AZC Armory/Garage
Sidearms :
Pistol (6 rounds per magazine, $20, 2 slots)
Flaregun (1 round per magazine, $40, 3 slots, a soldier will attempt
to support you)
Primary Weapons :
Rifle (6 rounds per magazine, $50, 5 slots)
SMG (20 rounds per magazine, $60, 4 slots)
Assualt Rifle (30 rounds per magazine, $80, 7 slots, rifle rounds)
Explosives/Launchers :
Grenades ($10, 2 slots)
Incendary Grenade ($20, 2 slots)
Grenade Lawnchair ($75, 5 slots)
Rocket Launcher ($100, 15 slots)
Attachments :
Rifle Grenades ($10, 2 slots)
Weapon Flashlight ($10, 1 slot)
Mini-Shotgun ($20, 1 slot)
Vehicles :
Car (faster than feet, gas, mileage depends on how far, $150)
Plane (flys, gas, airage depends on how far, $300)
Truck (Carrys more than car, gas, 15 MPG, $300)
Special Abilities :
Artillery ($500, calls in an artillery strike, 10 turn reload)
Reinforcement ($200, calls in a soldier, 5 turn reload)
Ammo/gas :
Gasoline ($10, 3 gallons, explosive, 1 slot per gallon)
Pistol rounds ($15, 30 rounds per purchase, 1 slot per 10 rounds)
Rifle rounds ($20, 30 rounds per purchase, 1 slot per 10 rounds)
SMG Rounds ($20, 40 rounds per purchase, 1 slot per 10 rounds)
GL Grenades ($30, 2 grenades per purchase, 3 slots per grenade)
Rockets ($30, 1 rocket per purchase, 5 slots per rocket)
Shotgun shells ($20, 30 shells per purchase, 1 slots per 5 shells)
Flare ($10, 1 flare per purchase, 1 slot)
Fuzzyzergling (4)
You fire all six rounds from your rifle, then pull out the Smith and Wesson. You
fire a couple rounds, then throw your non-existant grenade. Seems there's quite a few zombies
left though.
Abilities : Telepathy (speaking lost, can see in others mind)
Inventory : Backpack (13 slots used, 37 slots left)
Rifle (5 slots)
54 rifle rounds (6 slots)
2 gallons of gas (In RAM's car)
$265
Old, dusty contract
Smith and Wesson Revolver (2 slots)
34 Revolver rounds (3 slots)
Magical DM Paper
Inteuniso (4)
You waste a perfectly good 4 standing there doing nothing.
Abilities : Telekinesis
Flinging (Elves and Goblins)
Inventory : Backpack (10 slots used, 40 slots left)
Rifle (5 slots)
55 Rifle rounds (5 slots)
1 grenade (2 slots)
$130
RAM (2)
You line up your shot and fire, finding out that the machine gun has infinite
bullets! But its shots go randomly within 3 yards of where you were aiming.
Abilities : Zombie (Can take more punishment, make other zombies)
Sense zombies
Inventory : Backpack (9 slots used, 41 slots left)
Rifle (5 slots)
27 rifle rounds (3 slots)
Ham Sandwhich (1 slot)
$90
6 gallons of gas (in car)
JHLL (3)
Your powers of creating things advance! You can create anything from yourself.
Or others.
Abilities : Create things (From yourself or others)
Inventory : Backpack (18 slots used, 32 slots left)
Pistol (2 slots)
Pistol (2 slots)
Rifle (5 slots)
60 pistol rounds (6 slots)
30 rifle rounds (3 slots)
HEN (2)
You pop into the game at the armory. After buying weapons, you walk outside.
Inventory : Backpack (34 slots used, 16 slots left)
SMG (4 slots)
SMG (4 slots)
240 SMG rounds (24 slots)
Grenade (2 slots)
Game Events : The zombie cows stop charging and start running away. From the
ground rises a giant dragon. From the base arises a mech. They start fighting,
the dragon hitting pretty hard, but the mech's internal dampeners take the
damage. The players are drawn into a doorway, and are told they may take
anything they want from the armory, along with an infinity space bag. 75 slots
is heavy (-1 to walking) 100 slots is Really Heavy (-2 to walking) and over 110
is unbearable (-2 to everything). Destroy the dragon and win, it destroys you
you lose.
Refer to armory at top of post. Please do math for yourself.