OOC- Zombie Apocalypse Chapter 2- General Discussion

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After this round it will be 11:10 AM, which makes 18 minutes since the chapter started. Typically each round represents one minute.

Since everyone has posted and I have time, I should be able to make another major update today, or failing that tomorrow. I'll wait to give Stompie more time to make those Spot Hidden rolls, but I can always roll them for him if he doesn't.
 
Ehh. I was at a jazz festival. went to go play in Aneheim. Watched some jazz "Giants". I was dissapointed though. no new music.
 
Hello there. I's been a while.

Sorry for my prolonged absence. I was just too troubled for roleplaying. And things are not getting much better.

This is why Im going to leave this roleplay. I can't retake it as I hoped, and if I am going to get back to roleplaying I'd rather try to start up on Lost Platoon.

That said, Mr Handy, you can take over my characters if you want and/or give them to other players.

See you guys around the forums as soon as I got a moment.
 
It's good to see you back, Gonzalez. I'm sorry to see you go, but I understand that you can't get back into the game. Thanks for letting me know. I hope things go better for you. I'll control your characters for now and make them available for new players. See you around the forum.
 
Mr. Handy said:
(Luke has two bullets left in his current magazine, so he must reload at some point. He gets four shots this time.)
euhm & how do you figure that? Welsh told us to keep track of our reloads ourself.

Luke is a hunter/boyscout. he reloads during any lapse of action before anything else. be prepared.
Bob is ex-navy & does the same (mostly because he's scared shitless of some zombie gnawing on his succulent muscles).
Cole is USAF groundforces & knows the danger of a forgotten reload & makes sure he's locked & loaded.

since there was a lapse of action between the roof firing & the previous shots, Luke has reloaded (before resuming patrol & walking back to the diner). hence reload is after this round, not during thisone.
 
Welsh had said that in the middle of Chapter 1. After I started as co-Keeper I used this thread to keep track of everyone's guns and ammo so the players don't have to. You hadn't specified that Luke or Cole reloaded in the story or the OC thread, so I hadn't adjusted for that. I've edited it so that Luke swapped out his M-14 magazine for a fresh one before the zombies came into range. He has fired twenty shots since then, so now he has one round left in the chamber and can reload after the next update. I've also had Cole swap out his magazine now.

Cole sees only walkers, not runners. 43 have been killed so far, leaving 47.

I presume Wallace took the clean Grease gun (EDIT: compared to the other one, which was caught in the explosion, that is), which used to be Lynne's. 7 bullets had been fired from it, leaving 23. Remember that the Grease gun does not have single shot mode, and uses the SMG skill. Since Wallace doesn't have the skill, he would use the base skill of 15%. Firing a burst adds +5% for each bullet beyond the first up to double the original skill, so he could get up to 30% for a burst of 4 or more bullets. Also remember that bursts cannot make targeted shots to a specific part of the body, but each bullet has its own random hit location rolled on 1d8.
 
I thought I had taken the dirty smg, and a cleaning kit, I'll edit my post as to that effect.

I understand that base skill for SMG is %15, But- souldn't it be half of rifle skill rounded? It dosent make sense to me, that SMG's would be so forign to someone wh is an exceptional shooter.
 
In Call of Cthulhu rules, Rifle and SMG are two separate skills. There's a big difference between firing a long gun at a distant target and spraying a burst of bullets at one or more targets that are closer. If anything, rifles are closer to shotguns. There are optional rules for combining Rifle and Shotgun into a single skill, or for having one default to half of the other, but here they are independent skills.

If you'd rather have Wallace take the dirty SMG and the cleaning kit, that's okay too. Really, both Grease guns need cleaning, but the one found on Dave needs more cleaning and probably shouldn't be fired at all until it's been cleaned.
 
Don't worry about it, Steve. I was away all weekend anyway, and wouldn't have been able to update earlier. In fact, I will probably not be able to update until Wednesday. However, I have off from work next week so I should be able to update far more frequently then. McCain actually would have had a range penalty for the shot he fired, as he is armed with an M4 which only has a base range of 90 yards, but the roll would have been a miss either way. Next round the zombies will be close enough for him to fire with no range penalty, only the -5% penalty for a headshot.

Stompie, Hockey has only fired 9 shots so far and could potentially fire all 85 bullets in the SAW's belt (there are 76 left). You've still got time to fire some more before I update. I found your damage re-rolls (the character name was "no one"), and the first zombie was not quite killed outright by the headshot (it took 9 damage), but it is knocked down and reduced to a slow crawl. It also took 11 damage to the abdomen. The second zombie was hit in the arm for 19 damage, which pretty much severs it. It also has taken 12 and 9 damage respectively to other locations you haven't rolled for yet. This is a total of exactly 40 damage, so that zombie is finished. It is technically still animated unless the 12 damage hits the head, but incapable of moving its body due to the structural damage. A third zombie was hit once for 11 damage, but no location was rolled yet. Go ahead and roll 1d8 for hit location. If you roll a 1, then the zombie is hit in the head and you did enough damage to kill it.

You can fire up to 20 bullets per combat round, divided into multiple bursts provided that each is aimed at a different target. This means you may fire bursts with a combined total of up to 11 more bullets in the first of five combat rounds at uninjured zombies. Then you have four more rounds to fire before the next update, during which time you can go back and shoot zombies you've damaged in previous rounds if you like. Remember that for each individual bullet that hits you must roll 1d8 for the hit location and then 2d8 for damage.

If you do not want to make all of these rolls yourself, you can simply tell me how many bullets you want to fire and how to group the bursts, and I'll make the remaining rolls for you.
 
I was out of town. I'm leaving again tomarrow; Will return sunday, and leave again untill friday-ish. I'm busy as hell at the moment, and willnot be able to post. At the moment, I'm writing a trombone Quartet, and Dixie Land piece; Finishing up some paper work, filling out MORE paperwork, and.. well - yeah. You get the picture. (I hope!). On top of that; Ive got a HUGE exam tomarrow morning; Soo - my week's pretty chaotic.
 
No problem. Please let me know how many bullets you want to fire and how to group the bursts before you leave if you can. If you don't, I'll assume you want to fire all 76 bullets in groups of 3 (or 4 in a couple of cases to enable all of them to be fired) and then use your fifth action to load another belt. If the weapon jams, I'll have him try to unjam it if you don't say otherwise. If you have a chance, let me know what you want your other characters to do.

I have the following week off and plan to update frequently during that time. I can run your characters in your absence if that's what you want. I hope you do well on your exam and get the paperwork done quickly, and good luck with the music.
 
Wallace = Defense (play it cool!)

Hockey = Kill stuff (exhaust the belt.)

Ortega = Cower (Insane)

Duke = Make random satirical comment bassed on the works of John Cabot... or - nothing. It dosen't really matter.

Now I'm off, once more.
 
I'll be busy Saturday, so the next update will probably be on Sunday.

@SuAside:
The rolls you made were good. The only thing is that grenade damage should be rolled separately for each target. Invisible Castle is working now and I can understand not wanting to make all of those rolls by hand. If you don't want to make them yourself or you don't roll them by the time I'm ready to do the update I can make the additional damage rolls. After the two McCain killed, there are 28 zombies left (and a few of those are already wounded). 7 zombies take 3d6 damage to the hit locations you've already rolled, and the first of them takes 12 damage. The remaining 21 zombies each take 2d6 damage to the first 21 hit locations you rolled on that line. The first one takes 10 damage to the head, so that's a definite kill. I'll distribute damage to the remaining zombies.

When Thayer's turn comes, he'll spend two of his actions moving to about 10 yards past Cole's position and the other three attacking the zombies. He'll have time to throw two hand grenades.

@Steve:
No, Alice's gun does not go off and shoot her. In fact, she'll be lucky if Wyatt ever fires again. A roll of 96-100 when trying to clear a jam is a critical failure and breaks the firing mechanism. Since the roll was 100, she broke it pretty good. In order to fix it, it's going to take a decent amount of time, a safe place to work, and the right tools and parts. It will also need a Mechanical Repair roll (Rifle skill can't be used for this). Alice only has the base level of 20% in Mechanical Repair, and most of the skilled mechanics are busy fixing the tanker, which is much more important than one rifle. If the repair roll is also a critical failure, the rifle is broken permanently. Alice has used up all of her actions now, so she can't act again until after my next update.
 
Mr. Handy said:
The rolls you made were good. The only thing is that grenade damage should be rolled separately for each target. Invisible Castle is working now and I can understand not wanting to make all of those rolls by hand. If you don't want to make them yourself or you don't roll them by the time I'm ready to do the update I can make the additional damage rolls. After the two McCain killed, there are 28 zombies left (and a few of those are already wounded). 7 zombies take 3d6 damage to the hit locations you've already rolled, and the first of them takes 12 damage. The remaining 21 zombies each take 2d6 damage to the first 21 hit locations you rolled on that line. The first one takes 10 damage to the head, so that's a definite kill. I'll distribute damage to the remaining zombies.
you just go right ahead & do it yourself, since you so nicely volunteered :P
 
Here's what Jim Kerr's gets from his Idea roll:
The memo mentioned that Captain Duffy had a personal log. If it's still here, maybe it's somewhere in his office, which is probably the room across the hall from the armory.
 
Out of curiousity- what is the ammo situation like?

I assume Lereux will contact Warren to report the action- enemy killed and friendly causalities, but might also request ammo.

Those at the T-Bone might be thinking about that big gun shop at Sydney as a source of resupply or perhaps even as a potential base of operations (near the supply of ammo). THat said, it is unclear what the zombie population of Sydney is- but the town is probably overwhelmed.

YOu guys should also be thinking tactically- defense in depth is probably too difficult and passive. A more offensive strategy might be better given what you know about zombies. It is possible to make traps or bait-and-run tactics, or use other means to trap, destroy or lure zombies away from vulnerable targets.

Luke is right about nightfall and supply. Without resupply, you guys are in trouble. Your situation will only get worse at night. YOu might try to dig in underground as night falls, but then you may have to fight your way out in the day. THat is if the zombies don't dig you out.
 
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