
While tangled, the survivor is a 1 Ws, 1 I and 1 A regardless of what it would otherwise be.

Climber;
The Tangler uses its' writhing arms to aid it in climbing difficult/ vertical surfaces. Therefor, it never suffers penalties to movement.
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Zombie classes

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Re: Zombie classes

messyart
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As we're playing right now, with Necro and all, the infection can be passed on by a myriad of unpleasant creatures.
If we take it as far as I hope, and make up own own modern world alternative, I'd like it to be a generally unpleasant virus.


I will clean it all up eventually. I'll make sure all the stats are about right, first.


I can't help but think your link didn't work. D:

Oh;
http://deadfrontier.wikia.com/wiki/Bestiary
That's a good load of zombies, and a fucking good online game.
There are two there that inspired the Tangler.
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Re: Zombie classes

messyart
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Tempted to add car alarms if we go for as blatant L4D modern take on things.
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Night of the slightly unpleasant and smelly dead people.

messyart
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In reply to this post by messyart
Easy to find classes;

Photobucket
Photobucket
Photobucket
Photobucket
Photobucket
Photobucket
Photobucket
Photobucket
Photobucket

Now they're all easily found in one place, it will be easier to plan ahead when I make a clean thread about it all.
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Re: Night of the slightly unpleasant and smelly dead people.

messyart
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In reply to this post by messyart
New class idea;
Junkies.

A pair of chem-addicts, the Junkies cannot be relied upon in any aspect of survival.
They rely heavily on a cocktail of drugs to even get them through the day, and the habit can lead to unwanted affects when fighting away zombies.
But their uses are not so black and white, for some of the affects can turn them into utterly psychopathic murderers.

The Junkie class uses two models. Each uses the following stats [Each must roll independantly]

M Ws Bs S T W I A Ld
 *    *    *   *  *  *  * *   6

* Their stats are decided by the following dice roll at the beginning of every game;
D66 [If you do not understand this roll, ask and I will do my best to explain]
11-16 - Left the drugs at home;
M-4
Ws-3
Bs-3
S-3
T-3
W-2
I-2
A-1


21-26 - Shit, they're all staring..
M-3
Ws-6
Bs-2
S-4
T-3
W-2
I-3
A-2

31-36 - THAT ONE GOT A DAMN DOGGY HEAD
M-5
Ws-2
Bs-5
S-3
T-3
W-1
I-4
A-1

41-46 - I KILL ALL O' Y'ALL
M-6
Ws-5
Bs-3
S-4
T-3
W-2
I-3
A-3

51-56 - Man, I don't feel so good..
M-3
Ws-2
Bs-3
S-2
T-3
W-4
I-2
A-2

61-63 - *click*
M-5
Ws-4
Bs-4
S-3
T-3
W-3
I-4
A-3

64-66 - OD'd
M-2
Ws-2
Bs-1
S-2
T-2
W-1
I-1
A-1

Usual shit applies.
And the names and such of the affects are vague for now, I'll add more detail later.
This is currently being half-arsed for a laugh, I was wondering what kind of classes we'd have in a modern setting, and I imagined a couple of crack heads stumbling about, crying at zombies.
Obviously they would be a horrible pair to play, but could be a good laugh. They do not need to stick together, but the one player can control them both, freely.

Weapons will be chosen after stat rolls, so none will be initially placed [unless you want to set them up prior, of course] and they will be relatively limited in what they can equip.

They will give 2 more dice to the ammo roll pool for grenades etc
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Night of the slightly unpleasant and smelly dead people.

MortiS-the-Lost
Administrator
In reply to this post by Removed
I've picked up a cheap toy car from a charity shop that is approximately the right scale, I'll be doing it to look wrecked and burned out
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
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