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Andrew Head
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Okay gang, Heres Rules Version 1.1 for my Zombieland Miniature Game.
The rules have been HEVILY edited.

Zombieland V1.1
Survival in the World of the Apocalypse


Zombieland SWA Miniatures games is a simplistic dice game based off of action horror movies and TV shows, designed to use generic miniatures. The dice used are d12’s. In zombie land everyone is a Director making a movie about their cast of characters.


Table of Contents

Introduction: How it all began

Part 1: Character Types
Part 2: Character Stats
Part 3: Building Your Group
Part 4: Equipment
Part 5: Combat
Part 6: Movement
Part 7: Combat
Part 8: Movement
Part 9: Other Actions
Part 10: Zombies
Part 11: Terrain

Part 1: Character Types

There are 3 types of characters.

Heroes
Extras
Mooks

Heroes are the stars of the show. They are the ones that make the shots, rescue the girl, and ride off into the sunset... usually. If a Hero dies, it's a big thing, and they don't go down easily. Heroes are the ones that can go alone into a room full of Zombies or Gangers and walk out with a flesh wound while lighting a cigar with a blow torch.

Extras are the supporting cast. They are the side kicks, best friends, brothers, sisters, or lovers of the Heroes. Extras alone won't make it long, but alongside a Hero or in numbers and their survivability goes up.

Mooks are the rank and file, the redshirts, and the unnamed. Mooks are the guys that are threats in large numbers but that are easily taken down by a Hero without much thought, and with some difficulty by an Extra.

Part 2: Character Stats

Stats

Each Hero or Extra has the following stats.

Agility
Strength
Willpower
Shock Value
Infection Chance
Armor
Wounds
Actions
Traits

Agility is used for shooting tests, determines how far a character can move, if a character can climb up on a bus or up a lamp post, driving a vehicle, and for jumping onto, off of, or over things.

Agility is rated 1-12

Strength is used for Melee tests, lifting stuff, how much stuff a character can carry, to break a lock or an object.

Strength is rated 1-12

Willpower is used for Shock Tests to prevent going into shock, or unconscious, for Fright Tests, and determines Damage Threshold.

Willpower is rated 1-12

Shock Value: This is the number an attack must hit to cause shock to a Character. If an attack hits this number then the attack is considered so brutal that the Character is stunned and temporarily taken out of the action, even with body armor. They are knocked down, hit in the head/helmet, or otherwise had their bell rung. This is represented by the loss of an action. This kind of an attack on a Hero is rare, and not completely effective, but on an Extra is more common and can possibly be deadly. An Attack of this brutality will outright kill a Mook.

Shock Value is a derived value based off of Strength, and Willpower added together.

Infection Chance: This number is the chance that a Character attacked by a Zombie will become a Zombie at the end of the current scenario. For simplicity’s sake Zombies can only infect a completely healthy person with the zombie virus by biting. That may not seem like a big deal, but the more zombies there are, the greater chance of getting bit

Heroes start out with a 1 in 12 chance of infection. Extras start out with a 2 in 12 chance of infection. However, with each Zombie that is within 1 inch of a Character, that chance of infection goes up by 1 point, so 4 Zombies within 1 inch means that a Hero has a 5 in 20 chance of infection and an Extra has a 7 in 12 chance of infection. If an Extra becomes infected, they are doomed, however Heroes are made of sterner stuff. At the end of the game, the Director rolls again for an infected Hero. On a 1 out of 12, the hero has somehow managed to not be infected after all. 

Mooks don't become infected. Due to only having 1 Wound, Mooks die when bitten. But that doesn’t mean they stay dead. Roll a D12, and on a 1-6 the Mook may rise again and be a new threat to the Heroes and Extras.

Armor: This is the apocalypse, and everyone has some sort of armor, whether it’s a leather jacket and jeans, or a flak jacket. Armor is listed as a number that subtracts from any damage taken by the target Character provided the character does not manage to Dive For Cover. Certain forms of cover will provide or increase Armor should a character be behind them when shot at. Only worn armor provides protection in melee. Worn Armor degrades when hit so the best defense is to not get hit in the first place.


Wounds: Wounds denote a Characters ability to take damage during a scenario. Heroes have 12 wounds while Extras have 8, and Mooks only have 2.

Actions: Hero's have 3 Actions a Turn, Extras have 2 Actions Per Turn. Mooks Have 1 Action Per Turn.

Traits: Some Characters have traits that make them special. Heroes get 3 Traits, while Extras get 2. Mooks don't get a Trait.

Part 3: Building your Group

Groups are your band of survivors. They could consist of a bunch of friends or a family trying to survive, or a gang lord and his henchmen. Groups usually consist of 2 to 5 figures, and usually contains 1 Hero and 1 to 4 Extras. Sometimes your Group might start off with 2 Heroes, and 3 Extras but that is rare, and NEVER will a Group start off with more than 3 Heroes. If a Group starts off with 3 Heroes then there will be no Extras with them.

Directors have 100 points to build their Groups. They can build their Groups from Heroes, Extras and Mooks. However, it is not advised to build your group of Mooks.

Heroes cost a Base 12 Points. You have 18 points to divide among Agility, Strength, and Willpower. The Average stat is 6.
Base Armor is 5.

Extras Cost a Base 6 Points. You have 16 Points to divide among Agility, Strength, and Willpower. 
The Average stat is 5.
Base Armor is 5.

Mooks cost a Base 1 Point. You have 14 Points to divide among Agility, Strength, and Willpower. 
The Average stat is 4.


Armor is bought on a 1 for 1 basis up to a maximum of 6. Describe it as you wish.

Weapons are bought from the weapon list with the price indicated in the Equipment Section. All weapons that use ammo are considered to have enough magazines for the entire scenario, however reloading may end up happening. Firearms are broken down into Light, Medium, and Heavy to simplify things. A Director can easily just state the caliber of his weapon and see what category that weapon falls under for cost and damage bonus. Likewise the same can be done with melee weapons.

Part 4: Traits

Rangemaster: A Character with Rangemaster negates 5 points of range penalties.
Agile: An Agile Character gains a +6 bonus to climbing and jumping.
Ambidextrous: A Character with Ambidextrous ignores the penalty for firing two weapons with one action.
Strong: A Character with Strong adds +3 damage in melee.
Accurate: A Character with Accurate can re-roll the first miss of each attack they make with a firearm.
Medic: A Character with medic can heal 1 wound on themselves or another Character per turn. With a Medical Kit the Number of wounds goes up to 1d12+1. This cannot take a Character above their maximum wounds.
Evasion: a Character with Evasion raises the number of zombies needed to increase the infection chance by 1. So a Hero would need 3 Zombies around them to increase their infection from 1 to 2.
Melee Specialist: A Character with Melee Specialist can re-roll the first miss of each attack they make with a melee weapon.
Bullrush: A Character with Bull Rush reduces the number of attacks against them when running through a group of Zombies, buy 1.



Part 5: Equipment

Light Firearm Calibers: .22 Short, .17 HM2, .25 Auto, .25 Auto, .17 HMR, .22 Long, .32 Auto, .22 Magnum, .32 W&W Long.

Medium Firearm Calibers: 9mm, .308 Auto, .38 Special, 9mm Luger, .327 Federal Magnum .223 Remington/5.56 NATO, .40 S&W.

Heavy Firearm Calibers: .357 Magnum, .44 S&W, .45 Auto, .38-40 Winchester, 10mm Auto, .45 Colt, .44-40 Winchester, .30-30 Winchester, .445 Super Mag, .50 AE, .454 Casul, .500 S&W Magnum.

Short Melee Weapons: Brass knuckles, Police Baton, Snap Baton, Knife Tiger Claws, Cestus, Gauntlet, Katar.

Long Melee Weapons: Katana, Baseball Bat, Crowbar, Cutlass, Mace.


Item name Type Point Cost Damage # of targets Special
Pistol Light 5 1d12/2 1
Pistol Medium 8 1d12 1
Pistol Heavy 11 1d12+6 1

SMG Light 8 1d12/3d12 1/3
SMG Medium 10 1d12/3d12 1/3

Shotgun Light 9 4d12 (pick best 2) 2
Shotgun Medium 13 6d12 2
Shotgun Assault 17 8d12 4 or 8



Rifle Light 5 1d12 1
Rifle Medium 10 1d12 1 Ignores 2 Points of Armor
Rifle Heavy 15 1d12 1 Ignores 4 Points of Armor

Assault Rifle Medium 20 1d12/3d12/5d12 1/3/5 Ignores 2 Points of Armor
Assault Rifle Heavy 25 (1d12/3d12/5d12)+2 1/3/5 Ignores 4 Points of Armor

Sniper Rifle Medium 25 1d12 1 Ignores 6 Points of Armor
Sniper Rifle Heavy 35 1d12 1 Ignores 10 Points of Armor

Full Auto Medium 40 8d12 8 Ignores 2 Points of Armor
Full Auto Heavy 45 8d12 8 Ignores 4 Points of Armor

Melee Weapons 
Short 5 (1d12)/2
Long 10 1d12+5

Part 6: Setup and Playing the game.

2 Player Setup: 4x4 board divided into 4 sections. Each section should have 1d5 pieces of terrain in it. The players start on opposite edges of the board within the first 6 inches.
3+ Player Setup: 4x6 board divided into 6 sections. Each section should have 1d5 pieces of terrain in it. Players start in corners in a 6 inch by 6 inch square.
Zombies: Some games start with a certain number of Zombies on it representing initial Zombies in the area. The number is 1d12 Zombies placed randomly using a d12 and consulting the section numbers for the Board size being used..
Each round 1d12 Zombies will arrive from one of the sections of the board. The sections are determined as follows.
4x4 Board: 
1,5,9, are section 1. 
2,6,10, are section 2. 
3,7,11, are section 3. 
4,8,12, are section 4.

4x6 Board:
1, 12, are section 1.
2, 11, are section 2.
3, 10, are section 3.
4, 9, are section 4.
5, 8, are section 5.
6, 7, are section 6.

Each Player Rolls 1d12, Highest starts the game first.
Players alternate activating and moving Characters around the board.



Part 7: Combat

All attack rolls are made with a d12 using a roll under mechanic.

Agility is used for shooting tests with Modifiers. To Shoot another character, you must roll under your agility with modifiers.

Two Weapons: A Character may fire two Pistols, or Two SMG's with one action, but suffers a -5 penalty to each shot.
If a Natural 12 is rolled when firing a weapon, the Character is out of Ammo and must use an action to reload.

Firearms provides a bonus to the roll under number.
Range provides a penalties to the roll under number based on Firearm type.
Effective Range can be extended by using Scopes and Sights for firearms.

  Effective Range Maximum Range (-6 to Agility)
Pistols
Light: 16 Inches 32 Inches
Medium: 20 Inches 40 Inches
Heavy: 24 Inches 48 Inches

Shotguns
Light: 20 Inches 30 Inches
Medium: 20 Inches 30 Inches
Heavy: 20 Inches 40 Inches

Rifles & Assault Rifles & Sniper Rifles
Light: 60 Inches No Maximum
Medium: 60 Inches No Maximum
Heavy: 80 Inches No Maximum

Medium Firearm Calibers: 9mm, .308 Auto, .38 Special, 9mm Luger, .327 Federal Magnum .223 Remington/5.56 NATO, .40 S&W.

Heavy Firearm Calibers: .357 Magnum, .44 S&W, .45 Auto, .38-40 Winchester, 10mm Auto, .45 Colt, .44-40 Winchester, .30-30 Winchester, .445 Super Mag, .50 AE, .454 Casul, .500 S&W Magnum.

Strength is used for melee tests with Modifiers.
Multiple combatants provide a penalty to the roll under number.

2-3 Combatants: -2
4-5 Combatants: -3
6-7 Combatants: -4
8+ Combatants: -5
Note: Melee is VERY dangerous.

Diving For Cover: It’s hard to dodge a bullet. In fact, you can’t. However, what you can do is Dive For Cover. If a Character is within point blank range of cover, they can attempt a DOF roll by rolling under their agility with a penalty to their agility equal to the difference between the attacker’s success and their agility. This roll represents the Character catching a glimpse of sunlight off the attacker’s scope, the red laser centering on his chest, some sort of clue right before the shot.
EX: Big Bad Bob’s Agility is 15 but he just got shot by Sam the Stud, Big Action Hero, and Sam was using a Barrette Light Fifty Sam rolled a 20 total, and Bob is within 2 inches of cover. The difference between Bob’s agility and Sam’s roll is 5, so if Bob can roll under a 10, he’s managed to dodge behind cover.
Bob rolls an 18… Uh. Oh. This won’t end well for Bob.
The Damage Dice are rolled, and Bob takes xx amount of damage. Thankfully Bob has Armor to reduce that damage!

Part 8: Movement
1 Inch= 2 Yards
A Character can move a number of inches equal to half of their Agility with ONE action. A Character may move Farther than this if they have more than one action.
Climbing: If a character wishes to climb an object, they need to make an Agility Roll. Ladders are relatively easy to climb, but other objects, less so. Characters can climb up to half their Agility with ONE action.
Ladder: +5
Knotted Rope: -0
Rope: -1
Rough Surface with handholds: -5
Slick Surface: -10
Jumping: When you are surrounded by Zombies, sometimes the only choice is to just jump and pray. If a character needs to make a Jump Test, they Make an Agility Roll. Penalties to the Characters Agility are based on the situation.
Jumping Up
1 inch: -0, Failure: Lose an action.
2 Inches: -2. Failure: Take 1 Wound
3 Inches: -4. Failure: Take 1 Wound.
4+ Inches: Not normally possible without proper Trait.


Jumping Across
1 Inch: -2
2 Inches: -4
3 Inches: -6
4 Inches: -8
Failure to Jump  any distance may subject the character to a Fall.

Falling
Falling is similar to jumping down only the consequences are more severe.
2 Inches: 1 Wound.
3 Inches: 2 Wound.
4 Inches: 3 Wounds.
5+ Inches: Death to anyone but a Hero. Hero's lose all wounds but 1 Wound and Lose 1 Action.

Part 9: Other Actions
Searching: It's the Apocalypse, and supplies are a necessity. Almost anything can be searched, from dumpsters to rooms in an apartment, to Cars.
To search for an item requires a Willpower Roll, with a penalty based on the item being looked for. Some Items only appear in certain locations, or are more likely to appear in certain locations. For example, a Medical kit might be found in a house, while it is most certain to be found inside a hospital or ambulance. 
Item List
Item Find Penalty Location Find Penalty & Location
Civilian Guns -8 -3 (Hunting Store/Supermart/Gunshop)
Military Guns -9 -7 (Police Station/Armory)
Melee Weapons -3 -1 (Sports store/Hardware store/Supermart)
Medical kit -9 -3 (Hospital/Ambulance)
Antigen N/A -11 (Hospital)

Part 10: Zombies
Zombies, are Mook Characters that have a few special rules.
1: Zombies always move As if they had an agility of 5, but cannot climb or jump. If forced off a high area of terrain, they automatically suffer fall damage.
2: Zombies move toward whatever Character or Characters they can see.
3: If they can not see any Characters, they will move towards whoever made a noise.
4: If no one made a noise, then the Zombies will move randomly in groups of up to 5, using a d12 and consulting the chart below.
1 = North, 2 = South West, 3 = North East, 
4 = Mill About, 5 = Mill About, 
6 = West, 7 = East, 
8 = Mill About, 9 = Mill about, 
10 = South, 11 = North West, 12 = South East.
If the Zombies move off the table, the whole group is gone.
Note: North is always toward the Table edge of Player 1.
5: Zombies move after each players turn ends. For example, in a 2 player game, Zombies will move two times each turn.
6: Zombies attack as if they had an average Strength of 6.
7: Zombie Damage is 1d12+1 per extra Zombie beyond the first around a Character. Zombies are rarely a threat alone, but are VERY dangerous in a group.
8: The Zombie Virus can be countered by the RARE Antigen. Antigen negates the need for an infection roll at the end of the game and can even save an Extra.
Part 11: Terrain
There are different kinds of Terrain that can be placed on the board.
Scrub Brush: Bushes and other low vegetation that provide concealment but does not hinder movement. Any Character inside an area of Scrub Brush is considered hidden and cannot be seen.
Impassible Formations: Cliffs, Mountains, ect, that cannot be climbed.
Gully/Wash: Dry Riverbeds 2 to 3 inches across that runs from, one edge of the table to another edge. Can be crossed but movement is Halved.
River: A River 5 inches across that is up to 2 feet long, and runs from one edge of the table to another edge, or to a lake or other body of water. Can be crossed but the force of the water will carry a Character attempting to do so, down stream (1d12)/2 inches from where they entered. Rivers may be crossed by bridges that Characters can use with out being swept downstream.
Road: Exactly as it sounds. May be populated with vehicles containing items. A Road will be 6 to 12 inches wide.
Truck/Diner Stop: A Stop is a Collection of one to three buildings. Each building will be 1 to 2 stories and representing a Pitstop place along a road. Usually populated with cars and other vehicles.
Town: A Town is a Collection of 1d5 buildings. Buildings that are next to each other should be 2 to 3 inches apart and set alongside a Road. Each building will be 1 to 6 stories high. Towns will contain an extra (1d12)/2 Zombies.
City: A City is a collection of 1d12 buildings lining both sides of a road. Buildings in a city will usually be 1 to 10 stories. Cities will contain an extra 1d12 Zombies. 
Entire Building: Extremely large buildings could be the entire map. A Hospital would be a good example.
1
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Andrew Head

Future/Sci-Fi  - 
 
Ok, so I am looking through my Twilight 2013 book, and from what I can see, there is NO way to make a Doctor.

Has anyone ran into this problem? Can anyone help?
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It's a good one but I had already bought the pdfs for T2013, and don't have the 40$ right now for the T2000 bundle on rpgDrivethrough.
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Discussion  - 
 
Okay, I THINK I have the base Version 1 rules done. We may test this tomorrow. Please take a look and give your opinions. NOTE, some of this will seem similar to other Zombie games that are out there. I have done my best to stay as original as possible when creating this, but when it comes to descriptions and effects and stuff, it's inevitable that something may sound similar to something else in another game.


Zombieland
Survival in the World of the Apocalypse


Zombieland SWA Miniatures games is a simplistic dice game based off of action horror movies and TV shows, designed to use generic miniatures. The dice used are D10's, D20's, and a scatter die. In zombie land everyone is a Director making a movie about their cast of characters.


Table of Contents

Introduction: How it all began

Part 1: Character Types
Part 2: Character Stats
Part 3: Building Your Group
Part 4: Equipment
Part 5: Combat
Part 6: Movement

Part 1: Character Types

There are 3 types of characters.

Heroes
Extras
Mooks

Heroes are the stars of the show. They are the ones that make the shots, rescue the girl, and ride off into the sunset... usually. If a Hero dies, it's a big thing, and they don't go down easily. Heroes are the ones that can go alone into a room full of Zeds or Gangers and walk out with a flesh wound while lighting a cigar with a blow torch.

Extras are the supporting cast. They are the side kicks, best friends, brothers, sisters, or lovers of the Heroes. Extras alone won't make it long, but alongside a Hero or in numbers and their survivability goes up.

Mooks are the rank and file, the redshirts, and the unnamed. Mooks are the guys that are threats in large numbers but that are easily taken down by a Hero without much thought, and with some difficulty by an Extra.

Part 2: Character Stats

Stats

Each Hero or Extra has the following stats.

Agility
Strength
Willpower
Shock Value
Infection Chance
Armor
Wounds
Actions
Traits

Agility is used for shooting tests, determines how far a character can move, if a character can climb up on a bus or up a lamp post, driving a vehicle, and for jumping onto, off of, or over things.

Agility is rated 1-20

Strength is used for Melee tests, lifting stuff, how much stuff a character can carry, to break a lock or an object.

Strength is rated 1-20

Willpower is used for Shock Tests to prevent going into shock, or unconscious, for Fright Tests, and determines Damage Threshold.

Willpower is rated 1-20

Shock Value: This is the number an attack must hit to cause shock to a Character. If an attack hits this number then the attack is considered so brutal that the Character is stunned and temporarily taken out of the action, even with body armor. They are knocked down, hit in the head/helmet, or otherwise had their bell rung. This is represented by the loss of an action. This kind of an attack on a Hero is rare, and not completely effective, but on an Extra is more common and can possibly be deadly. An Attack of this brutality will outright kill a Mook.

Shock Value is a derived value based off of Strength, and Willpower added together.

Infection Chance: This number is the chance that a Character attacked by a Zed will become a Zed at the end of the current scenario. For simplicity’s sake Zeds can only infect a completely healthy person with the zombie virus by biting. That may not seem like a big deal, but the more zombies there are, the greater chance of getting bit

Heroes start out with a 1 in 20 chance of infection. Extras start out with a 2 in 20 chance of infection. However, with each Zed that is within 1 inch of a Character, that chance of infection goes up by 1 point, so 4 Zeds within 1 inch means that a Hero has a 5 in 20 chance of infection and an Extra has a 7 in 20 chance of infection. If an Extra becomes infected, they are doomed, however Heroes are made of sterner stuff. At the end of the game, the Director rolls again for an infected Hero. On a 1-2 out of 20, the hero has somehow managed to not be infected after all. 

Mooks don't become infected. Due to only having 1 Wound, Mooks die when bitten. But that doesn’t mean they stay dead. Roll a D20, and on a 1-10 the Mook may rise again and be a new threat to the Heroes and Extras.

Armor: This is the apocalypse, and everyone has some sort of armor, whether it’s a leather jacket and jeans, or a flak jacket. Armor is listed as a number that subtracts from any damage taken by the target Character provided the character does not manage to Dive For Cover. Certain forms of cover will provide or increase Armor should a character be behind them when shot at. Only worn armor provides protection in melee. Worn Armor degrades when hit so the best defense is to not get hit in the first place.


Wounds: Wounds denote a Characters ability to take damage during a scenario. Heroes have 15 wounds while Extras have 10, and Mooks only have 2.

Actions: Hero's have 3 Actions a Turn, Extras have 2 Actions Per Turn. Mooks Have 1 Action Per Turn.

Traits: Some Characters have traits that make them special. Heroes get 3 Traits, while Extras get 2. Mooks don't get a Trait.

Part 3: Building your Group

Groups are your band of survivors. They could consist of a bunch of friends or a family trying to survive, or a gang lord and his henchmen. Groups usually consist of 2 to 5 figures, and usually contains 1 Hero and 1 to 4 Extras. Sometimes your Group might start off with 2 Heroes, and 3 Extras but that is rare, and NEVER will a Group start off with more than 3 Heroes. If a Group starts off with 3 Heroes then there will be no Extras with them.

Directors have 100 points to build their Groups. They can build their Groups from Heroes, Extras and Mooks. However, it is not advised to build your group of Mooks.

Heroes cost a Base 10 Points. You have 30 points to divide among Agility, Strength, and Willpower. The Average stat is 10.
Base Armor is 5.

Extras Cost a Base 5 Points. You have 20 Points to divide among Agility, Strength, and Willpower. 
The Average stat is 10.
Base Armor is 5.

Mooks cost a Base 1 Point. You have 15 Points to divide among Agility, Strength, and Willpower. 
The Average stat is 10.


Armor is bought on a 1 for 1 basis up to a maximum of 10. Describe it as you wish.

Weapons are bought from the weapon list with the price indicated in the Equipment Section. All weapons that use ammo are considered to have enough magazines for the entire scenario, however reloading may end up happening. Firearms are broken down into Light, Medium, and Heavy to simplify things. A Director can easily just state the caliber of his weapon and see what category that weapon falls under for cost and damage bonus. Likewise the same can be done with melee weapons.

Part 4: Traits

Rangemaster: A Character with Rangemaster negates 5 points of range penalties.
Agile: An Agile Character gains a +5 bonus to climbing and jumping.
Ambidextrous: A Character with Ambidextrous ignores the penalty for firing two weapons with one action.
Strong: A Character with Strong adds +3 damage in melee.
Accurate: A Character with Accurate can re-roll the first miss of each attack they make with a firearm.
Medic: A Character with medic can heal 1 wound on themselves or another Character per turn. With a Medical Kit the Number of wounds goes up to 1d5+1. This cannot take a Character above their maximum wounds.
Evasion: a Character with Evasion raises the number of zombies needed to increase the infection chance by 1. So a Hero would need 3 Zombies around them to increase their infection from 1 to 2.
Melee Specialist: A Character with Melee Specialist can re-roll the first miss of each attack they make with a melee weapon.
Bullrush: A Character with Bull Rush reduces the number of attacks against them when running through a group of Zeds, buy 1.



Part 5: Equipment

Light Firearm Calibers: .22 Short, .17 HM2, .25 Auto, .25 Auto, .17 HMR, .22 Long, .32 Auto, .22 Magnum, .32 W&W Long.

Medium Firearm Calibers: 9mm, .308 Auto, .38 Special, 9mm Luger, .327 Federal Magnum .223 Remington/5.56 NATO, .40 S&W.

Heavy Firearm Calibers: .357 Magnum, .44 S&W, .45 Auto, .38-40 Winchester, 10mm Auto, .45 Colt, .44-40 Winchester, .30-30 Winchester, .445 Super Mag, .50 AE, .454 Casul, .500 S&W Magnum.

Short Melee Weapons: Brass knuckles, Police Baton, Snap Baton, Knife Tiger Claws, Cestus, Gauntlet, Katar.

Long Melee Weapons: Katana, Baseball Bat, Crowbar, Cutlass, Mace.


Item name Type Point Cost Damage # of targets Special
Pistol Light 5 1d5 1
Pistol Medium 8 1d10 1
Pistol Heavy 11 1d10+5 1

SMG Light 8 1d5/3d5 1/3
SMG Medium 10 1d10/3d10 1/3

Shotgun Light 9 4d5 2
Shotgun Medium 13 4d10 2
Shotgun Assault 17 6d10 3 or 6



Rifle Light 5 1d5 1
Rifle Medium 10 1d10 1 Ignores 2 Points of Armor
Rifle Heavy 15 1d10 1 Ignores 4 Points of Armor

Assault Rifle Light 15 1d5/3d5/5d5 1/3/5
Assault Rifle Medium 20 1d10/3d10/5d10 1/3/5 Ignores 2 Points of Armor
Assault Rifle Heavy 25 (1d10/3d10/5d10)+2 1/3/5 Ignores 4 Points of Armor

Sniper Rifle Medium 25 1d10+5 1 Ignores 6 Points of Armor
Sniper Rifle Heavy 35 1d10 1 Ignores 10 Points of Armor

Full Auto Medium 40 8d10 8 Ignores 2 Points of Armor
Full Auto Heavy 45 8d10 8 Ignores 4 Points of Armor

Melee Weapons 
Short 5 1d10
Long 10 1d10+5

Part 6: Setup and Playing the game.

2 Player Setup: 4x4 board divided into 4 sections. Each section should have 1d5 pieces of terrain in it. The players start on opposite edges of the board within the first 6 inches.
3+ Player Setup: 4x6 board divided into 6 sections. Each section should have 1d5 pieces of terrain in it. Players start in corners in a 6 inch by 6 inch square.
Zeds: Each game starts with a certain number of Zeds on it representing initial Zeds in the area. For 2 players the number is 1d10 Zeds placed randomly from the center of the board using a scatter die and 1d20.
For 3+ players the number is 1d20 Zeds placed randomly from the center of the board using a scatter die and 1d20.
Each round 1d10 Zeds will arrive from one of the edges of the board.
Each Player Rolls 1d10, Highest starts the game first.
Players alternate activating and moving Characters around the board.

Part 7: Combat

All attack rolls are made with a D20 using a roll under mechanic.

Agility is used for shooting tests with Modifiers. To Shoot another character, you must beat their Agility.

Two Weapons: A Character may fire two Pistols, or Two SMG's with one action, but suffers a -5 penalty to each shot.
If a Natural 20 is rolled when firing a weapon, the Character is out of Ammo and must use an action to reload.

Firearms provides a bonus to the roll under number.
Range provides a penalties to the roll under number based on Firearm type.
Range penalties can be reduced by Scopes and Sights for firearms.

Firearms Modifier Tables
Pistols & SMG
Light: +2 
Medium: +3 
Heavy: +4 

Shotguns
Light: +4
Medium: +5
Heavy: +6

Rifles & Assault Rifles & Sniper Rifles
Light: +6
Medium: +7
Heavy:+8

Range and Range Modifier Tables

Point Blank: 0-5 Inches
Short: 5.1-10 Inches
Medium:10.1-15 Inches
Long: 15.1-20 Inches
Extreme: 20.1-25 Inches

Pistols & SMG's

Point Blank: +4
Short: -0
Medium: -3
Long: N/A
Extreme: N/A

Shotguns

Shot
Point Blank: +4
Short: -0
Medium: -2
Long: N/A
Extreme: N/A

Slug
Point Blank: -2
Short: -0
Medium: -0
Long: -5
Extreme: N/A

Assault Rifles
Point Blank: +2
Short: +1
Medium: -0
Long: -3
Extreme: -4

Sniper Rifles & Hunting Rifles
Point Blank: -5
Short: -4
Medium: -4
Long: -3
Extreme: -2


Strength is used for melee tests with Modifiers.
Weapons provides a bonus to the roll under number.
Multiple combatants provide a penalty to the roll under number.

Melee Weapon Modifiers
Light Short: +2
Light Medium: +4
Light Long: +6

Heavy Short: +3
Heavy Medium: +5
Heavy Long: +7

2-3 Combatants: -2
4-5 Combatants: -3
6-7 Combatants: -4
8+ Combatants: -5
Diving For Cover: It’s hard to dodge a bullet. In fact, you can’t. However, what you can do is Dive For Cover. If a Character is within point blank range of cover, they can attempt a DOF roll by rolling under their agility with a penalty to their agility equal to the difference between the attacker’s success and their agility. This roll represents the Character catching a glimpse of sunlight off the attacker’s scope, the red laser centering on his chest, some sort of clue right before the shot.
EX: Big Bad Bob’s Agility is 15 but he just got shot by Sam the Stud, Big Action Hero, and Sam was using a Barrette Light Fifty Sam rolled a 20 total, and Bob is within 2 inches of cover. The difference between Bob’s agility and Sam’s roll is 5, so if Bob can roll under a 10, he’s managed to dodge behind cover.
Bob rolls an 18… Uh. Oh. This won’t end well for Bob.
The Damage Dice are rolled, and Bob takes xx amount of damage. Thankfully Bob has Armor to reduce that damage!

Part 8: Movement
A Character can move a number of inches equal to their Agility with ONE action. A Character may move Farther than this if they have more than one action.
Climbing: If a character wishes to climb an object, they need to make an Agility Roll. Ladders are relatively easy to climb, but other objects, less so. Characters can climb up to half their Agility with ONE action.
Ladder: +5
Knotted Rope: -0
Rope: -1
Rough Surface with handholds: -5
Slick Surface: -10
Jumping: When you are surrounded by Zeds, sometimes the only choice is to just jump and pray. If a character needs to make a Jump Test, they Make an Agility Roll. Penalties to the Characters Agility are based on the situation.
Jumping down
1 inch: -0, Failure: Lose an action.
2 Inches: -2. Failure: Take 1 Wound
3 Inches: -4. Failure: Take 1 Wound.
4 Inches: -6 Failure: Take 2 Wounds.
5 Inches: -8 Failure: Take 2 Wounds.

Jumping Up
1 inch: -0, Failure: Lose an action.
2 Inches: -2. Failure: Take 1 Wound
3 Inches: -4. Failure: Take 1 Wound.
4+ Inches: Not normally possible without proper Trait.

Jumping Across
1 Inch: -0
2 Inches: -2
3 Inches: -3
4 Inches: -4
5 Inches: -5
Failure to Jump  any distance may subject the character to a Fall.
Falling
Falling is similar to jumping down only the consequences are more severe.
2 Inches: 1 Wound.
3 Inches: 1 Wound.
4 Inches: 2 Wounds.
5 Inches: 2 Wounds:
6 Inches: 3 Wounds.
7 Inches: 3 Wounds
8+ Inches: Death to anyone but a Hero. Hero's lose all wounds but 1 Wound and Lose 1 Action.

Part 9: Other Actions
Searching: It's the Apocalypse, and supplies are a necessity. Almost anything can be searched, from dumpsters to rooms in an apartment, to Cars.
To search for an item requires a Willpower Roll, with a penalty based on the item being looked for. Some Items only appear in certain locations, or are more likely to appear in certain locations. For example, a Medical kit might be found in a house, while it is most certain to be found inside a hospital or ambulance. 
Item List
Item Find Penalty Location Find Penalty & Location
Civilian Guns -12 -3 (Hunting Store/Supermart/Gunshop)
Military Guns -17 -7 (Police Station/Armory)
Melee Weapons -3 -1 (Sports store/Hardware store/Supermart)
Medical kit -15 -5 (Hospital/Ambulance)
Antigen N/A -19 (Hospital)

Part 10: Zeds
Zombies, or Zeds for short are Mook Characters that have a few special rules.
1: Zeds always move As if they had an agility of 5, but cannot climb or jump. If forced off a high area of terrain, they automatically suffer fall damage.
2: Zeds move toward whatever Character or Characters they can see.
3: If they can not see any Characters, they will move towards whoever made a noise.
4: If no one made a noise, then the Zeds will move randomly in groups of 5 using the scatter die.
5: Zeds always move or attack Last.
6: Zeds attack as if they had an average Strength of 10.
7: Zed Damage is 1d10+1 per extra Zed beyond the first around a Character. Zeds are rarely a threat alone, but are VERY dangerous in a group.
8: The Zombie Virus can be countered by the RARE Antigen. Antigen negates the need for an infection roll at the end of the game and can even save an Extra.
Part 11: Terrain
There are different kinds of Terrain that can be placed on the board.
Scrub Brush: Bushes and other low vegetation that provide concealment but does not hinder movement. Any Character inside an area of Scrub Brush is considered hidden and cannot be seen.
Impassible Formations: Cliffs, Mountains, ect, that cannot be climbed.
Gully/Wash: Dry Riverbeds 2 to 3 inches across that runs from, one edge of the table to another edge. Can be crossed but movement is Halved.
River: A River 5 inches across that is up to 2 feet long, and runs from one edge of the table to another edge, or to a lake or other body of water. Can be crossed but the force of the water will carry a Character attempting to do so, down stream 1d5 inches from where they entered. Rivers may be crossed by bridges that Characters can use with out being swept downstream.
Road: Exactly as it sounds. May be populated with vehicles containing items. A Road will be 6 to 12 inches wide.
Truck/Diner Stop: A Stop is a Collection of one to three buildings. Each building will be 1 to 2 stories and representing a Pitstop place along a road. Usually populated with cars and other vehicles.
Town: A Town is a Collection of 1d5 buildings. Buildings that are next to each other should be 2 to 3 inches apart and set alongside a Road. Each building will be 1 to 5 stories high. Towns will contain an extra 1d5 Zeds.
City: A City is a collection of 1d10 buildings lining both sides of a road. Buildings in a city will usually be 1 to 10 stories. Cities will contain an extra 1d10 Zeds. 
Entire Building: Extremely large buildings could be the entire map. A Hospital would be a good example of this.
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Andrew Head

Discussion  - 
 
Okay guys, I am now onto Traits for my Zombie game. I need some suggestions.

Here's some examples.

Rangemaster: A Character with Rangemaster negates 5 points of range penalties.
Agile: An Agile Character gains a +5 bonus to climbing and jumping.
Ambidextrous: A Character with Ambidextrous ignores the penalty for firing two weapons with one action.
Strong: A Character with Strong adds +3 damage in melee.
Accurate: A Character with Accurate can re-roll the first miss of each attack the make with a firearm.
Medic: A Character with medic can heal 1d5 wounds on themselves or another Character per turn.

Can you all think of any. If I use them I will give you Credit on the credits Page.
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Andrew Head

Discussion  - 
 
Ok, Added in a bit more to the Rules, Weapons Damages, and Number of targets that can be hit. Might swap this for the multifire weapons like SMG's. Assault Rifles, and Full Auto Machine Guns into a d5, d10 Number of Targets Roll. Any thoughts?

Zombieland
Survival in the World of the Apocalypse


Zombieland SWA Miniatures games is a simplistic dice game based off of action horror movies and TV shows, designed to use generic miniatures. The dice used are D20's. In zombie land everyone is a Director making a movie about their cast of characters.


Table of Contents

Introduction: How it all began

Part 1: Character Types
Part 2: Character Stats
Part 3: Building Your Group
Part 4: Equipment
Part 5: Combat
Part 6: Movement

Part 1: Character Types

There are 3 types of characters.

Heroes
Extras
Mooks

Heroes are the stars of the show. They are the ones that make the shots, rescue the girl, and ride off into the sunset... usually. If a Hero dies, it's a big thing, and they don't go down easily. Heroes are the ones that can go alone into a room full of Zeds or Gangers and walk out with a flesh wound while lighting a cigar with a blow torch.

Extras are the supporting cast. They are the side kicks, best friends, brothers, sisters, or lovers of the Heroes. Extras alone won't make it long, but alongside a Hero or in numbers and their survivability goes up.

Mooks are the rank and file, the redshirts, and the unnamed. Mooks are the guys that are threats in large numbers but that are easily taken down by a Hero without much thought, and with some difficulty by an Extra.

Part 2: Character Stats

Stats

Each Hero or Extra has the following stats.

Agility
Strength
Willpower
Shock Value
Infection Chance
Armor
Wounds

Agility is used for shooting tests, determines how far a character can move, if a character can climb up on a bus or up a lamp post, driving a vehicle, and for jumping onto, off of, or over things.

Agility is rated 1-20

Strength is used for Melee tests, lifting stuff, how much stuff a character can carry, to break a lock or an object.

Strength is rated 1-20

Willpower is used for Shock Tests to prevent going into shock, or unconscious, for Fright Tests, and determines Damage Threshold.

Willpower is rated 1-20

Shock Value: This is the number an attack must hit to cause shock to a Character. If an attack hits this number then the attack is considered so brutal that the Character might fall unconscious due to blood loss or trauma. This kind of an attack on a Hero is rare, but on an Extra is more common.

Shock Value is a derived value based off of Strength, and Willpower added together.

Infection Chance: This number is the chance that a Character attacked by a Zed will become a Zed at the end of the current scenario. For simplicity’s sake Zeds can only infect a completely healthy person with the zombie virus by biting. That may not seem like a big deal, but the more zombies there are, the greater chance of getting bit

Heroes start out with a 1 in 20 chance of infection. Extras start out with a 2 in 20 chance of infection. However, with each Zed that is within 1 inch of a Character, that chance of infection goes up by 1 point, so 4 Zeds within 1 inch means that a Hero has a 5 in 20 chance of infection and an Extra has a 7 in 20 chance of infection. If an Extra becomes infected, they are doomed, however Heroes are made of sterner stuff. At the end of the game, the Director rolls again for an infected Hero. On a 1-2 out of 20, the hero has somehow managed to not be infected after all. 

Mooks don't become infected. Due to only having 1 Wound, Mooks die when bitten. But that doesn’t mean they stay dead. Roll a D20, and on a 1-10 the Mook may rise again and be a new threat to the Heroes and Extras.

Armor: This is the apocalypse, and everyone has some sort of armor, whether it’s a leather jacket and jeans, or a flak jacket. Armor is listed as a number that subtracts from any damage taken by the target Character provided the character does not manage to Dive For Cover. Certain forms of cover will provide or increase Armor should a character be behind them when shot at. Only worn armor provides protection in melee. Worn Armor degrades when hit so the best defense is to not get hit in the first place.


Wounds: Wounds denote a Characters ability to take damage during a scenario. Heroes have 15 wounds while Extras have 10, and Mooks only have 2.

Part 3: Building your Group

Groups are your band of survivors. They could consist of a bunch of friends or a family trying to survive, or a gang lord and his henchmen. Groups usually consist of 2 to 5 figures, and usually contains 1 Hero and 1 to 4 Extras. Sometimes your Group might start off with 2 Heroes, and 3 Extras but that is rare, and NEVER will a Group start off with more than 3 Heroes. If a Group starts off with 3 Heroes then there will be no Extras with them.

Directors have 100 points to build their Groups. They can build their Groups from Heroes, Extras and Mooks. However, it is not advised to build your group of Mooks.

Heroes cost a Base 10 Points. You have 30 points to divide among Agility, Strength, and Willpower. The Average stat is 10.
Base Armor is 5.

Extras Cost a Base 5 Points. You have 20 Points to divide among Agility, Strength, and Willpower. 
The Average stat is 10.
Base Armor is 5.

Mooks cost a Base 1 Point. You have 15 Points to divide among Agility, Strength, and Willpower. 
The Average stat is 10.


Armor is bought on a 1 for 1 basis up to a maximum of 10. Describe it as you wish.

Weapons are bought from the weapon list with the price indicated in the Equipment Section. All weapons that use ammo are considered to have enough magazines for the entire scenario, however reloading may end up happening. Firearms are broken down into Light, Medium, and Heavy to simplify things. A Director can easily just state the caliber of his weapon and see what category that weapon falls under for cost and damage bonus. Likewise the same can be done with melee weapons.

Part 4: Equipment

Light Firearm Calibers: .22 Short, .17 HM2, .25 Auto, .25 Auto, .17 HMR, .22 Long, .32 Auto, .22 Magnum, .32 W&W Long.

Medium Firearm Calibers: 9mm, .308 Auto, .38 Special, 9mm Luger, .327 Federal Magnum .223 Remington/5.56 NATO, .40 S&W.

Heavy Firearm Calibers: .357 Magnum, .44 S&W, .45 Auto, .38-40 Winchester, 10mm Auto, .45 Colt, .44-40 Winchester, .30-30 Winchester, .445 Super Mag, .50 AE, .454 Casul, .500 S&W Magnum.

Short Melee Weapons: Brass knuckles, Police Baton, Snap Baton, Knife Tiger Claws, Cestus, Gauntlet, Katar.

Long Melee Weapons: Katana, Baseball Bat, Crowbar, Cutlass, Mace.


Item name Type Point Cost Damage # of targets
Pistol Light 5 1d5 1
Pistol Medium 8 1d10 1
Pistol Heavy 11 1d10+5 1

SMG Light 8 3d5 3
SMG Medium 10 3d10 3





Shotgun Light 9 4d5 2
Shotgun Medium 13 4d10 2
Shotgun Assault 17 6d10 3 or 6

Rifle Light 5 1d5 1
Rifle Medium 10 1d10 1
Rifle Heavy 15

Assault Rifle Light 15 1d5/3d5/5d5 1/3/5
Assault Rifle Medium 20 1d10/3d10/5d10 1/3/5
Assault Rifle Heavy 25 (1d10/3d10/5d10)+2 1/3/5

Sniper Rifle Medium 25 1d10+5 1
Sniper Rifle Heavy 35 2d10 1


Full Auto Heavy 45 8d10 8

Melee Weapons 
Short 5 1d10
Long 10 1d10+5




Part 5: Combat

All attack rolls are made with a D20 using a roll under mechanic.

Agility is used for shooting tests with Modifiers. To Shoot another character, you must beat their Agility.

Firearms provides a bonus to the roll under number.
Range provides a penalties to the roll under number based on Firearm type.
Range penalties can be reduced by Scopes and Sights for firearms.

Firearms Modifier Tables
Pistols & SMG
Light: +2 
Medium: +3 
Heavy: +4 

Shotguns
Light: +4
Medium: +5
Heavy: +6

Rifles & Assault Rifles & Sniper Rifles
Light: +6
Medium: +7
Heavy:+8

Range and Range Modifier Tables

Point Blank: 0-5 Inches
Short: 5.1-10 Inches
Medium:10.1-15 Inches
Long: 15.1-20 Inches
Extreme: 20.1-25 Inches

Pistols & SMG's

Point Blank: +4
Short: -0
Medium: -3
Long: N/A
Extreme: N/A

Shotguns

Shot
Point Blank: +4
Short: -0
Medium: -2
Long: N/A
Extreme: N/A

Slug
Point Blank: -2
Short: -0
Medium: -0
Long: -5
Extreme: N/A

Assault Rifles
Point Blank: +2
Short: +1
Medium: -0
Long: -3
Extreme: -4

Sniper Rifles & Hunting Rifles
Point Blank: -5
Short: -4
Medium: -4
Long: -3
Extreme: -2






Strength is used for melee tests with Modifiers.
Weapons provides a bonus to the roll under number.
Multiple combatants provide a penalty to the roll under number.

Melee Weapon Modifiers
Light Short: +2
Light Medium: +4
Light Long: +6

Heavy Short: +3
Heavy Medium: +5
Heavy Long: +7

2-3 Combatants: -2
4-5 Combatants: -3
6-7 Combatants: -4
8+ Combatants: -5
Diving For Cover: It’s hard to dodge a bullet. In fact, you can’t. However, what you can do is Dive For Cover. If a Character is within point blank range of cover, they can attempt a DOF roll by rolling under their agility with a penalty to their agility equal to the difference between the attacker’s success and their agility. This roll represents the Character catching a glimpse of sunlight off the attacker’s scope, the red laser centering on his chest, some sort of clue right before the shot.
EX: Big Bad Bob’s Agility is 15 but he just got shot by Sam the Stud, Big Action Hero, and Sam was using a Barrette Light Fifty Sam rolled a 20 total, and Bob is within 2 inches of cover. The difference between Bob’s agility and Sam’s roll is 5, so if Bob can roll under a 10, he’s managed to dodge behind cover.
Bob rolls an 18… Uh. Oh. This won’t end well for Bob.
The Damage Dice are rolled, and Bob takes xx amount of damage. Thankfully Bob has Armor to reduce that damage!

Part 6: Movement
A Character can move a number of inches equal to his Agility.
Climbing: If a character wishes to climb an object, they need to make an Agility Roll. 
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Andrew Head

Discussion  - 
 
So, I have seen THW zombie Miniatures game, and I wanted to try it, however, my friends have tried it and absolutely hate it. They hate the activation mechanic. I kind of have to agree. Getting screwed by bad activation rolls just doesn't seem fun. I myself can't have a say on the game, but they have really tried it on many occasions.

Playing it on Sundays is a Flat NO. They'd rather play WH40K, which from them is saying something.

Therefor I am designing my own Zombie Miniature game Titled 

Zombieland: Survival in the Apocalypse.

This game will be hopefully streamlined and simplistic, and use the rare D10, and D20. I'm tired of D6's and so are my friends. We shall see how it goes. I may throw my works in progress up here for suggestions and to see what people think.
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The base for the Reaper Bones 2 Kraken. I am now onto the Kraken itself.
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Andrew Head

General  - 
 
Hello, I am new to this Community. I came here because of a pang of nostalgia. I found some old Twilight 2002 Books, and realized that I haven't seen much about it after that re-release in the early 2000's.

Does anyone still play? Are there any games of it going on?
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3 comments
 
I am a big believer in the Roll20.net teleconference system for tabletop RPGs.  It has a lot of features to help players even around the world meet at an agreed time, view maps, move tokens and role-play, roll the appropriate dice, etc.  A game can be started with Google Hangouts, or conversely Roll20 can be started within Google Hangouts as a G+ app.  It has 700,000 users and is free (but annual subscriptions give GM perks).  If you sign up and go to the Looking for Games section you may find pretty much any kind of games, even the Old School Revival games.
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Andrew Head

Diskussion  - 
 
Well My Mantic Walls are assembled. Not painted mind you, but Assembled. I'll try to post some pictures tomorrow IF we decide to set them up.
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Andrew Head

Discussion  - 
 
As Promised to +Stiubhart MacChoille Here's what I have so far for written up rules for Zombieland: Survival in the Apocalypse. It's a bit rough, and still has more work to do.

Zombieland
Survival in the World of the Apocalypse


Zombieland SWA Miniatures games is a simplistic dice game based off of action horror movies and TV shows, designed to use generic miniatures. The dice used are D20's. In zombie land everyone is a Director making a movie about their cast of characters.


Table of Contents

Introduction: How it all began

Part 1: Character Types
Part 2: Character Stats
Part 3: Building Your Group
Part 4: Equipment
Part 5: Combat

Part 1: Character Types

There are 3 types of characters.

Heroes
Extras
Mooks

Heroes are the stars of the show. They are the ones that make the shots, rescue the girl, and ride off into the sunset... usually. If a Hero dies, it's a big thing, and they don't go down easily. Heroes are the ones that can go alone into a room full of Zeds or Gangers and walk out with a flesh wound while lighting a cigar with a blow torch.

Extras are the supporting cast. They are the side kicks, best friends, brothers, sisters, or lovers of the Heroes. Extras alone won't make it long, but alongside a Hero or in numbers and their survivability goes up.

Mooks are the rank and file, the redshirts, the unnamed. Mooks are the guys that are threats in large numbers but that are easily taken down by a Hero without much thought, and with some difficulty by an Extra.

Part 2: Character Stats

Stats

Each Hero or Extra has the following stats.

Agility
Strength
Willpower
Shock Value
Infection Chance
Armor
Wounds

Agility is used for shooting tests, determines how far a character can move, if a character can climb up on a bus or up a lamp post, driving a vehicle, and for jumping onto, off of, or over things.

Agility is rated 1-20

Strength is used for Melee tests, lifting stuff, how much stuff a character can carry, to break a lock or an object.

Strength is rated 1-20

Willpower is used for Shock Tests to prevent going into shock, or unconscious, for Fright Tests, and determines Damage Threshold.

Willpower is rated 1-20

Shock Value: This is the number an attack must hit to cause shock to a Character. If an attack hits this number then the attack is considered so brutal that the Character might fall unconscious due to blood loss or trauma. This kind of an attack on a Hero is rare, but on an Extra is more common.

Shock Value is a derived value based off of Strength, and Willpower added together.

Infection Chance: This number is the chance that a Character attacked by a Zed will become a Zed at the end of the current scenario. For simplicity’s sake Zeds can only infect a completely healthy person with the zombie virus by biting. That may not seem like a big deal, but the more zombies there are, the greater chance of getting bit

Heroes start out with a 1 in 20 chance of infection. Extras start out with a 2 in 20 chance of infection. However, with each Zed that is within 1 inch of a Character, that chance of infection goes up by 1 point, so 4 Zeds within 1 inch means that a Hero has a 5 in 20 chance of infection and an Extra has a 7 in 20 chance of infection. If an Extra becomes infected, they are doomed, however Heroes are made of sterner stuff. At the end of the game, the Director rolls again for an infected Hero. On a 1-2 out of 20, the hero has somehow managed to not be infected after all. 

Mooks don't become infected. Due to only having 1 Wound, Mooks die when bitten. But that doesn’t mean they stay dead. Roll a D20, and on a 1-10 the Mook may rise again and be a new threat to the Heroes and Extras.

Armor: This is the apocalypse, and everyone has some sort of armor, whether its a leather jacket and jeans, or a flack jacket. Armor is listed as a number that damage must beat to cause a wound to a Character provided the character does not dodge. Certain forms of cover will provide or increase Armor should a character be behind them when shot at. Only worn armor provides protection in melee.


Wounds: Wounds denote a Characters ability to take damage during a scenario. Heroes have 10 wounds while Extras have 5, and Mooks only have 1.

Part 3: Building your Group

Groups are your band of survivors. They could consist of a bunch of friends or a family trying to survive, or a gang lord and his henchmen. Groups usually consist of 2 to 5 figures, and usually contains 1 Hero and 1 to 4 Extras. Sometimes your Group might start off with 2 Heroes, and 3 Extras but that is rare, and NEVER will a Group start off with more than 3 Heroes. If a Group starts off with 3 Heroes then there will be no Extras with them.

Directors have 100 points to build their Groups. They can build their Groups from Heroes, Extras and Mooks. However, it is not advised to build your group of Mooks.

Heroes cost a Base 10 Points. You have 30 points to divide among Agility, Strength, and Willpower. The Average stat is 10.
Base Armor is 5.

Extras Cost a Base 5 Points. You have 20 Points to divide among Agility, Strength, and Willpower. 
The Average stat is 10.
Base Armor is 5.

Mooks cost a Base 1 Point. You have 15 Points to divide among Agility, Strength, and Willpower. 
The Average stat is 10.


Armor is bought on a 1 for 1 basis. Describe it as you wish

Weapons are bought from the weapon list with the price indicated in the Equipment Section. All weapons that use ammo are considered to have enough magazines for the entire scenario, however reloading may end up happening. Firearms are broken down into Light, Medium, and Heavy to simplify things. A Director can easily just state the caliber of his weapon and see what category that weapon falls under for cost and damage bonus. Likewise the same can be done with melee weapons.

Part 4: Equipment

Light Firearm Calibers: .22 Short, .17 HM2, .25 Auto, .25 Auto, .17 HMR, .22 Long, .32 Auto, .22 Magnum, .32 W&W Long.

Medium Firearm Calibers: 9mm, .308 Auto, .38 Special, 9mm Luger, .327 Federal Magnum .223 Remington/5.56 NATO, .40 S&W.

Heavy Firearm Calibers: .357 Magnum, .44 S&W, .45 Auto, .38-40 Winchester, 10mm Auto, .45 Colt, .44-40 Winchester, .30-30 Winchester, .445 Super Mag, .50 AE, .454 Casul, .500 S&W Magnum.



Item name Type          Point Cost
Pistol Light 5
SMG Light 8
Rifle Light 10
Assault Rifle Light 15

Pistol Medium 8
SMG Medium 10
Rifle Medium 14
Assault Rifle Medium 18
Sniper Rifle Medium 20

Pistol Heavy 11
SMG Heavy 12
Assault Rifle Heavy 18
Sniper Rifle Heavy 25

Melee Weapons
Short Light 3
Medium Light 5
Long Light 7

Melee Weapons
Short Heavy 4
Medium Heavy 6
Long Heavy 8



Part 5: Combat

All attack rolls are made with a D20 using a roll under mechanic.

Agility is used for shooting tests with Modifiers.

Firearms provides a bonus to the roll under number.
Range provides a penalties to the roll under number based on Firearm type.
Range penalties can be reduced by Scopes and Sights for firearms.

Firearms Modifier Tables
Pistols & SMG
Light: +2
Medium: +3
Heavy: +4

Shotguns
Light: +4
Medium: +5
Heavy: +6

Rifles & Assault Rifles & Sniper Rifles
Light: +6
Medium: +7
Heavy:+8

Range and Range Modifier Tables

Point Blank: 0-5 Inches
Short: 5.1-10 Inches
Medium:10.1-15 Inches
Long: 15.1-20 Inches
Extreme: 20.1-25 Inches

Pistols & SMG's

Point Blank: -2
Short: -0
Medium: -3
Long: -5
Extreme: N/A

Shotguns

Shot
Point Blank: -0
Short: -0
Medium: -2
Long: -4
Extreme: -5

Slug
Point Blank: -2
Short: -0
Medium: -0
Long: -4
Extreme: -5

Assault Rifles
Point Blank: -1
Short: -0
Medium: -0
Long: -3
Extreme: -4

Sniper Rifles & Hunting Rifles
Point Blank: -5
Short: -4
Medium: -4
Long: -3
Extreme: -2

Strength is used for melee tests with Modifiers.
Weapons provides a bonus to the roll under number.
Multiple combatants provide a penalty to the roll under number.

Melee Weapon Modifiers
Light Short: +2
Light Medium: +4
Light Long: +6

Heavy Short: +3
Heavy Medium: +5
Heavy Long: +7

2-3 Combatants: -2
4-5 Combatants: -3
6-7 Combatants: -4
8+ Combatants: -5
2
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Andrew Head

How to do ...?  - 
 
Hey gang, I just got in my Mantic Ruined Sector Battlezone. I'm trying to build a setup for Zone Mortalis. Has anyone done this?

Should I just make removable sections of walls?

Should I create whole 2 foot by 2 foot sections?

Should I try and do 2 levels?

Should I create buildings then group them?

Not sure where to go beyond clipping everything off sprues.

Oh, and no, I don't wish to hear "play dead zone instead" or "why are you playing zone mortalis? "

Eventually we will do deadzone, just not yet.
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Education
  • Benjamine Bosse Highschool
    1998 - 2002
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Paladin
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Probationary 1st degree Black Belt in Tae Kwon Do
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Autodesk Maya, 3DSMax, Adobe Photoshop, Illustrator, InDesign, Dreamweaver, Microsft Word, Excell, Powerpoint
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Evansville, Indiana - Hammond, Indiana
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