Zombie Apocalypse- Intermission & Ideas for the future

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Brokeback Mountain? :) As a gay cowboy might say, "Steve, I swear."
Find a photo and that's fine.

Suaside- no shotguns. These guys have enough guns already. Pistols and one M-4 is probably enough. These are guys who are used to doing sniper duty in a high rather flat plan with few trees. I doubt they'd get close enough to use shotguns. And they have the M-4.

The problem for the snipers is slow rate of fire. They will need to find a secure position to shoot from. They have the range, but the rate might matter.

As for the Barrett- I'd go for the heavy damage. It is an anti-material weapon.

Suaside- you are right about the M-16. Under Delta Green gun rules (which I am tempted to adopt in the next edition of this) the damage is only 2d6. But under traditional CoC rules its 2d8. Minimum damage is still better for the larger round, but the max damage is about the same.

Perfect? Perhaps not but satisfactory for now.
 
That was simple enough to do. Just copied and pasted the picture into Paint, got rid of the other three frames, and uploaded it to Imageshack. Jim Kerr's photo has been updated.

I've also updated the checked skills and weapon list to include the new characters. All skills are now unchecked and may be checked again as they are used. The next time there's a skill increase awarded, they will be eligible for XP rolls - but that won't be for a while. Stompie, you still need to roll 1d10 each for Wallace's Track skill increase and Duke's Sanity increase.

The group from Warren AFB has about 300 rounds carried per person, distributed amongst their weapons and favoring their primary weapons. They've also got an ammo crate with some extra ammo for the sniper rifles and a nice amount of 5.56mm ammo, but that's it unless they can get more supplies later.
 
Gotcha, Mr. Handy- Will do. However, I havent the time to cue up invisy-castle. I'm being dragged off to play pool or... something.
 
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