Okay, you wanted it, and now it is here! ZOMBIE APOCALYPSE!
I will try to get rules ready for me.... and you. There will be 5-6 people, and you have to get supplies, ammo, etc, to live. It will be on a board I make...anyone know a good thing to use to make a board? Like a square with squares in it(yes sounds weird, but someone knows what I mean). So who is in. I think six will be fine....
THE PEOPLE WHO ARE GOING TO DIE:
Lear
Panda
Strife
Cow
Shoruke
Rules
Classes
Fighter
Stats
WS BS S T A L
4 2 3 4 2 5+
Marksman
Stats
WS BS S T A L
2 4 3 4 1 4+
Expert(One per group)
Stats
WS BS S T A L
3 4 3 4 2 5+
+1 to Event Table for Group
Civilian
Stats
WS BS S T A L
3 3 3 3 1 4+
Bonus Skill
Movement
You move 5 squares. Thats about it with that. Somethings are difficult to traverse(heavily wooded area, etc) and take 2 squares each. Some things you cant move though(wall).
Combat
First in combat, is who wins the fight. I will get the amount of attacks you have, as dice,, so lets say you have 2 attacks, you get two die. I roll them, then add each one (seperately) to your WS. Then the enemy does the same. Whoever has the highest wins the fight. Then, for the number of attacks that beat the enemy(lets say you have two attacks, you roll a 5 and a 4. Your WS is 4, so 9 and 8, the enemy gets a 2. Both attacks beat the enemies attack) the enemy rolls for a save(if he has one). A save is like the armor he has saves him, or he luckily gets out of the way. If he doesnt save one, it rolls on the hit chart.
1-2-Leg, 1-3 Left, 4-6 Right
3-4-Arm, 1-3 left, 4-6 Right
5-Body, More severe hits can rupture organs
6-Head, Easier to get killed here
Then the severity
1-Minor
2-Light
3-Moderate
4-Heavy
5-Severe
6-Mortal
Minor to Moderate, wont affect you much. But lets say you get wounded severly on a leg. You will move 1 square less. That will happen.
Also, when attacked from side you will have a -1 to your to hit roll against that enemy. From back, -2
Wounding
After figuring out if you hit you must roll to wound. Take your strength, against your targets toughness and consult this chart on what you need.
Toughness 1 2 3 4 5 6 7 8
Strength
1 4+ 5+ 6+ - - - - -
2 3+ 4+ 5+ 6+ - - - -
3 2+ 3+ 4+ 5+ 6+ - - -
4 2+ 2+ 3+ 4+ 5+ 6+ - -
5 2+ 2+ 2+ 3+ 4+ 5+ 6+ -
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Shooting
First you have to see if you are in range. If not, the bullet missed and could not hit the zombie. If it is, you must roll to hit.
Shooting Table
Ballistic Skill Roll Needed
1 6
2 5
3 4
4 3
5 2
Then, take the weapons strength, and roll to wound. Then go to Damage and Severity Chart.
Reloading
Whenever shooting, if you roll a 6, there is a chance you ran out of ammo. The shot still goes through, but afterwards, I roll a die. If it makes the ammo roll for that gun, it is okay. If not you ran out of ammo and need another clip!
[/spoiler]
Armor
Light Armor
+1 Toughness
Weight:3 Pounds
Heavy Armor
+1 Toughness, and Save goes down one(This is good)
Weight:8 Pounds
Tough Armor
+2 Toughness
Weight:6
Close Combat Weapons
Knife-Small, but the knife will always be there for you in a time of crisis.
Strength-As User
Special-The knife can cause massive damage to enemies. +1 on severity table
Can be used to throw, 4 square range
Weight:.5
Hand Weapon-Larger, an axe, or a club Much More dangerous
Strength:As User +1
Weight:2
Huge Weapon-A big axe, or huge club, or the like. Two hands though
Strength:As user +2
Weight:5
Chainsaw-Huge, powerful, but cumbersome.
Strength-As user +3
Cumbersome-WS-1
Weight:10
You may duel wield, like a HW, but the effects are not cumulative. Instead, you get +1 attack.
Guns
[spoiler]
Light Pistol
Range:6
Strength:3
Ammo Roll:3+
Weight:.5
Heavy Pistol
Range:6
Strength:4
Ammo Roll:4+
Weight:1
Light Shotgun
Range:5
Strength:5
Ammo Roll:5+
Weight:5
Heavy Shotgun
Range:5
Strength:6
Ammo Roll:6
Weight:8
Light Machine Gun
Range:8
Strength:4
Ammo Roll:4+
Weight:5
Heavy Machine Gun
Range:8
Strength:5
Ammo Roll:5+
Weight:10
Rifle
Range:12
Strength:3
Ammo Roll:4+
Weight:8
Sniper
Range:14
Strength:4
Ammo Roll:5+
Weight:8
Rocket Launcher
Range:10
Strength:5
Ammo Roll:Fails Automatically
Weight:12
Special:Hits all adjacent Squares
Grenade Launcher Add On(Light/Heavy Machine Gun/Shotgun)
Range:10
Strength:3
Ammo Roll:Fails Automatically
Weight:+6
Special: Hits all adjacent Squares
Frag Grenade
Range: 5
Strength:3
Ammo Roll:Auto Fail
Weight:.5
Special:Hits all adjacent squares
Ammo
Clip
Weight:1
Drum
Weight:3
Special:Ignore first Ammo roll
Supplies
For every person, after each game, they use up a supply. A supply is food, and water. If you dont have a supply for a person after a game, in the next game, they have a penalty, as they are famished/dehydrated. Supplies weigh 1 pound.
Scrap
In a game, you will find scrap. Everyone can pick up a piece of scrap. It has a weight of one. Scrap can be many things, from tires, to just scrap pieces of metal, or usable engines. You can sell scrap at the market.
For every scrap piece, I will roll a die on the scrap table.
Scrap table
1-Junk-This is junk, and not worth anything.
2-5-Good Scrap-These are tires, or maybe a tool of some sort. Worth 1d6
6-Extraordinary-This is an engine, or a heater, or something like that-Worth 2d6
Weight
Everything weighs a certain amount. The more you carry, the slower you go.
Light-6 Squares- 1-15 pounds
Moderate-5 Squares-15-30
Heavy-4 Squares-30+
Med Kit
Medkits heal a wound of a body part, unless mortal.
Skills
Ferocity Shooting Random Survival
Marksman x x
Fighter x x
Expert x x x
Civilian x x x x
Ferocity
1-Fighting Master-Double attacks
2-Knife Master-+1 when using a knife
3-Side Fighter-When attacked from side, it counts as fighting from the front(no penalty).
4-Duel Wielder-+1 to hit when using 2 weapons
5-Wounder-+1 to severity of your wound
6-Strength of Kings-Can reroll a to wound roll. Only one per turn.
Shooting
1-Accuracy Master-You may reroll a 1 when shooting.
2-Point Blank-If enemy is 3 squares away, and you shoot him, +1 to wound
3-Dead eye-+1 to hit if target is 8 squares away
4-Sharpshooter-You can fire longer. +2 to gun range
5-Ammo at the Ready-When reloading, you get +1 to the ammo roll.
6-Double Fire-You always had a trigger finger. You may shoot your gun twice.
Random
1-Trader-When going to the Black Market, the group always has one more item
2-Inquisitive-Adds +1 to misc. rolls
3-Great Finder-When rolling on Scrap table for his scrap, adds +1
4-Doc-When someone rolls on severity table, and is adjacent to this guy, it counts as one less(unless mortal wound)
5-Appraiser-Adds +1 for their scraps worth.
6-Scrap King-When getting scrap, heavy scrap counts as light
Survival
1-Hunter-Roll a dice at end of every game. On a 6, gains a Supply
2-Sure Footed-Counts difficult terrain as regular terrain
3-Cover-+1 to cover rolls
4-Dodgy-+1 to save
5-Quick Footed-+1 to movement
6-Survivalist-May reroll on severity rols. Has to take second one, even if it is worse.
Market
Everyone starts off with 40 dollars.
After every game, you go to the market to sell your scrap, and buy supplies.
Armor
Light +5
Heavy +10
Tough +10
Close Combat Weapons Cost
Knife +1
Hand Weapon +3
Huge Weapon +6
Chainsaw +10
Guns Cost
Light Pistol +3
Heavy Pistol +6
Light Machine Gun +8
Heavy Machine Gun +10
Light Shotgun +8
Heavy Shotgun +10
Rifle +10
Sniper +12
Rocket Launcher +20
Grenade Launcher Add On +15
Frag Grenade +2
Ammo Cost
Clip +2
Rocket/Grenade +2
Drum +5
Supplies Cost
Players\
Name: Shoruke
Class: Marxman
Marksman
Stats
WS BS S T A L
2 4 3 5 1 4+
Inventory:
-knife: 1
-3 supplies: 9
-5 clips: 10
-light pistol: 3
-sniper: 12
and $5 extra to keep for later
Name: Lear
Class: Fighter
Fighter
Stats
WS BS S T A L
4 2 3(4) 4 2 5+
Extra Skill: Inquisitive(+1 to misc rolls)
Inventory:
Sledge Hammer $3
5 Supplies $15
2 Medkits $20
1 Knife $1
One dollar remaining
Name: Jafar Magus
Class: melee fighter guy
Skill Category: n/a
Fighter
Stats
WS BS S T A L
5 2 3(4) 5 2 5+
Inventory:
1 rusty iron rebar(equip) $3, 2 lb
poofy couch armor(equip) $5, 3 lb
4 food box $12, 4 lb
1 coffee creamer $3, 1 lb
1 medical box $10, 1 lb
2 Frag Grenade $4, 1 lb
3 USD
Name: Jenner Strang
Class: Civilian
Civilian
Stats
WS BS S T A L
3 3 3 3 2 4+
Bonus Skill:Side Fighter(No penalty when attacked from side)
Skill Category: Ferocity
Inventory: Knife (+1), Medkit (+10), 5 Supply (+15), Light Shotgun (+8), 3 clips (+6)
Deltia Strife
Expert
Expert(One per group)
Stats
WS BS S T A L
3 4 4 5 2 4+
+1 to Event Table for Group
I don't get any skills if I'm not a civie, right?
Inventory: Two Knives (+2), Heavy Pistol (+6), Rifle (+10), Three Clips (+6), Supplies ($3), Heavy Armor (+10), Cash ($3)
Weights for them
Shoruke-17
Panda-14.5
Strife-22
Lear-9.5
Cow-12