OOC- Zombie Apocalypse Chapter 2- General Discussion

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@ Welsh

Right now I have (4) to concern myself with- Two chapters of dissertation to get done quickly- 5 to finish by May. That's a lot of freaking work.

Going for a Doctorate?

@ Lt. Col.

Good to see you back. Any plans to pick up "Lost Platoon"?
 
@ Lt. Col.

Good to see you back. Any plans to pick up "Lost Platoon"?

Actually I was hoping to be able to do that. Let's see if I can get the grasp on this new chapter of zombie apoc and then I will refloat the plans for Lost Platoon.
 
Sounds good. I'm looking forward to Lost Platoon.

I'm actually playing arround with the idea writing a PNP WWII Combat rpg.

So far, Ive just drafted weapon stats, and a few cheracters. I might just end up adopting CoC Quickstart to make life easy.
 
Yep, going for a doctorate.

ANd there is a CoC campaign set in World War 1 called No Man's Land- a one shot that was done at a convention.

You might want to check it out.
 
I saw an online weapons list that included a bunch of WWII weapons stats, but can't recall the URL at the moment. Welsh also made a PDF of the gun rules from Delta Green that includes a weapons list sorted by type and country, and those could be useful. I'm planning on using them for my own WWII CoC game if I ever get around to running it.

Good first post, Gonzalez. You should also roll Spot Hidden for Bobby Sheen, as I mentioned before. It wasn't displayed in the last major update because he was an NPC at the time, but I did call for one from Sam Black. Since they're both in the same location, both of them have a chance to notice something.

If you want Igor Malanowski to work on repairing the radio, you should roll Electrical Repair for him.

Also, don't forget to post for Michael if you want, and for Willie as well (do you still intend to play Willie?). You can roll Idea for Michael.

I'll wait until Saturday to update again. After that I'll probably make a major update on Monday since I'm off from work and we should start picking up the pace soon.
 
That's the plan. I intend to post Saturday no matter what, and on Monday provided Stardreams gets started by then. If not, I'll probably post a minor update Monday and a major one during the week.
 
I'll be taking over Willie and Michael then. I'll make a post tomorrow.

Also, I will roll for sheen, but I don't think Malalowsky wants to repair the radio while on guard duty.

I do know you superiors get really mad at you if you do anything else than guarding during guard duty, so can't do much until ordered otherwise. I can imagine the lieutenant "But what the @#% do you think you are doing you @#*!!!"
 
I actually like the idea of "No Man's Land". I've always had an interest in WWI. I'll look for the Campaign set. I'm also curious about a Napoleonic, or pre Napoleonic war fair campaign set. The American Civil War has the capacity to be an interesting CoC game, if done right.
 
@Gonzalez:
Quite true. :) Of course, Captain Lereux also ordered him to keep working on it. He could always tell him he's been trying and still hasn't had any luck, and he may be rather busy in any case if Lt. Malone needs his help for anything. There's no need to roll for that now, but you'll know which skill to use if he ever has a free moment to work on it. Whether or not there's any need to now that communications with Warren AFB have been established is another question, but it's unknown how long the comm network will continue to function. Communications will also be down for a while if the gear is being moved upstairs, but if that happens they'll need Malanowski's strong arms to help move it and he won't have time to work on the radio.

I'll wait to update until you roll Spot Hidden for Sheen and post for Michael and Willie.

The Lost Platoon did look interesting. I'm not sure whether I'd have enough time to play, though, but maybe I'll have more by the time you're ready to start it.

@Stompie:
Yes, there are a lot of underused eras and settings that could suit CoC well. Those are all good ideas. India in the 1850's would be another one with lots of possibilities.
 
I'm perusing Yoggie (Yog-Sothoth). I'm looking for a Victorian era D20 RP. I have to say, NMA is much neater than Yog (Yog has a lot more happening). a few things I would like to see. Theodore Roosevelt and the Rough Riders, 1920's gangland, Cowboys and Zombies, An Alternative "Bay of Pigs" (Guerilla war against Castro's Regime, instead of a one sided slaughter), 1989 Russian Arms Trade/mafia Rp. Just a few concepts that I find interesting.
 
Play@Yog-Sothoth has The Season of Our Discontent, which takes place in 1889 starting in London, and also certain to involve at least Paris and Vienna. The game has been underway for a while now and is well into the second chapter. I don't know if they'd be open to new players, but it's a good read. The game uses the d100 Basic Rules Package system, but I prefer it to d20.

King of Chicago is gangland; it takes place in 1931 in - you guessed it - Chicago. I had read the beginning of it and it looks good, but I've fallen way behind. Maybe I can catch up this weekend if I have time.

If you like, you can register there and join one or more games. I'm in Devil in the Dark, which is about to start, and there may be room for one more player. You can ask the Keeper, cjbowser, if you want to play. The PCs are Soviet Spetznaz in Afghanistan in 1982.

Once you have a few games under your belt and have gotten a feel for how things work there, maybe you could be a Keeper yourself. You could also discuss ideas for games in the Call for Games and Game Organization forum and see if anyone else would like to run them.
 
Ahh Afganistan. Russia's Vietnam. I hope theirs still room. I would like to take place in DitD. Z.A. would prosper on Yoggie.

I'm also reading "Lure of the Nile."; and the Delta Green campaign
 
Folks- don't forget about using the chainsaw- yes, you could use it on the lumber in David's truck, but there are no trees around the T-Bone or hotel. I think the nearest trees are around the PMS compound, and those are used to hide the compound to outsiders.
 
I had started reading Lure of the Nile months ago, but haven't been able to get further in it for a while. I've read most of the portion Saladin was Keeper for, except for the last two pages, as well as the background material. I've also been reading the Dark Ages campaign The Winter's Howl, the Gaslight campaign The Season of Our Discontent, Carcosa Rising, and Laraqua's The Last Express. I read Hurricane Cthulhu, which is over, but jabonko mentioned that there would be a sequel. I've read the beginning of a few other campaigns there, but they move too fast and I just don't have time to follow all of them.

The chainsaws are more something for later - there are two of them in the truck - though they could be used to cut the lumber. They do 2d8+db damage. An average head hit on a zombie from someone with a positive damage bonus will be enough to kill one.

If you were asking how much damage the M249 SAW does, that's 2d8 per bullet, as it's a 5.56mm weapon. Delta Green rules list it as 2d6, but the basic rules say 2d8 and we've been playing with the higher damage so far, so we'll continue to use that.

The SAW can fire bursts with a maximum rate of 20, and it can be fed with a belt of 100 rounds or loaded with a 30 round magazine. You would only roll once to hit for the burst. If the burst hits, you will roll 1dX to see how many bullets hit, where X is the number in the burst (up to 20). You can also spread a burst between multiple targets if the angle between them is small, and in that case you make one roll per target, but the total number of bullets sent towards all targets can't exceed 20. It's also quite possible for stray bullets from a burst to hit other things in the line of fire, so be careful!
 
M249 SAW's shoot from 50, 100 and 200 bullet belts. when in a pinch, they can use any M16/M4 NATO compatible 'box' magazine, which are usually 30 or 20 rounds.

M249's are support weapons, and hence a heavy weapon i'd say.

troopers carry spare barrels which can be switched very quickly whenever the barrel runs hot after sustained fire. it only takes them out of combat for half a minute.
 
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