So I was working around with Left 4 Dead and I thought “Why not…” so I made this! Figured I’d show it here for any preliminary aspects that need fixed.
SurvivorsEach player must fill out the following sheet in order to be considered for the game. The players will be together for an entire campaign so it’s important to try to flesh out who you are.
Name: What is your name?
Physical Appearance: What do you look like? General Build? Notable Traits? Clothing?
Personality: How do they act? This is useful for Role-playing.
Backround: A short description of what happened prior to the infection. This is also useful mostly for Role-playing.
Preferred Difficulty: Vote on which difficulty level you want your adventure to start on.
[Do not edit anything below this point]
Health: 100
Action Points: 5
Movement: 3 per Action Point above 40 Health. 2 Per action point above 15 health. 1 Per action Point below 15 health.
Primary Weapon: None
Secondary Weapon: Pistol
Backpack Slot: Health Kit
Throwable: None
Pocket: None
Similar to the game there are no stats. Every survivor functions identically in combat. Unlike the game however the limit of players in the survivor team is very soft but cannot exceed 8. The selected “starting 4” can vote to allow extra players in or not. Adding players is very beneficial as it allows for more fire-power. However it also increases the zombie count and the difficulty slightly.
Weaponry and ItemsYou won’t get very far without a weapon and some items. Each item fills a specific slot in your load-out and replaces that slots previous occupant.
Primary WeaponsPrimary weapons are powerful but have a drawback of needing to reload every few uses. Furthermore they have an “Ammo Count” that needs to be replenished. If this number is reached and hasn’t been replenished at an “Ammo Pile” then the primary weapon can no longer be used.
All weapons follow this template:
Name: Name of weapon
Uses: Brief description of the weapons strengths and weaknesses
Damage: How much damage this weapon does.
Max Clip Size: A weapon needs to be reloaded after this many uses.
Max Ammo Count: Every use decreases this number by 1. At 0 this weapon is worthless. Can be replenished at ammo piles.
Max Range: How far this weapons attacks can go. Only shown when applicable.
Accuracy: Lowest number on a d20 that must be rolled for the attack to connect.
Abilities: Any special abilities this weapon has.
Name: Pump Shotgun
Uses: A common weapon that excels at close range combat. It is less useful further away though.
Damage: 100/75/50 at 1/2/3 squares away.
Max Clip Size: 3
Max Ammo Count: 24
Max Range: 3
Accuracy: 1/1/5 at 1/2/3 squares away
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Shotgun Spread: This weapon has a cone of effect. For each square out that the shot goes it affects an extra adjacent square. 1 square at 1, 2 squares at 2, and 3 squares at 3. [Ex: -=3]
Slugger: Enemies who survive this weapons attack are knocked back one square.
Name: SMG
Uses: A low tier weapon that is decent at range and has a large clip size and ammo count.
Damage: 15
Max Clip Size: 8
Max Ammo Count: 36
Max Range: Unlimited
Accuracy: 1/5/10/15 at 1-2/3-4/5-6/7+ squares away
Abilities:
Quick Fire: This weapon may be used twice for a single action point
Name: M16
Uses: A high tier weapon that is surprisingly accurate and has a large clip size.
Damage: 25
Max Clip Size: 6
Max Ammo Count: 36
Max Range: Unlimited
Accuracy: 1/5/10/15 at 1-3/4-6/7-9/10+
Abilities:
Quick Fire: This weapon may be used twice for a single action point
Name: Ak-47
Uses: A powerful weapon that deal extreme damage at the cost of a small clip size.
Damage: 40
Max Clip Size: 5
Max Ammo Count: 25
Max Range: Unlimited
Accuracy: 1/5/10/15 at 1-2/3-4/5-6/7+ squares away
Abilities:
Slugger: Enemies who survive this weapons attack are knocked back one square.
Name: Auto Shotgun
Uses: A powerful weapon that excels at close range combat. It is less effective at further distances though.
Damage: 150/125/100 at 1/2/3 squares away.
Max Clip Size: 5
Max Ammo Count: 20
Max Range: 3
Accuracy: 1/1/5 at 1/2/3 squares away
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Shotgun Spread: This weapon has a cone of effect. For each square out that the shot goes it affects an extra adjacent square. 1 square at 1, 2 squares at 2, and 3 squares at 3. [Ex: -=3]
Slugger: Enemies who survive this weapons attack are knocked back one square.
Name: Bolt-Action Rifle
Uses: A powerful an common weapon that deals high damage at long ranges but is inaccurate up close. It also suffers from low clip size.
Damage: 175
Max Clip Size: 1
Max Ammo Count: 25
Max Range: Unlimited
Accuracy: 15/10/5 at 1-3/4-6/7+ squares away
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Scope: Having this weapon increases your line of sight by 4 squares.
Headshots: This weapon does critical damage when the accuracy roll is between 18-20.
Name: Sniper Rifle
Uses: A high tier weapon that deals high damage at long ranges but is inaccurate up close.
Damage: 125
Max Clip Size: 5
Max Ammo Count: 25
Max Range: Unlimited
Accuracy: 15/10/5 at 1-3/4-6/7+ squares away
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Scope: Having this weapon increases your line of sight by 4 squares.
Headshots: This weapon does critical damage when the accuracy roll is between 18-20.
Flame Thrower
Grenade Launcher
Secondary WeaponsThis weapons are weaker than primary weapons but never need to be reloaded and sometimes have special abilities.
Name: Pistol
Uses: A common side-arm that deals reliable damage and is fairly average. All survivors start with this weapon at the beginning of the campaign.
Damage: 20
Max Range: Unlimited
Accuracy: 10 at all ranges
Abilities:
Side-arm: This weapon may be used while you are incapacitated.
Name: Dual Pistols
Uses: An upgrade to the pistol that still deals average damage but can be fired far more often.
Damage: 20
Max Range: Unlimited
Accuracy: 10 at all ranges
Abilities:
Side-arm: This weapon may be used while you are incapacitated.
Quick Fire: This weapon may be used twice for a single action point
Name: Revolver
Uses: An upgrade to the pistol that deals high damage but suffers from a reduced max range.
Damage: 40
Max Range: 6
Accuracy: 10 at all ranges
Abilities:
Side-arm: This weapon may be used while you are incapacitated.
Slugger: Enemies who survive this weapons attack are knocked back one square.
Passing Through: This weapon affects all enemies within its Max Range.
Name: Bat/Katana/Machete/Frying Pan etc.
Uses: A side-grade to the pistol that deals high damage and is powerful at close ranges.
Damage: 75
Max Range: 1
Accuracy: 5
Abilities:
Slugger: Enemies who survive this weapons attack are knocked back one square.
Passing Through: This weapon affects all enemies within its Max Range.
Name: Chain Saw
Uses: A very powerful side-arm that can destroy almost any infected in short time.
Damage: 200
Max Ammo Count: 15
Max Range: 1
Accuracy: 1
Abilities:
Passing Through: This weapon affects all enemies within its Max Range.
Loud: Enemies may switch their attention to attacking you if you use this weapon.
No Pin: You can chose to sacrifice one ammo count in exchange for not being pinned by a special infected.
Rare Ammo: This weapons ammo count is not replenished at an ammo pile.
BackpackBackpack items provide a powerful bonus to the team whether through healing, special ammos, or even reviving dead team-mates. All of these items are one use only and disappear afterwards.
Effect: Heals a survivor for 80% of their lost health. [A survivor cannot go reach 100 health again.]
AP Cost: 2
Uses: 1
Targets: 1 adjacent survivor or self.
Effect: When used on a dead survivor they are brought back to life at 50 health and with only a pistol.
AP Cost: 2
Uses: 1
Targets: 1 adjacent dead survivor.
Effect: Gives each player a full clip for their primary weapon. Any leftover ammo is placed in the Max Ammo Count. For a single clip the weapon gains the “Incendiary” ability.
AP Cost: 1
Uses: 1
Targets: Entire Party
Effect: Gives each player a full clip for their primary weapon. Any leftover ammo is placed in the Max Ammo Count. For a single clip the weapon gains the “Explosive” ability.
AP Cost: 1
Uses: 1
Targets: Entire Party
Effect: Each players primary weapon receives a +2 bonus when firing until they change weapons.
AP Cost: 2
Uses: 1
Targets: Entire Party
ThrowableThese one use items are auxiliary weapons that can provide a number of interesting effects but are almost always offensive.
Name: Grenade
Uses: A single use explosive that detonates on the next turn.
Damage: 200
Max Range: 10
Accuracy: 1 for all squares around where it detonates.
Abilities:
Bounce: This weapon will bounce 1d3 squares away from its target square.
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Explosive: This weapon deals full damage to all squares adjacent to its target square and half damage to all squares adjacent to that. Enemies survive this attack are treated as if by Slugger.
Name: Pipe Bomb
Uses: A single use explosive that detonates after two turns. It attracts all common infected so it is a powerful anti-horde weapon.
Damage: 200
Max Range: 10
Accuracy: 1 for all squares around where it detonates.
Abilities:
Bounce: This weapon will bounce 1d3 squares away from its target square.
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Explosive: This weapon deals full damage to all squares adjacent to its target square and half damage to all squares adjacent to those squares. Enemies survive this attack are treated as if by Slugger.
High Pitch: This weapon attracts all common infected to it regardless of other effects that are currently in place.
Name: Molotov
Uses: A powerful AoE weapon that can ignite infected and survivor alike.
Damage: None
Max Range: 10
Accuracy: 1 for all squares around where it detonates.
Abilities:
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Flames: All squares in a 3 square radius are on fire. Any player or infected entering this area will gain the “Incendiary” effect for 2 turns which is replenished if the player re-enters this area. Flames lasts 5 rounds.
Name: Bile Jar
Uses: A non-damage weapon that attracts the attention of the horde.
Damage: Noe
Max Range: 10
Accuracy: 1 for all squares around where it detonates.
Abilities:
Thrown: Roll a d20. If 15 or lower this weapon’s targets square is moved to a random square within a 3 square radius.
Boomer Bile: All spawned common infected will target any survivor or infected covered in this substance. They will ignore all other non-bile coated targets even if they must run right past them. They prioritize Bile coated survivors. This effect lasts 5 turns and cannot affect allies.
Bile Jar: The square this item lands in is treated as a “Valid Target” by common infected. All other “Valid Targets” covered in bile are prioritized. This effect lasts 5 turns.
Name: Caltrops
Uses: A permanent terrain altering item that deals damage when their square is entered.
Damage: 10
Max Range: 1 3x3 square.
Accuracy: 1
Abilities:
Slowed: Entering squares with this item in it causes the triggering player or infected to use 2 AP instead of 1.
Sharp: Boomers and Spitters automatically die is they enter this square.
PocketThis one use items are essentially secondary back-pack items. They tend to provide lesser effects that will fade over time.
Effect: The player who uses this item gains 50 temporary health points. These points disappear 1 at a time every time the player uses an action point excluding the first turn the player uses the item. If the player would be taken above 100 health by using this health the excess health is lost. [80 health + Pain Pills = 100 Health with the remaining 30 lost]
AP Cost: 1
Uses: 1
Targets: Self
Effect: The player who uses this item gains 25 temporary health points. These points disappear 1 at a time every time the player uses an action point excluding the first turn the player uses the item. If the player would be taken above 100 health by using this health the excess health is lost. [80 health + Ad.Shot = 100 Health with the remaining 5 lost]. Furthermore all actions require only 1 action point and the player may move at a rate of 4 squares per AP.
AP Cost: 1
Uses: 1
Targets: Self
The InfectedThe Infected are the enemy and the main obstacle to your survival. Each has its own strengths and weaknesses. Alone they are weak. Together they will likely give you a hard time.
Name:
Description:
Role:
Health:
Damage: [This applies only to regular melee attacks]
AP:
Movement: X per AP
Abilities:
Name: Common
Description: Quantity over Quality they are the most common type of infected. They are easily killed or redirected. An aware survivor team should have little trouble taking care of them.
Role: Cannon Fodder and foot soldier.
Health:20/30/40/50 [Easy/Normal/Advanced/Expert]
Damage: 1/2/10/20 [Easy/Normal/Advanced/Expert]
AP: 2
Movement: 4 per AP
Abilities:
Highly Flammable: If this unit catches fire they die instantly.
Name: Hunter
Description: A damaging infected who is capable of hiding easily.
Role: Special Infected/High Damage
Health: 125/250/375/500 [Easy/Normal/Advanced/Expert]
Damage: 5/10/15/20 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 4 per AP
Abilities:
Pounce: This unit can move three times at the cost of 2 AP. If this puts the Hunter in contact with a survivor the survivor rolls a D20. If 15 or higher the Hunter loses all remaining AP and is moved back one space. Furthermore the hunter takes x2 damage from the first attack next turn. If the roll was lower than 15 the Hunter pins the survivor.
Frenzy: This unit attacks the pinned survivor in its possession once during each survivors turn and twice on its own. This unit cannot manually end this ability. This unit cannot move during Frenzy.
Hunter Roll: When this unit is shoved it rolls a D20. On 19 or 20 this unit may pounce as long as it does not result in the Hunter pinning a survivor.
Stealthy: This unit makes no sound until it first enters combat.
Name: Smoker
Description: An infected who pulls survivors away from the group and makes a cloud of obscuring smoke when killed.
Role: Special Infected/Chaos Maker
Health: 125/250/375/500 [Easy/Normal/Advanced/Expert]
Damage: 5/10/15/20 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 3 per AP
Abilities:
Ensnare: This unit can pin a survivor from up to 6 squares away. The survivor rolls a d20. On 15 or lower the Smoker automatically ensnares the survivor; however if the roll is higher than 15 than the survivor automatically shoots at the Smoker with the most recent firearm used. If successful then on each survivor turn the target is moved 1d3 squares closer to the smoker and takes [1/2/5/10 damage on Easy/Normal/Advanced/Expert]. The smoker cannot move when this ability is initiated. If the smoker or survivor is shoved this ability ends.
Frenzy: This unit attacks the pinned survivor in its possession once during each survivors turn and twice on its own. This unit cannot manually end this ability. This unit cannot move during Frenzy.
Smoke Cloud: On death the square occupied by the Smoker and all adjacent ones are covered in smoke for 2 turns. Survivors cannot see into the cloud or past it. If survivors enter the cloud they cannot see outside of it.
Name: Boomer
Description: A slow infected who can paint a target for common infected.
Role: Special Infected/Controller
Health: 25/50/100/200 [Easy/Normal/Advanced/Expert]
Damage: 5/10/15/20 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 2 per AP
Abilities:
Boomer Bile: All spawned common infected will target any survivor or infected covered in this substance. They will ignore all other non-bile coated targets even if they must run right past them. They prioritize Bile coated survivors. This effect lasts 5 turns and cannot affect allies.
Projectile Vomit: The boomer can apply the Boomer Bile status effect to any survivor within 3 tiles. This ability has a recharge of 2 turns. Survivors targeted by this ability adjacent to the boomer roll a d20. If 15 or lower this attack does not affect anyone and the boomer is moved back a square. If they fail the roll then the attack proceeds as normal.
Tummy Troubles: When the boomer dies all survivors in adjacent squares receive the Boomer Bile status.
Name: Charger
Description: A moderate damage infected who can attack from nearly anywhere. Excellent at killing crowds.
Role: Special Infected/Crowd Control
Health: 200/400/500/600 [Easy/Normal/Advanced/Expert]
Damage: 5/10/15/20 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 3 per AP
Abilities:
Charge: This unit can move three times at the cost of 2 AP but only in a straight line. The first character this unit hits is pinned and moves with the Charger. Each other survivor it hits is moved 4 spaces away and loses 3 AP on its next turn automatically.
Frenzy: This unit attacks the pinned survivor in its possession once during each survivors turn and twice on its own. This unit cannot manually end this ability. This unit cannot move during Frenzy.
Unshovable: This unit cannot be shoved or staggered by Slugger or shove-like effects.
Name: Spitter
Description: A low-high damage infected who excels at Area of Denial attacks.
Role: Special Infected/Area of Denial
Health: 100/200/300/400 [Easy/Normal/Advanced/Expert]
Damage: 3/5/10/13 [Easy/Normal/Advanced/Expert]
AP: 3
Movement: 3 per AP
Abilities:
Spit: This unit spits highly corrosive acid that spreads over 4 turns. Survivors who move through the acid take continuous damage. The amount of damage increases per turn. Turn 1: Acid covers only the target square and does 5 damage. Turn 2: Acid covers 2x2 square and does 10 damage. Turn 3: Acid covers 3x3 square and does 20 damage. Turn 4: No change. Turn 5: Acid disappears. The Spitter cannot reuse spit for 6 turns after the original spit.
Acid Pool: When the spitter dies it automatically spits on the square she was on. This spit stops spreading after turn 2 and disappears on turn 4.
Name: Jockey
Description: A low damage infected who can steer unlucky survivors into deadlier situations.
Role: Special Infected/Support
Health: 125/250/375/500 [Easy/Normal/Advanced/Expert]
Damage: 3/5/10/13[Easy/Normal/Advanced/Expert]
AP: 3
Movement: 4 per AP
Abilities:
Leap: This unit can move twice at the cost of 1 AP. If this puts the Jockey in contact with a survivor the Jockey pins the survivor.
Hard Ride: This unit attacks the pinned survivor in its possession once during each survivors turn and twice on its own. This unit cannot manually end this ability. This unit can move the survivor for the survivors movement per AP point. If the survivor is incapacitated during this ability the Jockey no longer has the survivor pinned.
Name: Tank
Description: A high damage infected whose great strength is his greatest asset.
Role: Special Infected/Uber-Zombie
Health: 3000/4500/6000/7500
Damage: 20/30/40/100[Easy/Normal/Advanced/Expert]
AP: 5
Movement: 2 per AP
Abilities:
Tank Punch: If a survivor is not incapacitated by a Tank’s attack the survivor is moved back four spaces and loses 3 AP on the next turn while they get up.
Rock Toss: For 2 AP the Tank can lob a large concrete slab for a ranged attack. When the tank initiates this ability it rolls a D20. On 10 or lower the attack misses entirely and hits a square adjacent to the survivor for no damage.
Unshovable: This unit cannot be shoved or staggered by Slugger or shove-like effects.
DeathIf a player is incapacitated 3 times without being healed or if they are not picked up after being incapacitated quickly enough then the players character is dead. They may take no actions nor may they influence the game in any way. But is this the end of your adventure? If even one survivor remains than it doesn’t have to be. Defibrillators are a powerful item for this very reason.
IncapacitationWhen a player reaches 0 health they are incapacitated. While incapacitated you cannot use most of your weapons or any of your items. While incapacitated you lose 20 health per survivor turn plus any damage that infected do to you. Furthermore you only have 2 action point neither of which can be used to move.
Being PinnedWhen you are pinned by a special infected you continuously take damage per survivor turn [each time a player’s turn comes around] and have 0 Action Points.
Areas and Events of interestClosets will be found every so often where a dead character might just be found barricaded inside. If one of the surviving players opens the door the dead character is brought back with a single pistol and 50 health.
Safe Rooms mark the beginning and end of each chapter. Each one holds four health kits, two weapons, two pocket items, and a single throwable. As an added bonus most infected cannot destroy safe room doors so they are as they are advertise: Safe. Even better all dead survivors will respawn inside of a safe room after a chapter is completed with 50 health and a pistol.
Car Alarms are a dangerous hazard. If one is activated [via being shot by a stray bullet, being hit by a throwable, or even by having a survivor make contact] it will trigger one of three crescendo event: Either a small horde will attack, a tank may spawn nearby, or a crazed survivor group will attack. It is best to exercise a lot of caution when one of these is nearby.
Rescue Vehicle mark the end of the campaign. After a finale is completed an uber-horde will spawn. At the same time a rescue vehicle will arrive and open its doors for the survivors. Once all non-incapacitated survivors are inside the vehicle the campaign is completed and you win. If you are downed inside the Rescue Vehicle you still win. All who are left behind are considered dead and therefore lose.
Crescendo EventsThese are event that ramp the difficulty up for an undefined amount of time. They are placed in order to kick up the amount of action. Some of these allow you to decide when to trigger them while others occur randomly.
Horde: During a horde a large amount of common infected spawn and attack the players regardless of where they are located. These can occur randomly, during a finale, during a Survival section, during a gauntlet section, or during a car alarm.
Tank Attack: During a tank attack a single tank spawn and does its best to kill the survivors. These can occur randomly, during a finale, or during a car alarm.
Crazed Survivors: These insane survivors are randomly equipped with a single item/weapon and will try to end your status as living. There are always between 1-4 of them.. Crazed Survivors automatically die when they are incapacitated. Infected are just as likely to attack Crazed Survivors as your group. These can occur only during Car Alarms.
Survival Section: During this crescendo event the survivors must survive for a random amount of time. Afterwards the crescendo ends.
Gauntlet Section: During this crescendo event the survivors must reach a predetermined point and use an Action Point to press a button that will end the event. This event will continue forever otherwise.
Finale: Finales are ramped up versions of a Survival Section or a Gauntlet section. Both involve two large hordes, two tanks, and an uber-horde. The large hordes and tank sections are randomly assigned an order to occur in.
Uber-Horde: Occurring only at the end of a finale the Uber-horde comprises of a Large horde and two tanks at the same time.
DifficultyDifficulty is just that. It influences how difficult it is to win the game. Difficulty increases Infected Spawn Rates, Infected Damage, Infected Health, Ammo frequency, Item Frequency, and friendly fire damage.
Easy – In this game mode infected spawn less frequently, deal the least damage possible, have very low health, and items spawn in abundance. Friendly fire is turned off in this mode. This game mode isn’t recommended for players who want a challenge. This difficulty is no longer available with 5 or more survivors.
Normal – This game mode sees a decent infected spawn rate, damage output, and health. Items spawn somewhat frequently but shortages can happen if players aren’t careful. Survivors also take 1/5 damage from each-others weapons. This game mode can be challenging if dice rolls or player decisions do not act favorably. This difficulty is no longer available with 6 or more survivors.
Advanced – This game mode is difficult. Infected spawn frequently and have a heavy damage output with the health to match. Even worse is that items are hard to come by. Further-more survivor weapons do ½ damage to eachother.This game mode is designed to be a real challenge. Expect plenty of death. This difficulty is no longer available with 7 or more survivors.
Expert – This game mode is almost impossible. Infected spawn almost frequently and can kill survivors in just a few hits. Items are almost non-existent. As if this weren’t bad enough survivors do full damage to each other in this game mode. This game mode is only for those who REALLY want a challenge. Death is a constant companion in this mode. This mode is always available.
How to PlayGoal: The goal of this game is to move from Safe Room to safe room until you reach true safety with the rescue vehicle. In your way there is an entire army of infected.
Action Points: Each survivor has 5 action points with which they can do any of the following actions:
- Use an Item – Uses an item and creates whatever effect is applicable. See items for more details.
- Fire a weapon – Pick a target and fire away. This is the most obvious way to kill enemies. See weapons for more details.
- Move – Moves you character to a new square. See survivors for more details.
- Shove – Forcibly moves all units in the target square back two spaces. Shoving usually rescues any survivor from the pinned status.
- Revive Teammate – By standing next to a team-mate who has been incapacitated you can bring them out of the incapacitated status with 30 temporary health.
[Edit: Note: Some things are missing. Witches, Flamethrower, and the Grenade Launcher are a Work in progress so...]