OCC- Zombie Apocalypse- rules and guidelines

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A couple things I am not happy with. I am not keen on the +5% per bullet of a burst shot. Essentially that means that if you fire 10 shots, you get a +50% to hit? Add precise firing and you get lots of bonuses.

I am thinking those rules have to change.

I am tempted to say burst gives you +5 regardless of the number of shots fired.

I also think you have to roll to see how many shots hit.

I also suggest that at most you can fire off 1/4 your magazine, but not much more than that.

This seems fair and more honest to me. But I am open to your thoughts on this.
 
That sounds fair for the most part, but maybe allow more than a single +5%. The rules were originally that the bonuses could only raise your skill to double its original value, but maybe we should limit it to 150% of original value or 90% total, whichever is lower. For example, Mr. Foo has 53% SMG skill, so this would limit him to 79%, and then only if he fired at least 7 shots in a burst. Someone with more than 60% skill would still max out at 90%. Someone with a base skill of 15% would be limited to 22% for a burst of three or more shots.

I definitely agree on rolling to see how many shots hit. In fact that's already in the rules. If you hit with a 3-shot burst, roll 1d3 to see how many bullets hit (and if they don't all hit, they could hit something else). If you fire 3 bullets each at 2 targets, make two attack rolls (each at +10%) and roll 1d3 for each roll that hits. If you fire 10 bullets, roll 1d10.

Maybe the maximum rate of fire should be 1/3 of the magazine per round instead of 1/4. Since many SMGs have 30-round mags, they would be able to fire at most 10 per round instead of 20. A tommy gun with a 50-bullet drum could fire at most 16 per round under this rule.

As for combining precise aim and burst fire, I'd say that if you do both then you can get the range bonus for precise aim, but you can only shoot at one target with such a burst. You cannot target a specific part of the body with any burst (such as the head), and must roll a random hit location for each bullet that hits.

Burst fire is usually a bad tactic against zombies, as you can't specifically target the head and you burn ammo like crazy. It can be pretty effective against humans, though.
 
I was actually looking at the Delta Green Rules on this earlier. It does seem they allow burst up to 20.
What is interesting is that the D20 rules actually punish burst fire with a - bonus to hit. Odd.

I would be ok up to 20, and I think chance to hit up to 90%. But I think keeping that down to 1/4 or 1/3. I also agree, random hit location works and precision fire can only be at one target at a time.

As for to hit- I think you can probably increase your chances up to 90%, but no more than double your base rate. As most characters are not trained with automatic firearms, this would apply.

IF a player is firing an M-15 on full automatic, he would roll form SMG rather than rifle. The rules are fairly open on this. If you use a SMG as a hand gun, its rolled as a handgun. The same can be applied to automatic weapons.

But we also need to take into consideration things like cover. If in doubt, players can ask keepers how much the coverage increases the difficulty.

So lets say a character is 30% under good cover. THe character normaly has 50% to hit.

50-30= 20% to hit.

Seems simple and fair.
 
Hello,

I've been emailing Mr. Handy about joining the game. There's a lot to read! I have Keepered CoC on occasion, even the zombie mini-adventure "DOA 2: Dead by Dawn" in the non-Mythos book Blood Brothers 2. I'd like to share some thoughts and some rules that you may not be in possession of. Bear in mind that some rules seem to change in different editions.

Rule of thumb for Skill Levels:

25% = "Basic Competency" (Basic training, 1st Aid course, equivalent of a Bachelor's degree, etc.)
60% = "Expert"

(Gleaned from 1990's Handbook and older editions of the CoC rules.)



Body Armour:


I Lt. Vest (cl. I, I+): -5%*, 6 AP
Hvy. Vest (cl. II, II+): -10%, 8 AP
Lt. Body Armour (cl. III, III+): -20%, 10AP
Hvy. Body Armour (cl. IV): -30%, 12AP
Riot/Nylon Helmet: -5%** 5AP

* Skills affected: Climb, Dodge, Jump Swim, Throw, all Melee/Parry
** Skills Affected: Spot, Listen.

Armour protection if not using random hit locations: 1-3 on d6 = hit armour. If wearing a helmet 6 on the die = hits head.


Note: typical police armour is class I or II (6 or 8AP protection) Kevlar vests and are concealable. US miltiary-issue PASGT vests like those probably issued to USAF personnel and National Guard are also cl. II (8AP), but now have an optional overvest of ceramic and metal plates that provide 4 extra AP but a total of -35% on some skills due to added weight (in the movie Black Hawk Down one Ranger makes a show of ditching his ISAPO over-vest before the mission, much to his eventual chagrin). Police Riot armour is cl. III., SWAT assault vests and the newer military Interceptor vests are cl. IV (12AP).

(Cthulhu Now and 1990's Handbook)


Random Hit Location and Called Shots:

Roll 1d20:

01-03: L. Leg
04-06: R. Leg
07-10: Abdomen
11-15: Chest
16-17: R. Arm
18-19: L Arm
20: Head

HPs per Leg, Abdomen, Head = 1/3 of HP, Arms = 1/4, Chest = 4/10. Round fractions up. Exceeding HP total of area renders it inoperative (for humans, unconsciousness if head HP is exceeded). Doubling severs limb or head (kills a zombie).

Note: Aiming for a specific body part (like head) would be at 1/2 DEX and an "impale" result is needed: 1/5 skill level. With these rules I would not subtract for target movement as it's already hard enough to pull a headshot! Notwithstanding the ease it was done in the remake of Dawn of the Dead.

(Cthulhu Now and 1990's Handbook)

Telescopic Sights:

Normal scopes (2x-4x magnification) = x2 Base Range
Higher Quality (6x-10x-12x magnification) = x3, x4 or x5.

(Cthulhu Now and 1990's Handbook)

Most civilian hunting rifles mount 4x or 6x scopes. Assault rifle scopes are generally 4x. Police and Military sniper rifles generally mount 6x-10x-12x scopes (some are variable-power).

Note: at some point the doubling and whatnot due to sights and aiming becomes ridiculous. The longest confirmed kill in the world was an elite Canadian sniper team in Afghanistan that nailed a man at 2430m (2650 yards/1.5mi) with a 12.7mm Mac-Tac 50 rifle. So bear that in mind of you have a Barret Light 50 rifle with a base range of 250 yards, with aiming (x2) and a UNERTL scope (10x magnification = x5) that allows normal aimed shots up to 2500 yards away, and 1/2 Base Skill up to 5000 yards, and so on. Kind of ridiculous! So, I would say all shots over 1000 yards (I use metres interchangeably in my games) is automatically at 1/5 skill to start, due to atmospherics and windage. Plus, Aiming takes several turns at over 1000 yards that range and only expert marksmen (SKill 60% or higher) may attempt.

Grenade Launchers:

Double Base Skill because you're aiming at the ground by the target. (Cthulhu Now and 1990's Handbook)

If aiming at a specific man-sized spot or object (window, door, vehicle cab), normal Skill or 1/5 Skill if it's a small spot (firing slit).

Supressors:

SMGs cannot be silenced, even the famed HK MP5SD6 is still as loud as a .22. Pistols are better. Rifles can have flash hiders which make it more difficult to tell where a shot originated from by eliminating muzzle flash. Supressed pistol and SMGs are are 2/3 damage (round up) due to the slowing of the round to muffle the shot.

Laser Targeting Systems (LTS):

The rules for LTS has changed over time in different rules, from Cthulhu Now to CoC 4th ed. to 5th ed. I don't like them doubling the base range because they are rarely used for sharpshooting, although this may be due to the tactical factor in that a target can see the spot and avoid the shot or shoot at the shooter! Whichever, they are mostly used in CQB (Close Quarters Battle) and the rules should reflect that. I will check with a friend who's trained and used them on better rules. But for now I suggest the following:

I would go partially with the Cthulhu Now and 1990's Handbook rules for LTS: +5 percentiles and +2 to DEX for initiative. I would also allow LTS-equipped weapons to get double point-blank range. No other benefits or subtractions.

Burst Fire:

The rules for +5 percentiles up to x2 Base Skill kind of makes sense. This is using autofire like a garden hose, spraying down one target in an extravagant hail of bullets. It's wasteful of ammunition (on one target) and most professional militaries don't teach this. There is no limit on ROF in CoC because turns are "elastic" and nto of any specified duration (3, 5, 12 seconds, or whatever). So if you want to burn through a mag or the MG's belt, go right ahead. It just means you'll soon be out of ammo. There is no aiming allowed with full burst fire. I would say that long bursts (10+shots) happen 1/2 on the shooters DEX and the rest at 1/2 DEX (in case someone else is shooting at them or a zombie is making a hand-attack while they are "spraying and praying").

You can do "suppressive fire" by spraying an area at normal chances to hit each target (no bonus).

Controlled Bursts: the M16A2 and some SMGs (HK MP5A5/6) have 3-round burst limiters. They can only make a single 3-round burst at one target in a turn, but it's at +20% because it's more accurate, and this can be aimed. (Cthulhu Now and 1990's Handbook) Trained riflemen (Base Skill 25%) should also be allowed to make these short controlled bursts.
 
Hey Tony -

Thanks for the rules suggestion. I have the Cthulhu Now as well though I thought Cthulhu Now and the 1990s handbook were largely one in the same. Some of the rules here are also borrowed from Delta Green- although I have used DG primarily for weapons etc.

One lingering question has been whether to go with DG gun rules or CoC gun rules. I find CoC to be a bit more generous- and tend to favor more generous rules than more restrictive. These people are in a world of zombies, so there is already enough for them to worry about.


Some good rules and suggestions. We may implement them in the future and we should discuss them.

Zombie Apoc is, inherently, Cthulhu Lite. Many of our players do not have access to the rules, have never played CoC before, and honestly, I have never played strictly by the rules (I usually take a liberal approach to any role-playing game to fit the model).

CoC rules were used here instead of GURPs or even the Fallout RPG because I was familiar and wanted to incorporate the sanity affects. Also, as you know, CoC has done zombies through the Blood Brother's books. If you have Blood Brothers or the Delta Green rules, you can see that some of the characters were borrowed from both.

Historically, roleplay on this board has been without a given set of rules. Players have gone to roleplay as cooperative fiction writing rather than actual rolling. I had kept a few campaigns here that went quite a distance.

But I found that problematic for two reasons.

(1) Roleplaying without actually rolling is like bowling without chance. Every strike knocks down all the pins.

(2) This is a horror game, and horror essentially means that you don't have control over your existential conditions. We needed some roleplay system that led, predictably to a fatal outcome.

I think Suaside wanted me to come up with a zombie game, but if I were to do so I wanted a more confined playing space- pre-gens, limited geography, specific timelines, lots of exogenous variables and a plot that was keeper driven more than player driven.

Transitioning from free roleplaying to more constrained roleplaying was a big leap, however. Furthermore, I have found play by post is a lot different than the play around the table appraoch. Thus we follow a more CoC lite approach.

I agree with many of your suggestions-
Scopes, absolutely a good idea.
Burst fire- also a good idea (Handy and I have had this discussion).

Body hit was switched to a 1d8 in order to improve the chance of hitting the person's head. with the 1d20 the shooter has a 5% chance. With the 1d8 that goes up to about 12.5% chance. (We are not necessarily evil keepers).

Not sure how we accommodated body injurty- I think I incorporated 5th edition rules with some modification.

Agree with what you said about suppressors, but it seems to complicate rolling. At present we only have one silencer floating around. SIlencers do figure prominently in the Zombie Survival Guide (hint hint) and thus I am a bit more lenient on them.

Notes on grenade launchers are very helpful. I honestly had no idea how to handle those at all.

Agree with what you said about basic competency- but I think that's pretty consistent with the CoC rules as well.
 
Welsh,

I like the CoC system, and like I said I ran DOA 2 from BB. Although I am running a similar game to this ("Coffee Break of the Living Dead") using the All Flesh Must Be Eaten rules, I don't think the psychological aspects are as well-detailed.

I personally would go with a more detailed approach to firearms rules viz. Delta Green, as unlike a sit-down game where timing is important, this format allows the Keeper to root around for the right rule and make a logical decision. At the table you may not have time to mess around and do all the calculations, this format is a little different in my experience.

I will take a closer look at DG and see if they add anything worthwhile. CN and 1990s are similar, but they both have a few interesting rules (which I posted along with some of my suggested changes or tweaks).

Followup thoughts for consideration:



The "skill level equivalents" allows you to tweak the skills a bit and allow special abilities for higher skill levels. In CoC, skills are "pass-fail". Either you make your skill roll, or not. Everyone's allowed to roll the dice. (In fact, in earlier editions of CoC everyone had a base 1% in every skill just so they could take their chances if they were desperate.)

With this option, higher skill levels imply a knowledge base of facts, techniques and "tricks" that lower skill levels simply do not possess. For example, someone with a Skill of 80% in Electronics would be able to roll to establish shortwave communications with someone on the other side of the world using improvised equipment, while someone with 30% or 20% or whatever wouldn't even be allowed a roll. An example is how having a 60% in Handgun gives you the "ability" of using an LTS for rapid fire but not paying the penalty lower skil levels have.

LTS and Collimation Sights:


A friend of mine experienced in shooting shared his thoughts on LTS and collimated sights (aka "Red Dot Sights"). His experience is LTS are not a benefit at anything but PB range for several reasons, the greatest one being it's actually hard to see and acquire the little red dot in combat in anything but perfect sighting conditions. There was more about how using an LTS shifts the shooters focus from visually acquiring and controlling the weapon by using the sights to merely looking for and controlling the dot, which is not the same thing. Collimation sights (non-magnifying scopes that are mounted on the weapon and project a red aiming point) are different because they make use of the weapon itself and do not change the dynamics of shooting like using an LTS.

Collimation sights are becoming more popular for mounting on weapons like rifles and carbines while LTS is still popular for handguns, which are used at short range.

LTS: double PB range, no penalty for rapid fire for expert shooters (60%+). No other benefits.
Collimation sights: +5% to hit.

Precision Aim and and scopes:

If you think about it, the rules as written for scopes and Precision Aim do not really make sense. After all, to use a scope by definition you already have to be braced and aiming! (You can't "snp fire" using a scope other than a collimation sight, as above.) I would suggest Precision Fire instead of multiplying the base range gives a (say) +25% to shooter skill at all ranges except PB. This is not cumulative with using a scope (which is already effectively doubling or more the shooter's skill level at all ranges past base range).

One last suggestion for burst fire: there should be no-to hit bonus for using burst fire at one target over the weapon's base range unless using tracer ammunition. "Rock-and-Roll" tends to be inaccurate at longer range due to recoil, and soldiers are taught to use single shots at distant targets. Using area fire (firing at multiple targets) is at not only no bonus, but over the weapon's base range it's at half skill. "Spraying and praying" is even more innacurate at longer range, although it is useful as suppression fire (SAN check required to enter the "beaten zone"?).

Thanks for considering my suggestions!
 
Welcome, Tony, and thanks for posting those rules! There are a number of things in there we can use, though we probably will not be applying everything, as that might overcomplicate things.

The rule of thumb for skill levels sounds good, and is pretty standard for Call of Cthulhu. I explained it once as 25% is basic competency, 50% is quite good, and 75% is mastery. 90% or more would be among the top people in the field. First Aid skill has a base level of 30%, so everyone has above basic competency in that to start.

I like the rules on body armor, and they can be very useful. I recently noted everyone's armor on the characters' equipment lists. Most of the new characters from Warren AFB wear class II vests (but no overvests) for 8 points and helmets for 5 points. Some of the skinheads in Chapter 1 wore class I vests worth 6 points. The State Troopers (Bo Richards and Joe Barring; I'm not sure yet if Erica Spears would have her vest with her or not, but it hasn't come up yet) have 5 point vests, which is a little worse than class I. They would probably have the same skill penalty, or possibly less. I do think applying the skill penalties is a good idea.

The hit location table is interesting and more detailed than our improvised roll of 1d8, but I agree that the chance of hitting the head through luck is a bit low considering how big a person's head is. Reassigning one number on 1d20 from abdomen to head might make it more reasonable, providing a 10% chance of hitting the head. The damage totals by area are useful too.

Requiring an impale in order to make a headshot sounds way too harsh for me. We already require precision aim (firing at 1/2 DEX) for a called shot, but there is only an admittedly lenient -5% to hit penalty. The drastic penalty here would make it very hard to hit the head at all, and there would be little point in trying. One would have the same chance or better of doing enough structural damage to take down a zombie with regular shots as the chance of causing 10+ damage to the head with the same number of shots. Perhaps a -10% penalty instead of -5% would be more realistic, though.

I need to get to sleep soon, so I'll have to comment on the rest of this another time.
 
Mr. Handy said:
The hit location table is interesting and more detailed than our improvised roll of 1d8, but I agree that the chance of hitting the head through luck is a bit low considering how big a person's head is. Reassigning one number on 1d20 from abdomen to head might make it more reasonable, providing a 10% chance of hitting the head. The damage totals by area are useful too.

Requiring an impale in order to make a headshot sounds way too harsh for me. Perhaps a -10% penalty instead of -5% would be more realistic, though.

Jonathan,

My pleasure. As mentioned, I've Keepered a zombie scenario using CoC rules, including the ones above. Reducing the random chance of hitting the head just means there were more aimed shots than random ones. Also, I didn't use modifiers for moving and the targets were Romero-style "slombies" (slow zombies) so as long as the PCs kept cool they could pick them off when they came into point-blank range (where shooting skill is doubled).

You could combine what the two concepts: use the d20 random table and shots aimed shots at the head need an Impale. However, Precise Aim negates the Impale requirement. From the players' point of view, all they need to know is that shooting randomly or from the hip will not be too effective. What's needed is carefully aimed fire. Also, it takes around 8 HPs to destroy the brain, which is not too out of the question for rifles. Pistols would be less likely, which is also realistic.
 
Group,

Is it difficult for the Keepers to post diagrams and maps? If so, one idea would be to have a Wiki where the Keepers could post maps they make themselves, instead of trying to find links.

Also, the following are good map site I use for my own games. I generally cut-and-paste these official topographical maps to make my own. The second has fewer topo maps but it has road maps and satellite imagery.

www.topozone.com
s
http://terraserver.microsoft.com/
 
Mr. Handy said:
I'm not sure yet if Erica Spears would have her vest with her or not, but it hasn't come up yet) have 5 point vests, which is a little worse than class I. They would probably have the same skill penalty, or possibly less. I do think applying the skill penalties is a good idea.

Jonathan,

If she was on regular patrol duty, then it would probably be a regular cl II Kevlar vest with a flight helmet. If there was some kind of terror alert before she left the helipad, then she would probably have a cl. III or IV vest, with riot or tactical helmet plus a 5.56x54mm CAR-15 (M4 carbine) or 9x19mm H&K MP5A5 or 6, plus gas mask, CS and thunderflash grenades, a taser, NVGs, you name it. This is because after Sept 11, as you no doubt know tons of money was poured into homeland security. Unfortunately, it was not done rationally in proportion to threat, but per state. So New York got proportionally a lot less funding than, say, Nebraska. Police forces like the State Patrol was innundated with all kinds of cool cop equipment. If there was some kind of terror alert or national emergency before she took off, she would be loaded down with all kinds of police gear.

One minor nitpick: I think none of the weapons listed use actual clips. They use either internal magazines (for bolt-action rifles and shotguns) or detachable box magazines. The only common rifles I know of that use clips are the M1 Garand, M1909 Springfield, the Lee-Enfields and Mausers. Somewhere along the way popular culture, including the gaming industry, confused clips with magazines (probably with the widespread use of the Springfield in WWI and the Garand in WWI). But they're not the same thing.
 
a lot of people simply don't realise the difference, unless they are involved with firearms (and even then people don't even make the distinction, especially if english isn't their primary language). either way, thanks to pop culture & mostly hollywood, people will refer to mags as clips & vice versa. no biggy tbh...
 
Most of the zombies are the classic slow-movers, but about 10% of them are "runners" - once they get to point blank range, it's usually already too late. Our characters have learned to aim for the head, and almost all of their shots are aimed rather than fired at random locations (this also helps conserve precious ammo). I am thinking of using the d20 hit location table with the minor tweak I mentioned. I don't think I'll allow making a called shot without taking precise aim, but it's still possible to hit the head through chance that way. When using precise aim we'll continue using the existing penalty without requiring an impale. When an impale is scored, it will double damage as usual. Our zombies take 10 damage to the head to guarantee destroying the brain (not all head hits will hit the brain). It is rare for a pistol to take out a zombie with a single shot, except in the case of an impale, or if the pistol in question is very powerful, such as a .44 Magnum. Rifles have a good chance, and shotguns at close range are even better.

Thanks for the map links. Welsh posted several maps of the area in the OOC thread early on. Welsh did make a rough PDF of the T-Bone and motel once. It's also possible to simply use Paint to make a basic diagram, which I've seen a Keeper do on Play@Yog-Sothoth. I haven't really had time to make my own maps, and Welsh has a better idea of the building layouts than I do since he originally designed them. When the characters visit other locations, I will probably make my own maps.

Erica landed her chopper at Brownson at around 10:30 AM, at which point she was just about out of fuel. I'm not sure how many hours the chopper can stay in the air on a full tank, but I'd say she'd been in the air before any alerts are issued. If there isn't enough fuel capacity for this, then she landed briefly just to refuel at some point before sunrise and hadn't been able to land since. It's already been established that she started with only her pistol, and it would change too much to give her a small arsenal. I did give her a 5 point vest like the other State Troopers have, and they were only armed with pistols and shotguns and did not have much ammo on them to start with.

I went to the locations and weapons thread and changed "clips" to "magazines" for all rifles, though most of them already had "magazines" listed. There actually are two M1 Garands, which legitimately do use clips, but they already said "magazines" and I left them alone. For the pistols, I left the description as "clips." I'm not going to go back through the entire story and edit descriptions there, but in the future I'll keep it in mind.

Back to my comments on the earlier posts:
For scopes, we've just been playing that all of them double the base range. Luke's original rifle probably would have a 6x scope, which would triple his base range if we use these rules, and the two military snipers would have even better magnification. There are two M14s and two M1 Garands with scopes that have been found, and those were military in origin. Allowing extreme multiples of the base range does get ridiculous. Under the rules I've been using, Sam Black can reliably hit targets (without range penalties) at a little over a mile away, though he does have 92% Rifle skill. The way I interpreted the rules is that you must use Precision Aim to gain the advantage of the scope (otherwise there is no range multiplier), but if you do use it then you get the advantage of both (the range is quadrupled).

The rules on grenade launchers are good, and I will use them. Base grenade launcher skill is 25%, and nobody has a higher skill on their character sheet. The two M203 hits landed so far in Chapter 2 were on rolls of 10 and 46, so this remains consistent. A skinhead in Chapter 1 did hit with an M203 on a roll of 64, but we can say he did have higher than the base skill. Aiming at the ground near the target gives anyone 50% effective skill (though this does not apply to thrown hand grenades). Theoretically you could double it again by firing at point blank range, but that would be a very bad idea. :wink:

I've been using the rule that suppressors cut the range in half because the shot is slowed, though it hasn't come up yet (none of our PCs are aware of any silencers yet). I don't think we should also reduce the damage.

welsh said:
At present we only have one silencer floating around.

Master Yoda said:
No. There is another.

The only laser sights in the game so far are on the two military sniper rifles, and these would be collimation sights. They do not double the range again, but instead add 1/5 of the shooter's base skill (so Sam Black would have 92+18=110% effective skill when using the Barrett's laser sight). However, this only applies when there is an unobstructed line of sight on the target. Otherwise, there is no bonus. I do like the rule of doubling the point blank range, though that would apply only to LTS.

The house rules we've been using for burst fire give +5% per bullet after the first, up to a maximum of either double the appropriate skill or 90%, whichever is lower. Welsh came up with the cap because otherwise someone with 50%+ skill can almost guarantee a hit (barring a malfunction) simply by firing enough rounds. However, if someone is lucky enough to have over 90% skill, they simply use their skill level without having to lower it to 90%. You cannot make called shots with a burst, but we did allow precise aim to extend the base range when shooting at only one target. We have been going with the listed rate of fire in the weapons lists to determine maximum number of shots fired per round, so that's how many you could get off before a zombie reaches you if it's close by. Suppressive fire has no psychological effect on zombies of course, since they have no fear, but it can be effective against humans. The M16s and M4s in the game all have burst limiters. We didn't know about the +20% to hit (I've just been using +10% for firing a 3-round burst). Since everyone has at least 25% Rifle skill, anyone could do a controlled burst.

There may be situations where skill-level equivalents can be useful, but for most rolls a simple roll would be enough, possibly modified with a bonus or penalty. I believe the current 6th edition rules also have a base skill of at least 1% for everything but Cthulhu Mythos (which is not used in this game), though I could be wrong. It's also possible to simulate this with the current rules while still allowing a skilled person a chance of failure. For a particularly tricky task, for instance, we could just apply a -30% penalty. A person with 20 or 30 in the skill would automatically fail. A person with a score of 80 would have a 50% chance to succeed.

I've never played AFMBE and I'm not familiar with the rules, but I have been reading the accounts of "To Live and Die in LA (Louisiana)" run by agoodall on rpg.net. The characters don't seem to lose it as much as they do in CoC, and I really like the detailed rules on Sanity.

While we've got more time to go through rules in play-by-post than tabletop roleplaying, there's still a limit to how much time we have. I'm always short on time, and writing each major update usually takes me 3-4 hours as it is. If we add too many rules, it would take prohibitively long and slow down the game. I prefer to go lighter on the rules and improvise a bit when needed.
 
While we've got more time to go through rules in play-by-post than tabletop roleplaying, there's still a limit to how much time we have. I'm always short on time, and writing each major update usually takes me 3-4 hours as it is. If we add too many rules, it would take prohibitively long and slow down the game. I prefer to go lighter on the rules and improvise a bit when needed.

Jonathan,

I don't do updates unless a player is joining, so I probably do less overall work. Plus my games have around a dozen PCs and NPCs, not quite the scale we're looking at here, and they don't tend to be combat-heavy. So when fights break out I can probably give them a little more attention.

Looking at the 1990's HB, it looks like the Bell Jet-Ranger has around a 2.5-3-hour endurance (300 miles range at 137 MPH). So, anything's possible, even the local State Patrol detachment being not organised enough to get all its personnel properly kitted-up in the case of emergency.

Personally, I'm just geeking-out a bit because it's been a little while since I took a close look at the CoC rules and am trying to remember what house rules of my own I made, and why.

Moving right along, I've decided on 3 characters to start: Max the dog, Erica Spears and Lt. Blanco. I may add more if I can handle them. I will continue this discussion over in the OOC threads.
 
We do have a huge cast of characters (for now :twisted: ), and combat could get quite involved if I didn't streamline it, especially since there is a lot of it.

Omaha is about 400 miles from the T-Bone, so it looks like the chopper might have had to refuel along the way anyhow. We'll say it can hold enough fuel for three hours, so if it had a full tank (which it doesn't) it might barely make that trip at 137 MPH. I'll say Erica originally took off at around 4:00 AM, before things got really bad. She set down at 7:00 AM and refueled, but there was no extra equipment available where she landed at that point for whatever reason. She launched again at 7:30 AM.

I do appreciate the effort you've put into the rules discussion, and several of these rules will prove useful.

Good choices. I'll send you their information via PM. I'm was just about to write another update tonight, but I'll hold off until tomorrow now - I probably won't have enough time tonight anyway. You can start posting for your characters any time you're ready once you've received their secrets.
 
Mr. Handy said:
Omaha is about 400 miles from the T-Bone, so it looks like the chopper might have had to refuel along the way anyhow. We'll say it can hold enough fuel for three hours, so if it had a full tank (which it doesn't) it might barely make that trip at 137 MPH. I'll say Erica originally took off at around 4:00 AM, before things got really bad. She set down at 7:00 AM and refueled, but there was no extra equipment available where she landed at that point for whatever reason. She launched again at 7:30 AM.

Jonathan,

It depends on what chopper she's flying. The Bell Model 206 and 406 Jet Rangers and the Bell Model 212 (aka "Twin Huey") have only 300 miles range. The Bell Model 412 (4-bladed "Twin Huey" upgrade) has 400 miles range. If she's flying a casevac (casualty evacuation) bird than either Twin Huey (2 crew plus 9 passengers) version makes more sense than a Jet Ranger (2 crew plus 3 passengers) for this mission. Many medical transport and law enforcement agencies use the 412.

Also, I was looking if there was an easy way to exchange maps and so forth over the net. Basically, it's easiest just to email the files. It requires a little trust, but what they hay. It's not like there is a high risk of identity theft here...
 
That's entirely up to Tony. Max is now his character and free to make whatever decisions he wishes.

EDIT: Welsh established earlier in the story that the helicopter only holds four people, but if it holds five that leaves room for an additional passenger. Erica wasn't flying medevac, but was on patrol, though she has flown medevac often before.

Maps (or links to them) can also be posted in the OOC discussion thread. Welsh, you can give Tony my email address.
 
Steve-the-Zombie-Killer said:
quick question. Jim just rolled Fast Talk and got Max to agree to come with him. Now that he is a PC will that still happen?

Steve,

Feel free to post whatever interaction you want with Max on my behalf. I'm trying to catch up but that will be a little while yet. I would be much obliged for your assistance as I get up to speed.
 
In that case, Max will go with Jim back to the office, at least for now. I'll keep writing for Tony's characters until he begins to post for them. The next update will probably come tomorrow afternoon.
 
Mr. Handy said:
In that case, Max will go with Jim back to the office, at least for now. I'll keep writing for Tony's characters until he begins to post for them. The next update will probably come tomorrow afternoon.

Jonathan,

Sounds good. Erica will insist that all weapons be safed, all smoking materials extinguished and trays in an upright and locked position. The seating for the Jet Ranger is 2 bucket seats in the front and a bench seat in the back. There is no cargo area or similar compartment, although there is some storage under the rear seat. (In Dawn of the Dead the "cargo" compartment that Roger is putting boxes into is actually an engine access panel.)

FYI, she will give her call-sign on the radio as "NSP Seven-Eight Romeo". As for fuel, there are Air Wing detachments at Ogalalla, Kearny and Lincoln. A refuelling stop at any one should provide enough JP-8 to make it to Omaha.

AirWingChopperStrack6-2003.jpg


The Nebraska State Patrol Air Wing Section flies the Bell Jet Ranger 206B III. They are generally tasked with traffic control along the I-80 corridor.

pic1.jpg


In the picture above, there is what appears to be at least a spotlight unit in a swivel-mount under the nose of the NSP bird, and possibly either/or LLTV (Low Light TV) and FLIR (Forward Looking Infra Red/Thermal). If this helo was taken up at night, I would imagine it would have some kind of night-vision aids, probably NVGs for the pilot or the aforementioned LLTV and/or FLIR.
 
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