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Re: PLAYTEST: first game of our homebrew rules: World War Z

Posted by General Biakal on Oct 12, 2010; 1:28pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/PLAYTEST-first-game-of-our-homebrew-rules-World-War-Z-tp5625767p5626666.html

MortiS-the-Lost wrote

 Have you thought about adding supply crates full of medi-packs, different kinds of guns and extra ammo as a secondary objective? maybe have them air-dropped in randomly worms style (scatter 4D6 from the centre)

honky PLEASE!!! this isnt my first wargame....

we have med packs and ammo points. each weapon has a specific "burst" ie number of shots, plus a D6xX value for total ammo. ammo points give you the chance to roll again on your ammo value, halved rounded up.

right now its bordering on a 40k/hive war thing and a contemporary Zombie game. the baes are strippers from Hasslefree.
main changes are the "to wound" system, movment and niggle things like if you have two SMG's you fire twice the shots, that kind of things...
"WAAAAGH! VROOM VROOM!!! DAKKA DAKKA DAKKA! Dead gud innit yoof?!" - typical Mekboy sales pitch