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This post was updated on .
I have now made an attempt at actually organising the thread!
This link will be shown at the end of this post, too, but it's an importasnt one; FULLish CHARACTER CREATOR for the modern zombie apocalypse game. To clarify, this game is played via Necromunda rules. The only real changes are in that you do not use gangs, you use single characters. In addition, the close combat system has been considered a lot during the making, and replaced when we realised the Necromunda system is far too slow for mass-combat. Now, we use a Mordhiem-based system, in which the attacker hits and the defender defends themselves, and can then attack back in their own turn. In addition, turns go by three phases, movement, action, recovery. Movement and action can be taken in any order, and action refers to either shooting, or fighting in close combat. Thus, to start with, zombie rules; M-Ws-Bs-S-T-W-I-A-Ld -4--2---1-3-3--1-1-1--7 They count as being equipped with two knives When pinned or downed, a zombie will not get back up. They remain down, and move as per the usual rules for downed fighters. They fight with their base statline, but can not have more than one attack. Every recovery phase, a 2-5 will keep them in a downed state. 1 and 6 will remove them as casualties. [As a roll of 1 would result in WS & BS being cut by 1 each, thus rending a zombie incapable of attack]. In addition, zombies never gain an extra attack for charging. The zombies' bite; If a character is taken "Out of Action" by a zombie attack, they roll D3. Their score is the length of turns it takes for them to turn. They will be put back on their feet with the stats shown above. Their guns [if they're still functional] are now likely to turn against those once allies. Explosive surroundings; Gangs occasionally fight in chemical plants and the like, and as such, often find barells of volatile waste. They come in very handy when fighting undead hordes! They use the following rules; Roll a Rapid fire dice for every explosive penetrated. On a 1, they use the small explosion rules below, on a 2, they use the large explosion rules below, on a three, they use the large explosion rules, but with an apocalypse blast template! And on a misfire, the explosive item is a dud and does not explode at all. Explosives-Str-Damage-Save roll Large--------8-----D6------- -3 = Hits all* models within 3" Small---------5------1-------- -1 = Hits all* models within 2" *While it says *all*, models within adequate cover may well save their arses from the power of the blast. It is up to the decision of players to decide what qualifies as "adequate". It provides a 5+ cover save from the affects. Furthermore, small explosives can be picked up and relocated by models in base contact. They are forced to half of their movement speed while carrying an explosive. Deployment; Dependant on scenario, you may want to consider the shape and size of the board [and your collection of zombie models!] to decide how, and where, to deploy the undead. But in general, aim to start the game with 12 zombies on the board at once. From then onwards, the zombie numbers are them bolstered by 2D6 new zombies. They can either be placed at any point on any board edge, or you could specify up to 6 hot spots along the board from which the zombies may pour out at the GM's discretion. They are then placed within 6" of the entrance point. And now a brief index of the rest of the thread; Page 2; Duel Wielder Zombie classes and basic rules Character classes Page 3; Pointless hype about the modern adaptation. Rules for modern weaponry Rules for the Chainsaw Cash costs of most current weapons and gear & experience and cash gains for campaigns. Basic survivor stats & New class changes/ costs - Modified 9/6/11 Examples of survivors & notes The Witch Survivor amenities and bonuses Rules for dogs Page 4; An idea for Explosive items Some rules clean-ups (Make sure you read them if you want to try the game out yourself! Zombie spawn changes & Tips for getting the most out of your special infected! Rule changes for Special Infected. The Unborn special infected rules & Determination points. Page 5; Amenities for campaigns & Weapon tiers. Modified weapon stats FULLish CHARACTER CREATOR Page 6; Cleaver zombie & aggro idea Ammo types & costs, extra wargear Gambling Richard NPC WE NEED FIRE RULES! The horror Page 7; Weapon type rules Terrible Trevor NPC Page 8; None yet Well, that's just marvelous. No more searching for the best bits :3
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This post was updated on .
Group game - Gang plans
**The following section is soon to be removed due to "better" ideas** When playing with 3+ players, you may want to cut down gang sizes for game-speed. If this is the case, use the following rules [As if used over a normal sized gang, it may well overpower them] If such is the case, a gang consists of only three models. One of each of the following classes. Use the following stat lines for gang members to denote their more veteran status; Gang Leader M Ws Bs S T W I A Ld 6 4 4 3 3 4 4 3 7 Gang heavy M Ws Bs S T W I A Ld 6 4 4 3 3 3 4 2 6 Ganger M Ws Bs S T W I A Ld 6 4 4 3 3 3 4 2 6 Weapon load-outs are as follows; Gang Leader may pick one weapon in each of the following categories; Basic Pistol Close Combat Special The heavy may pick one weapon in each of the following categories; Basic Heavy Special Gangers may pick one weapon in each of the following categories; Basic X2 Pistol Close Combat Every member has Frag Grenades as standard, they all start with one knife and all ammo types available, if they pick weapons with a variety of ammo [Shotguns will have every ammo type available, they will have Dum-dum rounds if they have the Stub pitsol etc]. **the above will soon be removed due to "Better" ideas** In addition; Every gang member has the extra ammunition and medi-pack wargear and Flak armour [5+ armour roll] Special, Close combat and Heavy weapon slots are not limited to base weaponry. Any ganger may pick any weapon within the class, whether usually reserved for the rare trade chances or not. Thus, Goliath gangs may well equip Plasma cannons, Ratskins may be equipped with needle rifles and Eschers could well bring a power fist on both their Leader and their ganger. Medi pack; Any fighter may use their medi-pack on a downed fighter. It is a single-use item. His turn is forfieted by the use of the medi-pack, he may not move or shoot or do anything for himself while he uses it. At the end of his turn, in the recovery phase, the downed fighter rolls the following; 1-4 Flesh wound 5 - Remains down 6 - Out of Action They may not be used on the model holding them. Unused medipacks MAY be taken from a deceased/ zombified ganger. Extra ammo; A model gains a +1 modifier to ammo rolls when taken. These guys are PREPARED! On the other hand, all the extra ammo is VERY dangerous around gunfire and explosions, and as such, the model will go Out of Action on a 5-6 if hit by gunfire, or explosions. They have a lesser use for weapons that automatically fail ammo rolls, like grenade launchers and flamers. For these weapons, count how many gangers are present on the models own side and roll a D3 for each. If they can equal 6 or more, the roll is passed [to represent at least SOMEONE carrying spares]
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In reply to this post by messyart
*Obstacles;
Each gang player has 4 obstacles they can place on the board. They can be placed anywhere that does not directly obstruct a zombie spawn point [if there are any] Each obstacle has a toughness of 6 and can be destroyed by any "wounding" hit. They completely block movement until destroyed. 1 per gang may be upgraded to "Spikey". Spikey obstacles needn't be as such, they may well be simple razor wire or even mine-traps. They inflict a single strength 3 hit on any attacking model in close combat.
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Some friendly fluff for the RP aspects.
Nuetral Allies; Say you've been strolling through the underhive for days, you hear there's a safe house set up for survivors - if they can get there. On your travels, you'll meet other gangs hell-bent on getting to safety. Sure, usually you'd be happiest pulling your guns up to shave them a few spare layers of skin. Right now, you're pretty content in having them watching your back. Sure, it's uneasy. They hate you, you hate them, but both of you know the value of having someone there to trip up when you're running for your life. Guards & friendlies; Often, bounty hunters and loners will be found making their own stands against the oncoming hordes. They are almost always more than willing to allow gangs to make their way through their "patch". Afterall, the help saves them just a little bit more of their own ammo. If the GM is happy to do so, D3 "Hunters" may be included in the game. They count as a Gang Leader by the rules written in a prior post, and they have access to the weapons available to a Gang leader as previously written. In addition, they have the option of weilding the following; Long rifle in place of other basic weapons; Short Long To Hit Range Range Short Long Str Dam Save Ammo 0-12 12-48 -1 – 4 1 -1 5+ Catergory: basic Special Rules: Move or Fire, equipped with any one sight that can be attached to a weapon. Eviscerator in place of any other Close Combat weapon The eviscerator is a huge double handed chain sword favoured typically by the zealots of the Redemption. An eviscerator's double set of contra rotating teeth can rip through even the toughest mutant hide and bone, tearing an enemy to pieces with a single blow. The size and weight of the weapon mean that it can only be wielded in both hands and even then the wielder is limited to making wide swings and heavy, overhead cuts with it. Special Rules The Eviscerator is so heavy and dangerous that it is impossible to parry. However, the eviscerator does not encourage a very elegant fighting style and so in the case of a draw the model with Eviscerator will automatically lose and suffer 1 hit regardless of the combatants Initiative scores. Range Strength Damage Save Mod. CC As user+3 D3 -3 Special Rule: May not be parried. Blunderbuss/ Scattergun in place of any Basic guns A blunderbuss or scatter gun is a simple weapon made out of one or more short tubular barrels (sometimes with flaring muzzles) strapped onto a crude stock of some description. An explosive charge is loaded into each barrel before metal fragments, stones and other pieces of shrapnel are packed down on top. When the weapon is fired it belches out this mass of shards, hopefully in the general vicinity of the target. Short Long To Hit Range Range Short Long Str Dam Save Ammo 0-6 6-9 +3 -1 3 1 - 6+ These models can be placed anywhere [A good idea is to place them near objectives, especially if the mission is to get to a safehouse intact, they make good guards!] and are controlled by alternating players.
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Ok so the game we played was awesome but we did discuss expanding it to a RPG game cutting our gangs down from a Leader, a Heavy and a Ganger/ Close combat specialist, to one character with a certain specialty and be able to spend exp. I think the specialty's should include;
A tank character. So they would get one skill roll from the Muscle, Combat and Ferocity charts. And would be fricking awesome in close combat. Or some similar thing. The heavy/techie. Good with guns and general tech. Would get rolls from the techno, shooting tables ect and would get modifiers for shooting or similar. the hip shooter. Acts like it sounds he see's a zombie he pumps it full of lead. Tell me what you think and add. A.D
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The experience thing would be all well and good if we were going for a campaign, but right now we just need to find the best balance to keep it plausible to finish a game without owning everything/ faltering before we get half way D:
I am working on things atm, so I might have things done [If I can get past another inconvenient depressive spell!]
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This post was updated on .
Right, some ideas of "classes";
Sharp-shooter [Ranged basic gun specialist. Awesome aim, knows how to look after his guns better than anyone else, but is really not built for close combat] Runner [Melee specialist. Fast, but weak and will not last in prolongued combat kinda guy] Heavyl [Heavy weapons specialist. Gets increased sustained fire dice and a better chance with his ammo rolls, sucks in close quarters] Melee [Close combat monster. He will turn zombies inside out with his bare toenails. But he is not the best with ranged guns, and is too hulking to move particularly quickly] "Brains" [Generally a weak player, but he grants bonuses to the rest of the gang (Such as better to hit rolls, and better results on the injury table and ammo rolls due to being.. Generally more intelligent) He fields basic weaponry] "Doc" [As his name suggests, he is a doctor, and as such grants a bonus to all other gangers when injured. His combat skills are practically 0, though] "Da Boss" [All-around good fighter, thought limited in weaponry, and granting no bonuses] "The kidd" [A very experienced juve. Go on, laugh. He just killed that zombie from 10 yards with a stone. That's right. This damn kid can throw like a god. Now imagine him with a handle of grenades. (He never rolls for scatter with grenades, and has an uncanny ability to keep finding more, be it by nicking it from fellow gangers, or just keeping a damn good eye out around him)] Just some not-well-thought-about ideas :3 Each entry is a singular playable character and you may not take more than one of each per game. I am working on events right now, and will see if any are worth posting [Will be done in another reply]
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Gob... Er - ZOMBIES, ZOMBIES ALL AROUND;
{I am torn between the affects of this one.} Either 1 or 2; 1. Each zombie spawn point spawns D6 zombies EACH 2. An additional D6 is added to the spawn dice pool. Let me aim that for you next time..; Players rolls to hit in this turn are at +1 So rolls of 1 are discounted as having negative affects, etc. {Named after my fav' companion in FO-New Vegas :3} Second.. Third.. Final wind.; Every zombie on the board, either down or pinned, gets back to its' feet without penalty. Cavern collapse; The roof crumblesd above and rains down in a deadly barrage. the 10" template is placed roughly in the very centre of the playing area. It then scatters 3D6" If the scatter dice rolls a hit, use the small tick on the target to show where it moved, but half the distance of the dice roll. You're hit, you're bleedin'!; One wounded ganger [elected by the players] regains one lost wound. I ain't got time to bleed; One ganger [Elected by players] gains toughness of five until he is wounded. Once wounded, it reverts to whatever it was prior. They're coming out of the damn walls, man!; 3D6 zombies are placed anywhere along board edges. SUDDENLY~ Snipers; A hail of covering fire erupts from a nearby safehouse, blossoming amongst the undead in a beautiful show of gore. 2D6 hits are placed on any zombies on the board [Chosen by players] They each suffer the following hit; Str - 4 Dam - D3 Save - -2 Return of the Rat Pack; Four Giant rats appear in a group along any board edge. A distant rumble..; Something ominous is heard far away, a growling tremour that deeply concerns the remaining gangers. Roll a D3, this is the number of turns until a Zombie Ogryn appears. A truly specialist day out; "Doc" and "Brains" may reroll their attempts to aid teammates in this next turn. "With great power, comes great responsibility"; A small clutch of 3 wolf spiders arrives along any one board edge. Puppet Master; One player [You may only pick between Brains, Da Boss or the Sharpshooter classes] may take control of up to 2D6 zombies, as long as they are within "6 of him. He controls them in his turn, and the GM cannot use them again in the turn this card is drawn. They may be made to attack fellow zombies, or jump off of tall buildings. Or beat up explosive barrels. I will try to think up more. Tell me what you think of these~
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In reply to this post by messyart
I have a few game plans in mind;
Rescue; A fellow ganger didn't call in today. He owed you some goddamn money and you WILL get it back. You kid, you know you do. Or, you hope you do. Regardless, you are getting the lads together to go save his scrawny ass from them Z's. Set up a board however you wish. Set up along one edge. The GM then places 12 tokens. Each token has a number, from 1-12. The tokens must be placed as far from each other as possible. The GM then rolls a D12 dice, and makes the number be known. Write it down, keep it safe. This is the number that holds the lost ganger. The aim is to uncover each token to locate your ally. You need to get into base contact with each to uncover it, and you may not attack in the same turn. Once you have found your ally, you must either; A. Make your way out the way you came B. Make it across to the other board edge This is up to the GM. If your located ally was in the first token you find, it will be much more fun to run for your life across the board. When located, roll a D3. The following rolls express the class of the man found; 1-2; Runner 3-4; Sharp-shooter 5-6; Brick Shithouse The players can choose who gets to control them, or take it in turns if they prefer. Zombies spawn as listed previously. LEG IT!; You're escaping a horde of zombies, and they're pissed. You start 12" into the board from one board edge [Up to the GM of the game, it is best to make it as long as possible] Your aim is to reach the opposite end of the board. 12 zombies will start directly behind your gangers, and every turn, 3D6 zombies will arrive on the sides of the board that you're not aiming to reach. They can arrive along any length of it. These zombies are mean, hungry and faster than normal. They move 5" [So yes, they will begin to outrun you] Every turn, D4 zombies may "run" [move 10" instead] Supply Aquisition; You've been fighting zombies away from your base for days and you're running low on everything from booze to ammo. Desperation has you in a difficult position, but you decide it's a risk you'll need to take. Each ganger has -1 W during this scenario. There are 4 tokens, labelled 1-4. The GM may place them wherever they like. They are shuffled beforehand, so the GM is unaware of which numbered token is where. The numbers align to the following; 1. Food stache 2. Ammo stache 3. Aid kits 4. Booze Food stache; Each ganger may recover any flesh wounds suffered. Ammo stache; Each ganger may recover any one lost weapon. [So if you lost your fav' shotgun AND your back-up pistol, you got a choice to make!] Aid kits; Each ganger regains 1 lost wound. Booze; Each ganger must pass an initiative test, or counts as having Ws & Bs 2 for this turn only. Seriously. You guys need to control yourself. Tokens are uncovered by being in base contact, and "Each ganger" refers to any members of the gang within 12". Models may move and shoot as normal on the turn they uncover tokens. Tokens must be uncovered if within movement range. [Base movement, not running distance] Once all of the tokens have been collected [or any 3 tokens you desire (If you find all but the booze, you may well just want to count your losses and run)] you may return to your starting board edge to finish the game. Note, you must find at least 3 tokens to be allowed to head home.
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In reply to this post by messyart
Weapons available for different classes; [Please note, unlike normal Necromunda, these guys are basically veterans, hence more possibilities]
Sharp-shooter; Basic [May pick any and will have all ammo types available to it {Incl' hotshot pack for the lasgun & las pistol if taken below} Has a telescopic sight; Special Rules Double Short Range. A stationary fighter using a basic or special weapon with a telescopic sight doubles the short range of his weapon. ] Pistol [Laspistol, stubgun or autopistol, any ammo available] Knife Frag Grenades General rules in mind; [Sorry Bert, using those skills just makes it more a case of reading rulebooks, rather than just flicking your eye to a playsheet] Trick-shot; The sharp-shooter has become feared amongst the living occupants in the underhive for being utterly precise. He re-rolls failed to hits {One re-roll per shot] Gun-master; His weapons all have a permanent ammo roll of of 3+ [Unless otherwise better] Spotter; May forgo his turn of shooting to spot for any other ganger. They gain his ballistic skill for this turn. Runner; Basic [Autogun or a shotgun] 2 knives Close combat weapon [Any and all available] Frag grenades General rules in mind; Dodgy to be around; Gains a 4+ save against any wounds against him, from any source. Ain't no Zed gonna slow me down, ain't no way no how; May sprint at full speed and still fire, though is only capable of using their weapon at the displayed short range if they do so. {thus is sprinting and firing a shotgun, they would be limited to a maximum range of 4". They may declare the shot along any length of their journey when they reach the end of their movement. To do so, simply trace a line along their path, any zombies within 4" of any point in that line may be shot. If a grenade was thrown, the scatter will use 2D6. The same principle is used as above, though they still get their full thrown range.} (this needs to be written much better) BONK; Gains +2 combat modifier if they charged against their target. Brick-wall; Heavy Weapon [Any within accessibility, all ammo types available] Special weapon [Any available, all ammo types] Basic [Lasgun, autogun or shotgun and any ammo types available] Knife Frag Grenades General rules in mind; I'M BIGGER 'AN YOU, I'M 'IGHER IN THE FOOD CHAIN; They gain an extra D6 to their sustained fire rules [If using a weapon with sustained fire] OR get another single shot [if using a missile launcher etc ] Only counts for "Heavy" weapons. You can't outsmart BULLET; If you spend all of your time playing with big guns, you will get to know their flaws. Brick-walls gain a +1 modifier to all ammo rolls [stacks with Extra Ammo] I PUNCH YOU WITH GUN; Their heavy weapon will be used in close combat. It will. Trust me. It grants +2 to their strength, but will take two hands to wield, thus cannot be combined with their knife. If lost to a bad ammo roll, this ability is lost with it. Brick Shithouse; Massive sword/ club/ axe/ etc 5 knives Pistol [Stubgun or autopistol & any extra ammo available] Frag grenades General rules in mind; Shwwwiiinnnngggggggggggg!; When outnumbered in close combat, the shithouse tends to flail his biggest weapon as hard as possible. He gets +1 attack dice if fighting three or more zombies at once. She's outta there~; Against single zombies, the Shithouse takes a great enjoyment in dismemberment. If you roll a 6 to wound in one on one combat, you have not only torn the zombie in half, but may well have sent bits of him flying far and wide. Roll a D3, this is how many body parts have been sent through the air. After the combat, the shithouse may essentially throw three "grenades" that use the following stats; Str - 2 Dam -1 Save modifier - Each has a range of 8" and will not scatter. Throwing knives; The shithouse may throw up to 4 of his knives, though only two per turn. [At different targets, if desired. May not be used alongside conventional firearms] They have a range of 8" and use the following; Str 4 Dam D3 Save modifier - For every knife that hits, place a marker. If the Shithouse contacts the marker, he may reclaim his knife. ~ That will have to do for now. I will edit this later if I remember. Share your thoughts. I know some of the rules seem a bit much, but they are individual characters for individual players. Means they're going to need a bit more than the basic lasgun to get through a horde.
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I agree doing the special rules like you are will speed up the gaming process and hopefully make for a better game. Sorry to hear about you being down at the mo.
A.D
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Well, if you have any alternative rules you'd rather see in any of those, feel free to mention it ;)
Even just modifying a few of the skills in the book to fit.
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In reply to this post by messyart
"Brains"
Basic gun [Lasgun/ shotgun or Autogun and any ammo types] Knife Grenades General rules in mind; No lad, plasters won't stick yer' ead back on; His broad medical knowledge is a vague advantage mid-combat, as his pre-excursion ramblings sometimes stick in the minds of his compatriots. If a model suffers a flesh wound, they can roll an extra dice [even if "Brains" has died mid-game] that can negate the negative affects of the Flesh wound roll. A D6 roll of 5+ allow them to get back to their feet without the -1 to Ws & Bs "Sure Brains, you can build 'em, but you can't shoot 'em"; Aside from his poor combat skills WITH the weapons he maintains, he does ensure the gangs guns remain in tip-top condition. If Brains is used in a game, every other ganger gains a further +1 modifier to their ammo roll. Please note, an ammo roll can never be better than 2+ Guys... Guys...?; Brains is not a brave individual. In fact, if left alone, Brains is pretty bloody likely to take to safety rather than fight through immeasurable odds. If Brains is ever further than 24" from another team mate, he/she must roll a leadership test or run 8" back to the starting board edge/ towards the nearest ganger [whichever is closest/ available] "Doc" Basic weapon [lasgun or shotgun] Pistol [laspistol, autopistol or stubgun] 2 Knives Frag grenades General rules in mind; The surgeon's in; Doc is incredibly skilled with his blades.. In surgery. A skill that would otherwise be useful against the living. Not so much against the undead. His skill still comes in handy for its' intended use though! If within 6" of a model that goes down in combat, he may forgo any form of attack in order to help his allies get back up. Their following recovery roll is taken on the following chart; 1-4 = Minor Flesh wound; Gets back up, no pentalty. 5 = Flesh wound; Gets back up with -1 Ws & Bs 6 = Down Optimised Medi-kits; With the Doc present, the gangs find their own medical gear is far more kitted out than per-usual. They also now feature instructions [No more trying to push a plaster into open wounds!] This allows each pack not only to be used TWICE per game, but gives a -1 modifier to the roll. [no more going down with this guy around!] "Da Boss" Basic Weapon [Any available, & all ammo types] Pistol [Any available & all ammo types] Special [Any available] Knife Close combat weapon [any available] Frag grenades General rules in mind; None. None at all. "The kidd" Pistol [Any - All ammo types] 2 knives Frag grenades General rules in mind; GUYS, HEY GUYS? WATCH THIS!; The Kidd has a simply awesome throwing arm. when using grenades, they will never scatter. If it goes "BOOM" I'm on it; The Kidd is.. Something of a pack-rat. He finds grenades/ bombs/ mines etc. And if he can't, he steals them. He never rolls ammo rolls for his grenades [Because he's unlikely to run out!] [Overpowered? Hardly. Once he gets closed in, he will die] To just clarify, each player is allowed one character. So unless you have 8 people gathered around the table, the affects of all those abilities really won't be overwhelming powerful. In fact, the players may have to pick very carefully, who to take to ensure they will perform the best for the chosen mission. [Runners sure are great for getting across the board fast, but they'll soon start getting surrounded and then easily chewed up.] Next up; Statlines!
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Gon' try and make character sheets for each, with details of the rules for each & the lists of wargear. Tell me if you think anything up there is overpowered, or if you have suggestions. I think someone of the rules make up for the characters general.. Weaknesses. For instance, while the Kidd can throw grenades like a god and kill everything he wants to within an 8" radius, if the zombies can close that gap, he will have absolutely NO chance of escaping alive unless he's backed up. Likewise, while the Melee specialist is stronger and tougher and obviously.. Better in melee, he has a slower speed, and will find himself bogged down as zombies can move faster. Thus, while he can fight off many, easily, he will soon start being overwhelmed by sheer numbers. The Doc and Brains have some brilliant abilities to help their allies, but their abilities in combat will soon see them.. Less than cooperative with their own side. I am sure there's more I intended to write, but the Family Guy versions of Star Wars are.. Very distracting.
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I think you've got those pretty spot on all it needs is some playtesting
A.D
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And we know how hard that is to arrange D:
I only have you guys to count on otherwise, so I have some lonely battles against myself to play out in the dark silent pit of my room
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Are you free on Tuesday cause if so I'll give you a game or two. Mort won't be there but I'm sure we can get some others to join.
A.D
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For me, the struggle is getting there and back [Especially WITH my models]
I can try, but promises cannot be made just yet. What kind of time do you get there?
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I get there around half four
A.D
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In reply to this post by messyart
excellent! I've been having a read through of all this and it's looking good, the classes have a kind of Team Fortress thing going on, I look forward to playtesting when I get back
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