Zombie Apocalyse- OCC- General Discussion

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Well, Flip and Wallace are tougher than average, especially when they have the right weapons (Flip already has one kill under his belt). Mrs. Foo, on the other hand, is probably the weakest combat character in the game, with the possible exception of the dogs (at least she can use a gun). Good to see you back. I should be able to post in Systematic Annihilation at least once this weekend.
 
Thanks, Mr. Handy

Wallace wouldnt be half bad with an AR. FN-FAL, or anything of the 7.62x51 NATO variety would be a god-send. Flip still needs to get Horst's gun.

I wish I would have been more carefull with Alex though. can't beat good ole marine can-do. From experiance, zombies don't like .223x45 NATO.

Anyway, I decided to intro another chera for S.A.


@ Welsh - Barrel extentions = range modifiers? Correct?
 
To bad Alex got the sting of death. I have to admit that slaughter was one of my favorite parts of this game. Poor Felice though.... She almost got away.

Alex's most important secret was his ability to train others to fight better, not really his fighting skills. One could think of Alex as a force multiplier. That said, he's not the only one with this ability.

Wallace's skills-
Attacks- .357 Magnum 64% 1d8 +1d6
Bowie Knife 41% 1d4 =2+1d4 db
Fist Punch 59% 1d3 +1d4
Grapple 40%
Kick 31% ad6 +db
Ruger Mini 14 Rifle 66% 2d6.

Yes he would be good with AR-15, but not as good as Azadeh or even Samantha.

(yes, I like chicks who kick ass).

Flips's scores-
Skills Climb 54%, Dodge 29%, Drive Car 39% Hide 37% Listen 36% Lockpick 26% Sneak 37% Spot Hidden 37% Throw 63%
Attacks Club 73% 1d6+db
Fist/Punch 68% 1d3+db
Grapple 42%
Ruger P-85 9 mm 31% 1d10
Headbutt 44% 1d4+db
Kick 44% 1d6 +db
Switchblade Knife32% 1d4=db.

Flip is more of a hand to hand fighter. Give him a club and he's pretty good. But you should also note that Flip has pretty good Throw skills. Very important should you find something explosive to throw, or make something explosive.

Barrel extension= range modifiers- only if your character has the skills to make it happen, and probably not very far. You can also count on a higher malfunction rate with potentially disasterous consequences. Better to shoot precisely with a scope.

Don't be so sure about the dogs. So far the dogs have been reluctant to engage but have been sensitive to zombies. At night, the dogs can be critical to your defenses.

@ Steve- sorry Steve but Alice got to the roof fairly late in the battle so the she gets there just as the zombies approach. We have figured a base # of potential zombies that can be killed in the amount of time it takes for the zombies to get to the T-bone. Charlie and Azadeh each get one more set of shots before the zombies reach the T-Bone. Alice is a little late in showing up, so I will allow the past shots but please no more.

I have to go back and count the number of zombie kills. Anyone with a ballpark number? Handy, have you been keeping count. I thought you figured 35 for Luke.
 
Browson Airfield-
You need three guys to move the fuel. Shotguns are your best range weapon at this point.

Joe Barring is the strongest but also has one of the best scores with a shotgun. Baldwin can also shoot. Kimberly can't move the fuel. Erica is getting the pump ready.

SO who moves the barrel of gas?
 
I was counting Luke's and Charlie's shots earlier, not their kills. I went back through the story and counted everyone's kills today, though (not counting the ones at the bottom of page 13, since Luke was over his limit for the number of shots):

Alice-1
Azadeh-27
Charlie-14
Luke-22

Azadeh wins! Okay, there's no actual prize, but she does get bragging rights. But there's plenty more zombies where those came from. The above kills total 64. Since there were 180 walkers to start with, that leaves 116 remaining.

It's true that the dogs' skills make them very useful in detecting zombies so they can alert the humans and they might be able to distract them by barking loudly, but in terms of actually killing zombies that's best left to the humans. Guns do more damage, they do it from a distance, and they can hit a zombie in the head (which would be difficult for a dog). Plus we don't know what would happen to a dog that bites a zombie.

It's a pity about Alex and Felice. Mr. Foo realized that Alex was a potential teacher when he made his Psych roll way back at the beginning, but Alex went off jogging before anyone at the motel realized anything was going on. At least Michael survived to tell the tale, though.

Flip would be quite deadly with grenades and Molotov cocktails. Those other skinheads have a bunch of grenades, so maybe he can get them to give him some.

Mr. Foo is decent in a fight except for his extreme slowness. Still, when attacking an enemy that's unaware of him or a zombie from an unassailable defensive position he can do a lot of damage. He's extremely deadly with a pistol, but he needed to give it to Stephanie so they can both shoot zombies at the same time with a reasonable chance to hit. If he used the pistol, then Stephanie would be left with the MP-5.

Stephanie with an MP-5?
aaa.jpg

Yeah, that would be cool...if only she had the skill. But with only the base 15% (which could be raised to a whopping 30 by firing bursts, but at quite a high cost of ammo), it's much more efficient for her to use the pistol and Mr. Foo the SMG. Her skill there could be higher, but it's not bad, and the pistol is excellent:
ada.jpg


As for Brownson, the only real choice is whether Joe or Baldwin uses the second shotgun. If it were up to me I'd go with Baldwin. His shotgun skill may be a bit lower, but Joe is stronger and can move the barrel faster. Once that's done, more people can shoot. With Kimberly using the first shotgun and Erica busy setting up the pump, three of the remaining four are needed to move the fuel and two of them can't use a shotgun. Still, it's up to Stompie and Gonzalez to decide, but decide fast!
 
As for defending the truck, on the brownson airport tarmac, I have an idea.

I actually formulated this idea, while watching the movie "The Hills have Eyes"

If someone was to climb up, onto the roof of the truck, they would have the greatest vantage point, and there fore a greater chance of hitting, and a better line of sight to hit the runners, aswell as being fairly safe, from retribution.

(I mean, Seriously. If crazy fucking irradiated miners ate my mom, burned my dad, and killed my sister, I would hella be on top of the trailer with my Ruger P.85, pissed off look on my face, safety off, and round in chamber... instead of playing the role of whiney bitch, waiting to die. I mean seriously, they have the enginuity to slap together a trip wire early warning system from a fishing pole, and a baby's rattle, but the bastards can't fathom a basic defensive strategy? I mean honestly!)

Actually, I wonder, why are Ruger P85's so popular, in the US? Those pistols are absolute shit. They are the squirreliest 9x19mm pistol that I can think of. I would wrather be running arround with a macorov, or a Czech. Guess its better than Kember. Kember's aren't too reliable, in my experiance. (Don't ch'a just love tangents?)
 
I haven't seen "The Hills Have Eyes" yet, but it sounds good. I agree with the shooters climbing on top of the truck if there's time before the zombies arrive. I had the same thought myself and posted it near the top of page 16 of this thread. They could get on top of the trailer by climbing up the cab first. I don't know if being up there would actually increase the range, but line of sight would be better (though of course the area is flat, but you could see over obstructions on the ground). The safety is the most important aspect. Since they'd be closer to the zombies, the zombies would try to get at the people on top of the truck first and be unable to. Even if they tried to climb up the cab as well, their heads could be blown off before they could get up there and attack. Don't forget to make a decision about who's shooting and who's moving fuel fast, before Welsh posts again. The sooner you start, the sooner you finish.
 
what's wrong with a P85, Stompie? looks aren't a criteria for usefulness. i dont know the gun, but they say it's reliable and really robust. a bit heavy perhaps.

as for Kimber (since i dont know any 'kember')? Kimber are usually good guns for their price. especially the 1911 clones. my choice for plinking would be a black Kimber Custom II (price/qual). but since we were talking about 9mm's, i suppose a FN P9 (aka Browning Pro 9 on the civilian market). gotta love belgian guns. ;)

and "The Hills Have Eyes" (the remake) sucks donkeyballs.
 
(Excuse my misspellings, SuAcide)

The Ruger P. Series pistols are very squirrely. Their fairly light, but their unbalanced. low profile sights are a bitch, aswell. I mean sure, the are (were, atleast) fair in price, but when you add everything up, they are just another middle of the rode fire-arm, with its various pro's and con's. I'm not talking about the way the weapon looks, though- SuAcide

Stompie defines : Squirrely Gun - A weapon that is consitered accurate, but difficult to aim

For just plinking, I like the Browning Buck Mark. .22 LR, Very little muzzle climb, Very accurate. (I mean hitting squirrels from a half-football field away) Their fun little guns, not too spendy- going for about $199.

Since I'm on the subject of fire-arms. I ordered a BRNO CZ52 out of a magazine for $150. (J&G Sales) I just recieved the weapon yesterday. I'm loking forward to going plinking. I'm happy with J&G. The weapon hasnt even been fired, It still has its origional grease.

"The Hills Have Eyes" remake was pretty shotty, I agree. It had its moments though.
 
Steve- no time/place travel allowed for Jim. We’ve got two Jim characters- a Jimmy the Runaway, an a Jim Kerr. We also have a Dave and a David. So names can get a bit confusing. Next time I do this, I will change the names. Normally I will refer to Jim Kerr as Kim Kerr, and Jimmy as Jimmy. Sometimes I will slip up.

I will usually let you know when to roll, so don’t worry about it too much.

Suaside- I assume you are opening the crates- and not worrying about a potential booby trap, correct? I am not going to play your character for you. Sorry, I have enough to do already.
 
welsh said:
Suaside- I assume you are opening the crates- and not worrying about a potential booby trap, correct? I am not going to play your character for you. Sorry, I have enough to do already.
:roll:

yes, he's just opening it (as i said?). sjeez. what use is blowing up some weapons if you got a bunker full of shit? it'd only add a murder of police or ATF officer(s) to the wrapsheet if cops ever raided the place.
there is no time for caution anyway.
 
I have a job interview in DC and must leave Illinois today to drive there for it. Becasue of that, I may not be able to post this week but when I get to my friends place I will try to! If everyone else posts and I do not then continue on with the game and I will post my actions when I can
-steve-the-zombie-killer
 
Uhh - I went ahead and made the descision, about using the hood of the truck as a zombie blind. Is wallace a bad choice? I mean 1d8+1d4 is some knockdown power. not that of a shotgun but, the shotgun has less effective range. as soon as welsh gives me a distance, I can start popping off.
 
Hey Stompie-

let's figure- you've got two girls, and five guys. You would probably need at least three guys to move the barrell. So that leaves 3/4 of the others. I would suggest that Baldwin and Kimberly keep shotguns but that leaves Michael, Joe and no one else to move the gas.
 
Note to all-

We will be making a big transition on Zombie Apoc.

Mr. Handy has offered, at my request, to take over as keeper. I will be stepping down and letting him take over.

At present we are transitioning and I will be sending more info to Mr. Handy today.
 
Zombie Apocalypse will come back from the dead!

I hope to make my next IC post some time this weekend. Maybe even sooner, but I can't promise anything. I have a lot of materials to review. I'll almost always be posting on weekends and evenings, unless I have off from work.

At this point in the story I'll probably take it round by round. Charlie has four more shots, and he'll take them one at a time. When he makes the last one, the zombies will arrive. I think everyone on the T-Bone's roof has fired all of their allowed shots except for Sally, who has Bo's pistol. She'll get three rounds to shoot. Luke can also lend his shotgun and revolver to people who aren't already shooting, and they would get as many as three rounds to fire.

I think there are two girls and four guys at Brownson. Kimberly has a shotgun and must shoot. While Erica is strong enough to help move the fuel, she's busy getting the pump ready. That leaves Joe, Baldwin, Michael, and Wallace. Three of them are needed to move the fuel. Joe is the strongest and can move it fastest, but he's also best with a shotgun. Baldwin is also not bad with a shotgun, but not as good as Joe. I believe the .357 has a 20 yard range, and the shotgun may be about the same (though I'm not sure on the shotgun's range yet). The shotgun is clearly better for stopping zombies, as it does 4d6 damage, an almost certain kill when it's a headshot. At 1d8+1d4, the .357 Magnum will kill on a headshot less than half the time.

Anyone climbing up onto the truck will have to make a Climb roll. If you don't have points in the skill, roll against the base skill of 40%. If you fail you can just try again the following round - you won't fall and hurt yourself unless you critically fail. However, the five runners that were chasing Michael's car are almost there. You only have a limited amount of time before they arrive and you can't shoot while you're climbing.
 
Mr. Handy said:
Zombie Apocalypse will come back from the dead!

I hope to make my next IC post some time this weekend. Maybe even sooner, but I can't promise anything. I have a lot of materials to review. I'll almost always be posting on weekends and evenings, unless I have off from work.

Take your time Handy. I'm thinking it better to be able to slow down the transition so that you get your hands on keeping before I drop off the story board.

And I think it wise we slow down the game a bit anyway.

At this point in the story I'll probably take it round by round. Charlie has four more shots, and he'll take them one at a time.

Whoops, too late. Charlie just shot.

When he makes the last one, the zombies will arrive. I think everyone on the T-Bone's roof has fired all of their allowed shots except for Sally, who has Bo's pistol. She'll get three rounds to shoot. Luke can also lend his shotgun and revolver to people who aren't already shooting, and they would get as many as three rounds to fire.

Why don't you roll that up. As for what Luke does- that's still up to Suaside.

I think there are two girls and four guys at Brownson. Kimberly has a shotgun and must shoot. While Erica is strong enough to help move the fuel, she's busy getting the pump ready. That leaves Joe, Baldwin, Michael, and Wallace. Three of them are needed to move the fuel. Joe is the strongest and can move it fastest, but he's also best with a shotgun. Baldwin is also not bad with a shotgun, but not as good as Joe. I believe the .357 has a 20 yard range, and the shotgun may be about the same (though I'm not sure on the shotgun's range yet). The shotgun is clearly better for stopping zombies, as it does 4d6 damage, an almost certain kill when it's a headshot. At 1d8+1d4, the .357 Magnum will kill on a headshot less than half the time.

See recent post. I am also going to send you the rules via email soon, so you can catch up on that too. At 50 yards, the shotgun does only 1d6, at 20 yards its 2d6, but at 10 yards its 4d6. Of course at that range, if you miss you become zombie food.

yes, the .357 has a range of 20. Let's assume that a running zombie moves ten yards in the time it takes to fire. A slow zombie would move at most 1/2 that speed.

Anyone climbing up onto the truck will have to make a Climb roll. If you don't have points in the skill, roll against the base skill of 40%. If you fail you can just try again the following round - you won't fall and hurt yourself unless you critically fail. However, the five runners that were chasing Michael's car are almost there. You only have a limited amount of time before they arrive and you can't shoot while you're climbing.

Good call Handy. Stompie you have to roll for Wallace to see if he gets up there or falls on his ass. Damage from falling from a distance = 1d6.
 
Last night, I found the Yog-Sothoth forums and saw a thread about the new Max Brooks book, World War Z and how a CoC zombie apocalypse campaign might work. I registered there and posted in the thread to tell everyone there about Zombie Apocalypse and invited people to join. Here's the link to the thread: http://www.yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=8040

I also found Cthulhu Invictus, by using their wiki. It's a monograph available from Chaosium for $20 here: http://catalog.chaosium.com/product_info.php?cPath=55&products_id=525
 
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