Mr. Handy said:
Also keep in mind that Wallace's truck is broken down at the moment. It'll need to be repaired before it can be moved, or the cab will have to be detached and David's cab swapped in (though this would mean abandoning the lumber). Once Stephanie finds out the effects of the EMP on the zombies (she's gathering data on it at the moment), she may have some thoughts on how to most effectively use it. Some of our characters are also aware of a bomb shelter. Additionally, the PMS compound is extremely defensible, but taking it would prove difficult.
One might consider the question of priorities. You're sending a group to get the helicopter. Perhaps they will survive and return with either the helicopter and/or the truck.
Putting a plow in front of a truck would help get through mass crowds which your group may occassional engage. That said, this will take time.
SO will fixing Wallace's truck. Should you be able to do that, than the you won't have to choose. Also if the Brownson operation works, you don't need to fix Bob's helicopter.
Should you repair the helicopter or abandon it in lieu of fixing the trucks. Well, the nice thing about helicopters is you can fly over zombies. But finding aviation fuel for the helicopter might be more tricky than finding diesel fuel for the trucks.
There is also a need to inventory the other cars in the lot.
The PMS compound may not be hostile, but should it be, will have to consider how to take it against both types of foes. In either case you may lose a few people. Is it worth the effort? That would depend on the nature of the treasure trove you hope to seize.
For more on EMP?
http://en.wikipedia.org/wiki/Electromagnetic_pulse
http://en.wikipedia.org/wiki/Electromagnetic_bomb
As for weapons and ammo, some of our characters know of an available source of them, but getting to them may be a little tricky. I'd like to know the CoC stats for my characters' weapons. I know Bo's Beretta holds 15 9mm rounds (plus optionally one in the chamber), and from the spot rules on combat it would have a base range of 15 yards and a rate of fire of 3. Any other modifiers? He hasn't fired it yet, so he's got a full clip plus 3 reloads. As for his Mossberg, I remember it holding 5 shells in Resident Evil 3, but I don't know for certain if this is realistic or adjusted for gameplay. It's loaded with buckshot. He's fired it twice, so he would have about 23 shells left. What are its base range, rate of fire, and modifiers?
I have been torn between the Delta Green supplement rules of the basic CoC rules. To be honest, the CoC rules are more generous-
9 mm or. .38 pistol generic- basic chance 20%, 1d10 damage, base range 15 yards, attacks per round 2, malfunction at roll of 00.
Bo's Berretta- M92 pistol, 9 mm, rate of fire 2, magazine cap = 15, base range 15, malfunction will say 00 damage 1d10.
note that a Glock 17 has a rate of fire of 3 and and range of 20. Can we say that the Berretta compares favorably with the Glock 17 and a similiar rate of fire? To be generous, I am tempted to say yes. Thus the rate of fire for 9 mm has been 3. However, normally the .22 pistol gets the 3 rate of fire.
Most 9 mm will have these or similar stats, variation on magazine cap.
Mossberg- We'll say its a Mariner- 12 gauge, rate of fire 1, magazine cap 9, pump action, damage depends on the type of shot. Buck would be 4d6+2, slugs would be 1d10+6
most shotguns would have a capacity of 5. SPAS -12 has a capacity of 8.
Mr. Foo is in luck in that since the motel is his home he'll have extra ammo for his weapons, which he collected early on in the story. Right now Stephanie is borrowing his P10 and has the spare ammo for it, but I'm not familiar with it. Its base range is presumably 15 yards, but what are its ammo capacity, rate of fire, and modifiers? I believe the MP-5 holds a 30 round magazine of 9mm ammo, and the base range was listed as 45 yards. I'd guess its rate of fire would be 3 in single shot mode, but what about bursts? Any modifiers? Mr. Foo would have 200-500 rounds of 10mm ammo available for the pistol and 400-1000 rounds of 9mm ammo for the SMG based on the earlier post.
Let's see P10 is a modified USP compact, so the magazine is actually 13. Rate of fire 2, otherwise see Berretta. oh its'a 10 mm so the damage is1d10+1
MP-5= rate of fire 2 or 20, magazine capacity 15-30 (I assume the larger) base range according to Delta green is 20 yards but basic CoC has 45. Malfuction at 97