Posted by
messyart on
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Night-of-the-slightly-unpleasant-and-smelly-dead-people-tp6279851.html
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 WielderZombie classes and basic rulesCharacter classesPage 3;
Pointless hype about the modern adaptation.Rules for modern weaponryRules for the ChainsawCash costs of most current weapons and gear & experience and cash gains for campaigns.Basic survivor stats & New class changes/ costs - Modified 9/6/11Examples of survivors & notesThe WitchSurvivor amenities and bonusesRules for dogsPage 4;
An idea for Explosive itemsSome 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 statsFULLish CHARACTER CREATORPage 6;
Cleaver zombie & aggro ideaAmmo types & costs, extra wargearGambling Richard NPCWE NEED FIRE RULES!The horrorPage 7;
Weapon type rulesTerrible Trevor NPCPage 8;
None yet
Well, that's just marvelous. No more searching for the best bits :3
Mankinds first mistake; Questioning why those around him, are dying.