Re: QT 2012

Posted by messyart on
URL: http://the-lost-and-the-damned.71.s1.nabble.com/QT-2012-Zombies-in-London-Necromunda-basis-tp6629475p6629476.html

The following explains what weapons are available to what "Tiers"

Rules for some of the gear listed is as follows;

Weapon Repair Kit;
Adds +1 modifier to a single ammo roll made by the survivor. May be used on any weapon at any time.
{So any weapon needing say, a 4+, would have to roll a 3+ in order to pass. Any stating 6+ will need a 5+, etc.}
Alternatively, it may be used to re-roll a failed ammo roll. The player will not get the +1 bonus if they use it for this.

Medkit;
A medkit may be used in any of the following circumstances, for the effect shown.
When out of combat, a medkit may be used. Its use is counted as the use of two Sidearms.
It recovers a single lost wound and removes all "Flesh Wound" penalties.

If a player is Down and not in base contact with zombies, they may use it to get back on their feet. This again, counts as two Sidearm shots, so the player may not sprint afterwards.
In addition, the affects of a single Flesh Wound are negated.

"Drugs";
Used pre-game, they give a bonus to a single stat, as listed in their entry, for the entire game. Once the game is finished, they must purchase a new one if they wish to keep the effect. Otherwise, their statline reverts to basic [Class considered].





The following rules explain "Wielding";
Sidearms are small/ easily wielded weapons, often one handed but weak.
All players can use two Sidearms in the same shooting phase. In addition, all players may move and shoot freely with Sidearms. IE; If a model sprints 8", they may still fire when they reach the end of their movement. On the other hand, they could fire, and then sprint away. If a model fires twice, they cannot attack in close combat. Alternatively, players using Sidearms may fire a single weapon, and then charge into close combat to gain their full compliment of attacks.
This will allow for quick mopping up of downed zombies for players stranded with just pistols to swear by, etc.

Basic weapons are all two handed, weighty but not overly overwhelming for the wielder. Due to their large and violent nature, duel wielding them is all but impossible for those not well versed in such fighting styles. They may not be fired before or after sprinting, and the player using them may not fight in close combat before or after doing so.
The Runner is the only class capable of sprinting and firing a basic weapon, and the rules for this are found in the section of classes.

Cumbersome weapons are hefty pieces of kit, and those using them must put more thought into how they do so, and less into.. anything else.
Players are not allowed to sprint if they intend on using cumbersome weapons, and cannot fight in close combat in the same turn. The difference between Basic and Cumbersome comes into play when using the Duel Wielder and Heavy classes. Their own rules reflect the changes.

Thrown weapons are thrown 8" regardless of S value. They always scatter D6 - Bs of the thrower.

Placed weapons (Powder charges and C4) are .. placed.
To do so, a player must place a marker to show the spot the charge was placed in. They can be placed anywhere within 8". This will count as having used a single Sidearm for all intents and purposes, so they may fire a second Sidearm, or charge into combat in the same turn.
In any following turn, the player can detonate the charge. This again, counts as having used a single Sidearm.


And finally; shields.
They are one handed close combat weapons, as such. They will grant an extra attack dice if the player is carrying any Sidearm or single handed close combat weapon, but does not grant any physical bonus beyond the armour save increase as shown by which type is purchased. It may be used against ranged attacks.
To carry it counts as having used a single Sidearm, and a player must declare that they are using it at the start of any turn, and then declare again when they lower their shield. During this time they gain the armour bonus, and the -1 Sidearm limit.

*Ammendments;
Chainsaws are two handed close combat weapons.

In addition to the bought equipment, players may find odd rarities and weapon stacks, as well as make-shift weapons.
Remote controlled cars/ robots;

An odd occurance, some survivors have come across remote controlled cars in stores they were looting, and after tinkering with it at home, have come out on looting trips with remote bombs.
& Sometimes, lucky survivors will come across military robots that are still intact.
They wield powerful machine guns, and save survivors some ammo as they fend off the undead.

R/C toys;
Found only in looting games where the GM has expressely told survivors they are dealing with "toy shops".
Any survivor entering the toy shop may walk out with one.
In order to loot one, they must simply roll a 4+ during any turn inside the shop. This takes up their action.
It weighs 2 and is added to their inventory. If they do not have the room to carry it, they can leave it in the shop, and any other survivor can take it without rolling for it.

In their next game, if they survive, they are able to use the R/C toy with the following rules;
Acts like a placed grenade. But every turn, it can move 10".
If the toy was declared by the GM as a car, it suffers normal terrain penalties and cannot climb objects. If it was declared an R/c Helicopter/ Plane, it must roll an Initiative test, using the survivors Initiative stat, to pass over terrain and zombies, or it crashes.
A plane or helicopter that crashes is now immobile, but can still be detonated.
An R/c toy is counted as a frag grenade when it explodes.
In addition, any survivor using an R/C toy counts as having two uses of a Sidearm.

R/c robot;
Rarely found, and usually near the corpses of soldiers. It is often a tracked drone with a remote control with built-in camera.
It moves 5" a turn and is unaffected by terrain, but cannot climb vertically.
It counts as carrying a Military Assault rifle. If it fails an ammo roll, the player must relinquish their toy and move on. No one else can use it.

All R/c models are instantly destroyed by successful ranged attacks.
Only special zombies can attack them in close combat, and they are always hit on 4+, and wounded on a 2+.
If the model wounds the R/c model on a 6, it explodes like a frag grenade, regardless of whether it is a toy or a robot.
Otherwise, regardless of type of R/c model, it will not explode on destruction.


Bits & Bobs;
Every street is filled with rubble and scattered rubbish, be it bricks or poles.
The smartest survivor knows to use these when their ammo runs dry.
For any piece of terrain you enter, you can throw D6 bits and bobs at any enemy within 8".
The strength of the bits and bobs are dependant on how many are rolled. It equals 7 - the D6 result.
So if you roll a 4, you'll get 4 Str 3 projectiles.
If you roll a 2, you'd get 2 Str 5 projectiles, and a D6 roll of 6 would give you 6 Str 1 projectiles.
They cannot be kept after a game.
To use them counts as two uses of a Sidearm for all intents and purposes.

Weapon piles;
Sometimes players will find small hold-outs {be they full of bodies from those who died defending themsevles or simply abandoned, weapons included}, corpses or otherwise conveniently placed bunches of guns just ready for the taking.
The GM decides what weapons are present, and in what numbers. For example, you may find the corpse of a solider, carrying a military shotgun and a machine gun.
Or a small ring of sandbags, with the dispatched remnants of survivors, still cradling a couple of civilian assault rifles, SMGs and frag grenades.
Any weapon may be found in these objectives, not limiting Tier 1 survivors to their own class of guns.

Here's the catch;
Survivors can only use this weapon for a single game.
Weapon repair kits will grant no bonus to the weapon, as the survivor will be unfamiliar with it, thus unable to hastily break it down to clean it up/ make quick repairs.
Weight limits are applied. No model can exceed their limit, and they cannot drop their old weapons unless they have failed an ammo roll.


In addition to the above;
Special ammo types [only available either via – work shop, or via traders inventory]
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.
Can be used for any bullet-firing weapon.

Trader value; £200

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.
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+.]
Can be used for any bullet-firing weapon

Trader value; £150

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 every shot use the 1" blast template. Roll to hit as if firing normal shots. Misses still miss.
Can be used for any bullet-firing weapon [Despite the description]

Trader value; £200

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.
Can only be used for shotguns.
They use the same stats as the shotgun using them, except their range is no longer worked out with the shotgun template, firing a single shot with the following ranges;
0-12 for short, and 12-36 for long. Short range gains a +1 to hit, long range has no modifier.

Trader value; £100

Heavy buckshot;
A heavier buckshot replaces the pellets of the shotgun shell, turning zombies inside out.
All partial hits under the template are hit on a 3+

Trader value; £200

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.
Can only be used for bullet-firing weapons.

Trader value; £300


Flechette shot;
Used only in shotguns OR grenade launchers, the Flechette shot fires what are essentially small darts. they leave gaping wounds in their targets and, if fired from shotguns, can cover a far wider area in their spread.
As mentioned, they are used either as alternative shotgun ammo, or as a special ammo type for grenade launchers, using the following stats;

If used in a shotgun, the entire template counts as short ranged, and every wound not saved against is taken as two.
(So if you shot a normal infected with a military shotgun, and inflicted 3 wounds [They have D3 damage] the zombie would take 6 wounds in all.)

Trader value; £400

Custom bolt;
Strictly for shotguns. An arrow is packed into the barrel of the shotgun with a modified shell.
It does not use the template, instead firing a single dart that can penetrate only a few models at once.
If the first target is hit and wounded, the shot will carry on into up to two more zombies directly behind the initial target. It will pass through them exactly as for the first model hit.
Any models wounded on a 6 are killed outright and do not get an injury roll.
It has a short range of 8" and a long range of 18". At short, it gains a +1 bonus to hit. At long, a -2.

Trader value; Unavailable.


Bolas-shot;
Again, strictly for shotguns, the Bolas-shot does not use a template, instead firing at a single target.
If it hits successfully, it inflicts *triple* the amount of wounds it would tyically inflict.
It has a short range of 8" and a long range of 24". At short, it gains a +1 to hit. At long, a -3.

Trader value; £200


Full metal jacket rounds;
Used in all pistols, rifles, assault rifles and SMGs, the FMJ rounds inflict gaping exit wounds.
If used, it boosts the strength by 1 and the save mod gains a further -1 bonus.

The basic round costs £200, but it may be upgraded further to include an incindiary centre.
Any model wounded and killed by this upgraded round will explode and damage all models within 1", wounding them on a 6+.
To upgrade the FMJ costs a further £100


All special ammo types are very difficult to keep in supply.
If a player fails an ammo roll while using special rounds, they may pick either to lose the weapon, but keep the rounds, or lose the rounds but keep the weapon.
The rounds may not be used for any gun in a different category.



Next up;
Character creation
Mankinds first mistake; Questioning why those around him, are dying.