Night of the slightly unpleasant and smelly dead people.

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

MortiS-the-Lost
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the idea is amusing, but I think it would work much better as an NPC type encounter rather than a playable class
-----------------------------------
~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: Night of the slightly unpleasant and smelly dead people.

messyart
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Sadly, I was struck with a sense of.. Rush. I tend to lash out with dumb ideas when this happens..

BUT
It created a truly wonderful idea that mixes zombies, campains [no typo there, honest ] and weapon classes with a modern setting.

I will post it ASAP, and as soon as I can get this into a more post-friendly format.
I currently have a scrawling word document with a fuckton of new weapon rules all over it.

But it's beautiful...

there's even a segment being written right now to allow you to create your own custom weaponry! [like nail guns, gravity guns, flaming swords, electrified baseball bats etc etc]

Weapons in this new version will be purchased so no random picking of guns!
What's more, the best guns available will only be open to players once they have gained a certain number of exp points and been considered "worthy" by traders and the military.
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 MortiS-the-Lost
Right, I just created more of the weapon creator.
[Mort, your grav gun idea can be used, the special ability will make the thing expensive, though.]

I just put together a few weapons.
One that is essentially a power sword, came out at 48 "cash" [till I decide if I want to say "creds"]
Which isn't bad, considering. The weapon is an electrified machete.

I will try to throw together..
Ooh
A crossbow! :3

right..
Range
short - 0-8
Long - 8-24
To hit
Short - +1
Long - -
Str - 3
Dam - 1
Save mod - -
Ammo roll - 4+

Overall cost, 29 cash.
Pff.. give it a blast template for explosive bolts.. 39 cash.
going by that, weaker weapons will be fair by what I am planning as cash limits for players.
100 starting cash, with some fairly expensive stuff available.
That way, we can limit the bigger guns [for Robs sake]
BUT
I am including a duel wielding ability for all single-handed guns [like most pistols, small SMGs, sawn-off shotguns, etc you will understand more when I put this all up, it's all very simple]
So that everyone who picks a few smaller guns can fire two of them.
But the duel wielder class of character will not suffer their lack of ability, and will be able to duel wield two two-handed weapons, too.

We have more grenades, too. And placed explosives.
More importantly, we have two weapon sets, technically.

I am still not deciding what kind of experience system should be implemented for now, but the idea I have is that in time, a Survivor will gain fame amongst other survivors, and eventually the military.
At this point, traders will start letting them into their personal stashes [stuff looted from deceased soldiers, etc].
Likewise, squads of soldiers themselves may start trading off the survivors services for weapons, and thus the character will be able to pick from the far more murderous weapons avaiable otherwise, only to soldiers.

An example of the difference is the missile launcher.
The civilian version takes things like the RPG, cheap and cheerful. But innacurate [it always suffers a minus penalty at range]
The military version covers weapons like the Stinger. Targetters and top-quality rockets make them FAR more accuate, and the warheads are far more devastating.
BUT the weapons is fucking expensive, so it'd take a survivor a damn long time to save up the pennies to buy one for himself.

Likewise, the military have access to White Phosphorus grenades.
Now, compared to the molotov cocktail [which is available!], the WP grenade is to fire what thermite is to a gas oven.
It will do extreme damage to anything under the blast.
Kind of.. It has a S of 7, as opposed to the Frag grenades S of 6.
But it can also set models on fire. So as if the strength increase wasn't great enough [consider it against Brutes, especially] it can still do continuous damage against larger things, if they survive the blast!

The melee sections contains far less varied mixes of weapons. I have considered that we no longer use the Necro CC system so have removed the need for anything like fumbles or parrying. Now, survivors have a choice of the following;
One handed civilian melee weapons [clubs, fence posts, machetes, etc]
Two handed civilian melee weapons [shovels, sledge hammers, chainsaws, etc]
One handed military melee weapons [Katanas, etc {better conditioned, more.. Epic weaponry, like fire axes etc]
Two handed military melee weapons [BIGGER chainsaws, Naginatas, etc]
Shields & Riot shields [military]

Basically, anything listed as "military" is better than conventional weaponry.
Shields & riot shields for example; "shields" grant a 1+ bonus to armour saves, and you can use anything to represent them. Be it a wooden viking shield, a load of strapped together fencing posts etc, or a dustbin lid.
A riot shield grants a 2+ modifier. You simply need to model something more substantial if you choose it. Like a car door.
But it does take up an arm in combat, both of them. So you won't get an extra attack [worth it, sometimes?]


Another example of the weapons available;
Grenade launchers.
Civilian grenade launchers are all single handed weapons, but they are small and weak comparable to the military versions.
Picture it as an adapted flare gun, if you're struggling to imagine the sight of one.
The maximum range of the Civilian Grenade Launcher is 24", a huge cut on the 60" of the necro version, but it can be duel wielded!

I could keep going on..
I will
I am enjoying this

I have rules for three different flamers.
Civilian [homemade creations, they are not reliable at all]
Military [powerful and reliable, as you'd expect]
One-shot [Imagine you got a can of deodorant, a lighter, and a few unpleasant zombies in your face. Yea, that's this thing. Ammo sites do not bring this one back, and it is a single use weapon, but it is cheap, too]

There are different classes of Machine gun, too [Previous you'd consider either autocannon, heavy stubber/ bolter]
Civilian takes weapons like the RPK and the BAR. Older weapons that may have fallen into the hands of collectors, etc.
Military version include weapons like the M60 and MG36.
And then there's the specialist military kit.
The minigun.
It has much shorter range, but it fires 3D6 shots [instead of 3 D3] and is going to be fucking expensive.
It also has a very high chance of failing an ammo roll. I think that balances out the amount of shots :P

Shotguns get civilian weapons [double barrelled shotguns, etc]
Military versions [like the Spas-12 and AA-12]
and one handed, sawn-offs
all one handed weapons have further penalties for long range, so they should balance despite being relatively powerful in pairs.


There are also classes of assault rifle. Namely two styles.
We have assault rifles/ carbines, themselves split between civi' and military
And we have SMGs, split between basic and single handed.

And classes of sniper/ hunting rifles.
Civi', military and.. One I am going to test with any luck.
It might seem odd to have one, but I felt like adding a Gauss rifle. Kind of like the weapon from Fallout.
Consider it like a weaker form of missile launcher.
But yes, there are aspects to this that will require alot of scrutinising, not least of all, point costs.

For example, my power sword equivelant being 48 cash would drain about half of a models 100 if taken, but it's a pretty good weapon.
So 100 sounds like a good starting block.


I am also planning ammo types. Like hollow point rounds, armour piercing rounds, incendiary rounds, etc.
So yes, I will start posting that when I can find the time ~
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
Administrator
This post was updated on .
I will start just throwing down all I've got written in the word document;
Please bare in mind that this is the bare-bones set of ideas I threw together in a sleepless night without the internet!


Modernised zombie warfare;

Weaponry.
In order to keep “alternative” weaponry in the game, I have considered the following;

Civilian firearms
Military firearms

The prime difference is power.
Classes will also be limited to a cash cost per item, to prevent the overloading of weaponry.


Thus, players can pick whichever weapon might seem more plausible, judging by their models.

A civilian shotgun might be a simple sawn-off. A military shotgun would be a Spas, etc.
What’s more, ammo types will be introduced, including hollow point, armour piercing, explosive, shotgun slugs, etc. Perhaps incendiary if we find a fast way to apply fire rules to zombies.
[Perhaps an affect along the lines of; Place a fire marker beside them, they now have +1 increased strength and attack stats, but suffer D3 Str 3 hits every turn]

Proposed weapon classes;
Pistols [one handed civilian and military, and two handed military {Desert Eagle style}]
Assault rifles/ small submachine guns [one handed, civilian and military classes]
Hunting rifles [civilian and military classes{and possibly experimental, like Gauss rifles}]
Shotguns [one handed, civilian and military classes]
Grenades [civilian {Molotov cocktail, basic powder charges} and military grenades {WP grenades, frag grenades, C4 etc}]
Machine guns [“civilian” {LMG’s} and military {Vulcan/ miniguns, M60 etc]
Grenade Launchers/ missile launchers [Civilian {One handed grenade launchers} and military classes]
Flame throwers [homemade and military classes]
Special weaponry [Civilian {Including dice-rolled stats etc, things like nail guns, electrified swords etc} and military classes {Experimental weaponry. User-created weapons like gravity guns, etc}]
Melee [Civilian {Bats, clubs, knives, chainsaws etc} and military {Katanas, riot shields etc}]

Certain weapons will be designated as “one handed”, in which they may be duel wielded.
The Duel Wielder class, however, may duel wield weapons that would otherwise not be one handed.

Ammo types would have the following type of affect;
Hollow point rounds;
Do a ghastly amount of damage to soft, fleshy targets. Like your average zombie.
Against the undead without armour saves, it grants a 2+ modifier to wound.

Armour piercing rounds;
Capable of sheering through armour and tough skin without difficulty, the armour piercing rounds can help pummel through the tough structure of special infected, like Brutes and Tanglers.
It gives a -2 modifier to the save negating ability of the weapon armed with them. [Thus allowing a basic – save mod pistol to ignore saves of 5+, or allowing a -6 saving assault rifle to ignore saves of 4+, doing a reliable amount of damage to Tanglers, especially.

Explosive rounds;
Rare, and used generally only by heavy machine guns, the explosive round can annihilate small swarms of zombies in small bursts.
It allows one shot per turn to use the small blast dice. Roll to hit as per the usual blast rules.
Will be limited to certain weapon groups.

Solid slug shells;
The solid slug can almost turn a shotgun into a hunting rifle in terms of accuracy and power. It forgoes the stopping power of a spread-shot, but makes up for it with sheer force.
It grants a -1 save modifier [on top of whatever may be granted by the weapon firing it] and is a +1 S. In addition, it suffers no loss of accuracy at range.

Incendiary rounds;
Able to set targets on fire for short periods of time, causing lasting fire damage.
The incendiary round is very hard to come by, and costs a great deal when found on roaming traders, but can turn the tide when fighting special zombies.
If a model is successfully hit by an incendiary round, it is set on fire for D6 turns. It suffers a single wound in its movement phase every turn until either the fire is out, or the infected dies.
The model may make whatever armour save roll it has to prevent the wound, and rolls on its’ own injury table every time it is brought down to 0 wounds.
But the infected gains an extra attack dice while alight.

Mankinds first mistake; Questioning why those around him, are dying.
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Re: Night of the slightly unpleasant and smelly dead people.

BobbieTheDamned
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I don't seem to be able to get the picture to zoom enough to read it. You'll either have to do each table separately or make it into a PDF and host it somewhere (should be able to export it from Word as a PDF).
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Re: Night of the slightly unpleasant and smelly dead people.

MortiS-the-Lost
Administrator
having the same problem, try saving it as HTML and paste it into a post with the 'Message is in HTML Format' box ticked
-----------------------------------
~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: Night of the slightly unpleasant and smelly dead people.

messyart
Administrator
In reply to this post by BobbieTheDamned
Fix'd
Mankinds first mistake; Questioning why those around him, are dying.
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Night of the slightly unpleasant and smelly dead people.

messyart
Administrator
Chainsaws;
Classed as a civilian weapon, the chainsaw is well known as a slayer of the undead.
As such, while civilians can wield them, and probably will rather merrily, it is a costly affair.




I will be working towards point costs for these various weapons soon. It will need to balance up with all of the ideas I'm considering..
Like armour types, grenades and knives for sale, etc
So that instead of classes of kitted out killers, our new survivors will have to work themselves up from nearly nothing, with a very difficult choice as to how to kit themselves out.
Medi-kits will be an option, too. But characters will be able to buy multiples!

What's more, classes will be ignored at the start. Characters will start out with bare-bones stats and some starting cash to buy equipment.
When they gain enough experience, they will be allowed to buy better and more things, including a class, which will grant specific stat boosts, and the special rules that go with them.

I'm thinking for a basic outline that military grade weaponry will be open for characters with 1000 experience.
And zombies would be granting 5 experience each.
That way, you'd need to kill about 200 zombies before you can unlock better stuff.
Not an easy feat.

Likewise, each zombie killed will grant 5 cash. Possibly. Maybe less, I have yet to decide fully.
But if I can get an idea of cash /zombie then I can work out weapon costs easier, too.
Mankinds first mistake; Questioning why those around him, are dying.
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Weapon costs & zombie death - gains

messyart
Administrator
Number crunching for now.
I've pretty much thrown down a load of numbers and put guns into whichever seemed most fitting for their worth.

Every character starts his "life" with £100.
He must pick every aspect of his kit as defined by his reputation and style.
And so;

Medikit [single use, may pick more than  one] £20
Basic armour {6+ save} - £10
Plate armour {5+ save} - £25
Advanced armours {4+ save} - £50
Weapon repair kit [single use, may buy more than one] £30
Chem's/ drugs/ narcotics/ alcohol/ adrenaline/ "PEELZ" [single use, raises a single one of the following stats by one for the entirity of the next game; Ws, Bs, S, T, I, A. May only raise one stat per game]- £25
Weapons;
{C} Pistol - £15
{M} Pistol - £80
{2-H} Pistol - £100

{C} Assault Rifle - £55
{M} Assault Rifle - £200
{C} SMG - £40
{1-H} SMG - £30

{C} Rifle - £55
{M} Rifle - £200

{C} Shotgun - £40
{M} Shotgun - £150
{1-H] Shotgun - £55

{C} Machine gun - £100
{M} Machine gun - £300
{M} Minigun - £800

{C} G. Launcher - £60
{M} G. Launcher - £200
{C} M. Launcher - £100
{M} M. Launcher - £500

{C} Flamethrower - £70
{M} Flamethrower - £250
{O-H} Flamethrower - £10

{C} 1-H CCW - £10
{C} 2-H CCW - £50
{M} 1-H CCW - £50
{M} 2-H CCW - £60
Chainsaw - £90

{C} Shield - £15
{M} Riot Shield - £50

{C} Molotov - £20
{C} Frag grenade - £50
{C} Powder charge - £70
{M} WP Grenade - £150
{M} C4 - £400


Many points costs there obviously a bit unbalanced. [C4 costs £400, how many zombies would you fit under a 3" blast marker?]

One last aspect I want to add is a suggestion Rob gave me. Weight points for weapons, so even if you tried to be naughty and pick 6 pistols "Because I can", you#d be limited by their weight and unable to.


But yes, if any maths gurus could peer over that and see if it seems fair..
Here are the grant tables for killing zombies;

Zombie - [Experience]/ [Cash]

Infected - 5/5
Boomer - 20/10
Hunter - 25/50
Spitter - 25/30
Tangler - 30/50
Tank - 50/80

Their cash bonuses represent a mixture of local gratitude and lootable bits and bobs, as well as store credit from greatful traders ["you killed a Hunter? Fucking brilliant, now I don't need to go so carefully"] and unburdened soldiers ["Wow, you took out a tank? Damn, man, we owe you"] etc etc.

Reputation is based upon total experience gained, and weapons will be restricted by the amount of experience gained.
I will work on that later. For now, Military grade weaponry begins to open up when I player has managed to earn 500 experience points or more.
Experience for kills will be shared amongst different players only when they've shared a kill with a zombie who has multiple wounds, in which case they get the full experience and cash listed even if they only took off one wound on their own. There is no bonus for "killing it more than him".

Players may bank their cash, and even share it out amongst themselves if they so wish.
Banked cash can not be spent until one game after they have announced they will be withdrawing their money.
Players carrying their cash will lose it all if "killed" on the board.


Now, a choice.
We have either;
A. Upon death/ out of action rolls, a player turns into a zombie.
Or we have a newer plan, which will work far better with this system of play;
B. When a player falls in combat, they are removed, and lose all of their cash, as well as any experience they had gained during the game.
In addition, any model still alive may "loot" the victims body if within 1". The GM picks one single piece of kit the player had on his person before collapsing. The looting player now owns that item.
It is assumed then that the downed player is safely brought back to a safe zone when the area begins to grow quiet.

Games initially will be far smaller than we have been playing. Zombie spawns will be entirely dependant on game type, but on average a single D6 per turn [more or less depending on scenerio] and opening games will not feature more than one special zombie.
NPCs featured will be entirely up to the GM.
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Weapon costs & zombie death - gains

Apocalypsedreamer
It all makes sense at the mo. I'll be around to playtest next Tuesday as I'm away this week.  Good work.

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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Class redo Modified - 9/6/11

messyart
Administrator
This post was updated on .
Classes have been redone for the modern version, read on for details.

Character creator;

Dt; Determination points [See this post for more details.]
Weight limit; shows the phycisal capabilities of the survivor. How much they can carry.


Classes; New rule design.
Previously, classes have defined every characters style of play. They have been given strict weapon lists to pick from, without much challenge in acquiring the best guns available.
Well, no longer.
Now, each class will cost £60, and will grant basic bonuses to any character who takes them.
What’s more, they are optional. Any player may pick any class, and many may become the same thing. They do not need to pick them from the off [though some would be considered “Professions” and thus, SHOULD ideally be taken from the start of the campaign.]
Once a character has chosen a class, they may never change them.
Each class gains an instant stat boost, and the listed “Tier 1” special rule (Seen in the list below).
They will earn further abilities as they gain experience. (Tiers are exactly the same as the tiers governing weapon choice)

The classes are as follows, and every one costs £50 to purchase for any character;
Leader - Ws + 1, Bs + 2, I + 1, A + 1, Ld + 1, Dt + 1
Tier 1; Gains + 5 extra experience at the end of every game.
Tier 2; Gains an extra £50 at the end of every game.
Tier 3; Has full access to the military armoury.

Runner - M + 2, Ws + 1, I + 1, W -1, WL - 1, Dt + 1
Tier 1; May sprint and fire – Doing so reduces a weapons’ maximum range to the minimum range shown. Grenades roll 2D6 scatter. They may declare their shot anywhere along their path of movement.
Tier 2; Gains +2 attacks when charging
Tier 3; Gains an automatic 3+ “dodge” save against wounds from attacking models.

Doctor - W + 1
Tier 1; Grants a -1 modifier to all injury rolls while within 6” of the models taking them. Negated if the Doctor is downed or in combat.
Tier 2; The Doctor starts every game with a single medikit and single drug, free of charge.
In addition, all models within 6” use the following table to injury rolls if the Doctor is not in combat or down (The affects do not stack with the tier one rule)
1-4 = Minor flesh wound – Models get back up without penalty.
5 = Flesh wound – Counted as usual.
6 = Down
Tier 3; All players with medikits may use them twice per game.

Handyman/Brains/Mechanic - W -1, I +1
Tier 1; Cowardly – Brains will run 8” to either the nearest survivor or the section of board he started the game on if more than 24” from another player model.
In addition, all players gain a +1 modifier to their ammo rolls.
Tier 2; Cowardly is extended to 36”. All models suffering a flesh wound may negate the negative effects with a D6 roll of 5+
Tier 3; All medikits restore 2 wounds & the effects of a single flesh wound.

Duel wielder - A + 1, Bs + 1
Tier 1; May fire two single handed weapons at separate targets. Gains a +1 to hit if firing both at the same target.
Tier 2; May duel wield two handed weapons that are not classed as “Cumbersome”. Stacks with the Tier 1 rule. Rapid fire weapons suffer a -1 to hit.
Tier 3; Aerobatics – May shoot, and then engage models in close combat.

Heavy - I -1, Ws -1, Bs + 1, WL + 1
Tier 1; +1 modifier to ammo roll results.
Tier 2; Cumbersome weapons are used as close combat weapons, granting +2 S. Starts every game with a single weapon repair kit – free of charge.
Tier 3; Gains an additional dice roll to sustained fire, or a second shot with single-shot cumbersome weaponry.

Teen/pre-teen - M + 1, W - 1, I + 2, A + 1, Wl - 1
Tier 1; 5+ Dodge save roll against attackers.
Tier 2; All thrown weapons reduce their scatter by the characters BS skill.
Tier 3; Grenade weapons are half priced – rounded up to the nearest 5


Sharpshooter/ Sniper/ Hunter - Bs + 3
Tier 1; Scope – Doubles the short range of a single weapon of the players choice.
Tier 2; Re-rolls a single failed ammo roll per game. May spot for another player, granting them his Bs for a single turn.
He forgoes his own shooting phase to do so.
Tier 3; Shots by all forms of hunting/ sniper rifles wound on a 2+, and any injury rolls of 4+ will kill special infected.

Tank/ Melee specialist/ Ruffian - Ws + 1, S + 1, A + 1, Wl + 1
Tier 1; Gains +2 attacks when fighting 3 or more zombies at once.
Tier 2; All zombies are at -1 to wound the Melee specialist.
Tier 3; Gains D6 extra attacks on the charge.

Martial Artist - M + 1, Ws + 2, I + 2, A + 1
Tier 1; May only use Close combat weapons and grenades. Gains + 1 A on the charge.
Tier 2; If charged, the Martial Artist is allowed to strike first. Calculate his attacks as if it was his turn. If he kills the attacker, he is free to move in his following turn.
Tier 3; Zombies will never be able to wound better than 4+ in close combat against the Martial artist.

Ex-Soldier – Ws + 2, Bs + 2, I + 1, A + 1, Ld + 2, Dt + 2
Tier 1; Full access to the military inventory.
Tier 2; Re-roll rapid fire dice.
Tier 3; Ignores leadership penalties. (For example, if a Behemoth is visible)

Police officer – Ws + 1, Bs + 1, Ld + 1, Dt + 1
Tier 1; Access to Weapons 1 Tier ahead. (Can pick Tier 2 weapons from the off, will be granted Tier 3 access at Tier 2, etc)
Tier 2; 25% off of weapons costs.
Tier 3; Extra £50 after ever game.
Mankinds first mistake; Questioning why those around him, are dying.
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Some character ideas & NPC's

messyart
Administrator
In creating all of these costs, I threw together characters of my own, including more well-equipped NPC's, like checkpoint guards.

"Raider" Thomas McGrudy
An average kid, from an average neighbourhood. Thomas was in college, studying sciences when the meteor hit down.
He laughs about the apocalypse, shrugs it off after three years of planning for just such an occasion with mates in college.
With an ex-serving father, he managed to scrape up some rather illegal firearms and with the streets now far beyond lawless, he takes intense joy in patrolling alleyways with his trusty Mac-10 and sawn-off.
Experience, cunning and a bit of planning ahead has helped the kid prepare himself in many ways, not least of all in carrying an oddly genious collection of aeresol cans and lighters, perfect for roasting any would-be attackers.
Equipment;
£100
One handed SMG £30
One handed shotgun £55
Single-use flamer £15
£100 spent.


"Butcher" McGrudy;
Proud father of Thomas, Butcher served in Iraq and earned himself many unpleasant connections during his time, granting limited access to firearms.
Wearing his trusty combat gear, he roams the streets with his son, looting and re-arming stranded survivors.
Equipment;
£100
Medikit £20
Advanced armour £50
2 x Civilian Pistols £30
£100 spent.

I have no models for them, so don't ask e_e I just wanted to give an example of the limits you're facing with just £100.


NPC's;
Special forces.
Abandoned soldiers residing within the cordoned city. They wield deadly weaponry and the best armour.
Stat changes - Bs + 2, I + 1, A + 1
Equipment;
£1000
Military assault rifle £200
Civilian grenade launcher £60 [represents an underslung grenade launcher on the Assault rifle]
Advanced armour £50
2 x Medikits £40
2 x Weapon Repair Kits £60
2 - Handed pistol £100
Frag Grenades £50
WP Grenades £150
Military close combat weapon £50
£660 spent.


Which brings me to a few other ideas;

Weapon modifications/ add-ons.
More on that later. Just think of underslung weapon attachments, laser sights, etc.

[Thank Mort for this one;] Rapid firing.
Assault rifles, SMGs and military shoguns will use the rapid fire dice to decide how many shots they fire.
Assault rifles & SMGs will use two, shotguns will use one.

And finally; Failed ammo rolls.
Any weapon lost to bad ammo rolls, is lost. The character will need to buy themselves a new gun if this happens.
Mankinds first mistake; Questioning why those around him, are dying.
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Witch

messyart
Administrator
A new special zombie class;

The Witch

M - 6
Ws - 5
Bs - -
S - 5
T - 4
W - 3
I - 5
A - 4
Ld - 10
Weapons - Raking claws. They use the Witches base strength, but ignore armour saves.
5+ Save

Rules;
"Like a land mine of sheer terror"
Witches tend to be found in the most awkward places, blocking paths and supplies. They do not move unless certain incidents occur;
Intimacy; Witches will attack any survivors that get too close.
Any model that comes within 12" of a Witch must pass a leadership test. If they fail, they cannot move closer.
Any model coming within 6" of a Witch will startle her, and she will attack them in her next turn.
Gunfire; If attacked in any manner, a Witch will sprint until in base contact with the model that shot at her. If the model attacking is not the closest, the Witch might close on another player, instead.
To decide if the initial target is too far away, measure the distance from the witch to every survivor. Any who are within half of the distance of the one who attacked will be attacked, starting with the closest first.

In  other words..

Don't shoot the fuckin' Witch
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Witch

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Re: Witch

messyart
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Customised weapons ;)

There's a rule in the customised weapon set that forces the player to take his weapon suggestion to everyone else who's playing. Just needed to make sure nothing was overpowered.

Mort for instance wants to make a portal gun, and a gravity gun. Now, I can't imagine he'd make the rules crazy-strong or stupid, but he'd still have to bring it to the table and say "What abou this?"

It's also a very expensive thing. £100 just to be allowed to create your own custom rule, let alone make stats for the weapon.


I have been pondering where I will put it when  I'm done modernising, but since it will still play mostly by a Necromunda system, I think this is the best place for it.
Mankinds first mistake; Questioning why those around him, are dying.
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Characters idea

messyart
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In reply to this post by messyart
A little note.
As I am sick of having to look over google and various miniature sites looking for Survivors, I have come to some ideas that include making my own.

Something similar to say, the Imperial Guard sprues.
Multiple bodies, multiple legs, a choice of heads and arms, etc.
And some basic weapons to get myself started, at least.
Perhaps I'll find a way to cast it all up properly so I can pass some of the stuff on to others.

I just like the thought of having alternate parts. Then I can pin an entire model, and change bits out as he advances through a campaign.
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Characters idea

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Re: Characters idea

MortiS-the-Lost
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hmm giving the project it's own site kinda deifies the point of having it developed here on tLatD ... but take this which ever direction you feel will work for you
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~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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Campaign - Survivor amenites

messyart
Administrator
New idea that popped into my head.

In Necro, gangs have territories they can work to make credits.
Well, any half-decent survivor would be looking for things to help them out in their own lock-up/ safe zone.

Things like bio-diesel converters, making a resource [for modified chainsaws and vehicles] that they can then sell off to other survivors for the benefit of all!]
And work-benches to create and fix various things. [Could/ will have a random roll to allow the creation of  alternate ammunition types]
Solar / kinetic generators to store electricity to fuel various items, like power tools, GPS systems, radios, refridgerators etc etc.
[I like the idea of a survivor holding his own community walk-in freezer where he stores provisions that people have found and want kept safe :3 Keeping records of it, like a library]
And then simpler pleasures, like gambling tables, home-made breweries [The owner would make and sell their own alcohol/ chems etc at a cheaper price. Perhaps even make their own molotov cocktails are half-price for others]
Workshops to make close combat weapons and shields [You take in a piece of wood, you come out with a scrap of wood that has a nail in the end!] etc.
Holy relics [be it a room dedicated to a god, a hallway full of photos of the Fonz, an old, none-working classic muscle car, etc] that gives a wide-ranging boost to Ld [every survivor gains a +1 boost]
*Defendable garden with small patch of workable that produces a small amount of cash

I will gather ideas before I start working on this more heavily, so please, if you have any input, feel free to toss it my way.


Imma put these here so I don't ever forget them [taken from FB chat with Mort];
*Territories, it would be more like useful "things" they keep around their safe-house

*imagine all of the useful things you could loot
"Damn,m I ran out of juice for my chainsaw, but nevermind, it just so happens I came across a bio-fuel.. thingy"
And generators to charge up weapons and lights, maybe a defendable garden so they cam grow food etc
Now I want to find out the proper word for one of those .. Bio fuel makey things

*With a biofuel thing in the workings, we could set up objectives such as "Get to KFC and drain their deep-fat-frier of the fat so you can make cheap fuel for other survivors"
The idea of selling it is actually good, it gives a reason for the machine to make the person more cash

That'll help keep me on track :3
Mankinds first mistake; Questioning why those around him, are dying.
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Special wargear

messyart
Administrator
I was busy getting a swif of lemonade from the fridge earlier, when I suddenly noticed a couple of things around me that I'd appreciate in a zombie apocalypse.

Something many people would hope to have by their side.

A dog.
Mine would be useless. But that could introduce a fun new aspect.

There are three sizes of dogs available [and the model should represent this] and they are used on a seperate base.
They use the following rules and a survivor can have up to 5 dogs of their own.
Photobucket

Medium dogs gain a -1 save mod
Large dogs gain a -2 save mod and +1 A when charging.

When leaping over gaps, medium or large dogs will double the roll on their dice.
When climbing over terrain, medium and large dogs ignore anything less than 2” high.

Temperament;
All dogs are different.
Some stupid, some aggressive, some very protective.
These characteristics are reflected by the following rules, which are rolled for by a series of tables.

Intelligence;
Sadly, not all dogs can grasp danger. Some are too distracted by itchy nuts, some by smelly butts.
On the other hand, some dogs just instinctly know how to best survive any situation thrown at them.

Aggression;
Some dogs are peace loving, friendly creatures. Not the best combination when the object of their affections want to eat them.
But there are still a great many guard dogs running loose in this new apocalyptic city. Violent, well-trained monsters that could kill a whole horde of zombies almost alone.

For each, roll a D3. The results are as follows;

Intelligence;
1 - Dumb
2 - Average
3 - Clever

Dumb;
The doggy is not the brightest lightbulb.
Every turn, roll a D6. On a 6, the GM moves the dog. It cannot attack friendly models.
Cannot make use of the "Packpup" rule.

Average;
Plays as normal.

Clever;
The dog is an incredibly intelligent and adaptive pup.
Gains a 5+ save against all wounds.


Aggression;
1 - Cowardly
2 - Average
3 - Violent

Cowardly;
If any zombies come within 8" of the pup, it must roll an LD test or run it's full sprint distance in the opposite direction.

Average;
Plays as normal.

Violent;
The dog is an ex-guard dog, well trained and brutal.
Or, simply an angry stray who's grown to like your survivor.
It gains +1 A when it charges [Stacks with Large dogs] and must attack any zombies within 8"


Packpup;
Whats more, most medium and large dogs can carry equipment for their owners.
Any single handed weapon can be placed on the dog. This can be swapped mid-game with any other single handed weapon, to allow a quick swap if one gun breaks. It also allows a survivor to bring more guns than anyone else.
Mankinds first mistake; Questioning why those around him, are dying.
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