Zombie Apocalyse- OCC- General Discussion

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Point blank range is when the target is within Dex feet of the shooter (in Jim Kerr's case, within 15 feet). When shooting point blank, your skill is doubled. When you're shooting at the head, you then subtract 5. Jim's skill is high enough that the only way he can miss is by rolling a malfunction. A malfunction happens when you roll your weapon's malfunction number or higher. The .44 Magnum's malfunction number is 00, so this only happens on a roll of 100, giving you a 99% chance to hit. If a malfunction does occur, it will just mean a dud round because this is a revolver. Automatics will usually jam when they malfunction. The reason Dr. Hausmann had a 95% chance to hit is because her pistol skill is only 50%. Doubled, this makes 100%, but due to the -5% penalty for a headshot she only had a 95% chance to hit.
 
@SuAside:
The characters downstairs are going to take whatever guns they feel like unless one of your characters is down there to tell them otherwise. Bob and Flip can make it to the corridor this round while Bud covers their retreat, though the zombies will be able to attack Bud this coming round. Next round Flip could retreat up or down. This round I think Azadeh will go down and Gary will go up. Bob might also be able to go down this round, but not if he shoots too. Don't forget to roll Spot Hidden for Bob to see if he saw the satchel charge being placed under the truck.

@Steve:
You've actually been rolling too little damage for Alice and Jim. Alice's rifle normally does 2d6+4, but you've been rolling 1d6+4. In addition, your last roll was an impale (1/5 of your effective skill or less), which means she does 4d6+8 damage. This is going to be at least 12 damage and probably more, so her last shot is a guaranteed kill. Since you also rolled a 1, I'd be inclined to have it cause maximum damage or more extra damage, but there's no point this time since any more damage would just be overkill. However, Alice has now fired three times in the last two rounds, so this kill will apply next round, not this round. Next round Alice will not get to act, since she has already fired this time.

Jim Kerr's .44 Magnum does 1d10+1d4+2 damage, but you just rolled 1d4+2. Go ahead and roll 1d10, and add that to the 5 you've rolled already. There's a good chance you'll do enough damage to finish the zombie. By the way, when rolling something like Listen, Spot Hidden, and Scent, you should let one of the Keepers tell you what it is you detect if you're successful.
 
Mr. Handy said:
@SuAside:
The characters downstairs are going to take whatever guns they feel like unless one of your characters is down there to tell them otherwise. Bob and Flip can make it to the corridor this round while Bud covers their retreat, though the zombies will be able to attack Bud this coming round. Don't forget to roll Spot Hidden for Bob to see if he saw the satchel charge being placed under the truck.

i know i cant tell people what to do without being there, but grabbing 25 guns you arent proficient with will not only encumber you (& if the GM is nasty he'll be sure to make a belt stuck on something if you get too greedy). grabbing one rifle and a handgun is a lot more logical. your primary weapon against slow zombies is your speed, something that is compromised if you run around with an arsenal on your back that would make rambo blush.

also, Bob intends to go up, not down. he wants to remain as close as possible to his chopper. barricading himself in some shelter doesnt meet the requirements.
 
The reason Duke took two rifles is because he is bringing one back for Robert, as Robert asked him to do earlier. Lynne took a pistol and an SMG, and while she doesn't have SMG skill, she can still use her Handgun skill to fire it in single shot mode. Mitchell took a shotgun, and Jimmy will take the other shotgun and a couple of hand grenades. That still leaves 6 rifles, one SMG, 3 pistols, and the grenade launcher, plus there will be extra weapons that people will no longer be using since they've picked up better ones. It's also a good idea to bring as many of the guns to the other side of the gate as possible. Because the padlock was picked and not shot off, it can be used to lock the gate on the other side and keep the zombies out, but once you retreat you won't be able to go back to the storeroom until after they're defeated.

This round Gary will go up the ladder and Azadeh and Flip will go downstairs. Bob can go up the ladder next round, but that means Jim Kerr will be forced to go down. You may want to coordinate with Steve on this. Jim does have higher Dex than Bob, but Jim is also going to be the last one out so I'd expect him to let Bob up the ladder first.

It will take Luke one round to move to the other side of the roof, so he'll be able to do something next round. Of course, the skinheads will get to act first. Good rolls for Bob back there, but that skinhead isn't quite finished yet. I'm going to write up the next round now since I've got the time today and this way we can keep things moving fast.
 
Mr. Handy said:
The reason Duke took two rifles is because he is bringing one back for Robert, as Robert asked him to do earlier.
it was pre-emptive, not meant for anyone in particular, handy.

Mr. Handy said:
Lynne took a pistol and an SMG, and while she doesn't have SMG skill, she can still use her Handgun skill to fire it in single shot mode.
a grease gun does not have a select fire switch. it only has full auto, so beware...

Mr. Handy said:
It's also a good idea to bring as many of the guns to the other side of the gate as possible.
then you're better off shuttling the whole boxes. guns might be able to carry with a sling, but spare mags are not.

Mr. Handy said:
Jim does have higher Dex than Bob, but Jim is also going to be the last one out so I'd expect him to let Bob up the ladder first.
dex? i'll kick his ass off the ladder! ;)

yay for high str chars.

Mr. Handy said:
Good rolls for Bob back there, but that skinhead isn't quite finished yet.
if i had known, i wouldve doubletapped at the head instead.

still, the 9 dmg to the weapon arm was a blessing, and hitting the leg must've slowed his ass down enough to buy some time.
 
Good point about the Grease gun. I was thinking of the one in Fallout 2, which does allow selective fire for some reason. Maybe Lynne didn't realize it was full-auto only when she grabbed it.

I don't know if there's time to get all of the crates to the other side of the gate, or even if they'll fit through it, but that's a good idea.

The skinhead's arm is quite broken, and he won't be firing that shotgun. But he only needs one hand to flip the switch on the detonator...

(EDIT: I just noticed that the 9 damage applies to the skinhead's leg and the 2 was to his arm. The leg is broken, so he would have fallen over no matter what his Dex. The arm is wounded, but still usable.)

As for Bob going up the ladder, the situation on the ground has changed somewhat. I posted a rather large update.

Zombies killed at the diner since the last count: 4 inside the diner (1 first wave, 2 second wave, 1 in the office), and one each for Alice, Sally, and McCormick behind the diner. That means seven more are down, leaving 77. There are 59 still outside, 1 in the office, 4 left in the first wave, 5 left in the second wave, and now 8 in the third wave. Is Buzz a zombie too, or is he actually still alive? You'll find out soon...
 
Aurrg! Flip's got an arm off!

So... Can Flip use his own arm, to.... beat back the undead? (If he survives the unconsiousness, plus bloodloss, plus shock, plus ghouls, plus skinheads)

Would missing an arm negitivly effect his club skill?

Also, I found yet another .357 autoloader.

http://www.world.guns.ru/handguns/hg179-e.htm
Coonan Cadet
Country of Origen- US
Cal. - .357
Magazine size 6(+1)
 
Sorry, guys. I didn't want it turn out this way, but that's how the dice fell. Bob took a huge risk shooting the skinhead, and while he lucked out in crippling him and stopping him from detonating the satchel charge (at least for now), the price was high. The price of not acting might have been high as well, though. The skinhead with the shotgun would have taken another round to reach Buzz. Bob could have had Gary go up the ladder and tell Bo to take him out, and Azadeh and Flip could have gone downstairs. Of course, had this happened the skinheads might have tossed a grenade onto the roof instead.

As things stand now, there are three people down and unconscious in the front area of the diner near the corridor entrance. They're not getting up the ladder. Flip and Bud will die unless someone successfully uses First Aid or Medicine to stabilize them and stop the bleeding. There is no way to save all three people, since each of them is a rather big guy and will need two people to carry him, and anyone carrying him won't be able to do any healing at the same time. You can save one of them with little trouble. You might be able to save two, but at the risk of losing more. Who you try to save is something you'll have to decide.

The people who can intervene in the diner/hallway next round are: Azadeh, Gary, Jim Kerr, Dave, Samantha, and Randall. Note that the last three would have to come out of the liquor closet to help, which will slow down and complicate your escape. Of them, only Samantha and Randall have First Aid above the base of 30%. If two people carry someone injured into the hall, someone could come out from the liquor closet and perform First Aid there. There are four zombies that can attack people in the diner in the coming round, though because they are slow-movers everyone else will have a chance to act first, and if they get into the hallway they can buy themselves one more round. Zombies also go after the nearest living human. Should you sacrifice a dying person to slow them down?

The simplest thing to do would be for Gary and Azadeh to carry Bob into the hallway, but then you'd be abandoning Bud and Flip. Keep in mind there are other complications. In addition to the zombies in the diner, more are flooding in every round and one will get into the office each round. Plus, you don't know how long the back door and the kitchen door will hold. Then there's the fire that just started, not to mention the skinheads outside.

If Flip survives, and if he can somehow retrieve his arm before it gets eaten or burned, he could use it as a club, but he'd be better off using something else. A club can be used one-handed with no penalty - provided it's the dominant hand. I'm not sure what the penalty should be for using it in the off-hand. I'd allow a Luck roll to see if your remaining arm is dominant unless you've specified previously if your character is left- or right-handed, since that's what I did to see which arm Dr. Hausmann broke.

If Flip does die and you're down to one character, you can pick a second one to take over. There are also more playable characters that should be added later, and anybody who's down a character could pick up one of those as well.

I haven't had a chance yet to go through the story and see how much ammo everyone has left, so that'll have to wait until next weekend. In the meantime, please keep track of how many shots you've fired and when you need to reload. I'll let Welsh decide if Wallace's .357 Magnum is an automatic or a revolver. Even if it is a revolver, I'd allow a Luck roll - if he passes it, he'll have 1d2 speedloaders (with any additional bullets loose).

Brownson just got stickier, but there's good news too. All five of the distant zombies are clustered together. Joe Barring and Kimberly have shotguns, and even though they only cause 1d6 damage at 21-50 yards, they can also hit 1d6 targets at once, and a zombie wounded in the head will be slowed. Within 11-20 yards, they can do 2d6 damage each to 1d3 targets. Everyone should get a shot off (Wallace already fired) before the wounded zombie can attack Kimberly again, and it has already taken 7 damage to the head. Of course, there are more zombies on their way even after those are dealt with.

Welsh, how many people are needed to pump the fuel now that the barrel is in place? If it's three and not two, I'll edit so that Baldwin stays back and helps fuel the chopper. Also, how long will it take? They've spent one round so far, and I know you said once it would take about 15 rounds in all to finish, but Erica said it would take 20 minutes.

Also, please try to use consistent spellings for your characters' names on Invisible Castle, to make it easier to search them. When I go through the story to track everyone's ammo usage I also intend to make a list of the skills everyone who's still alive has successfully made a check against so that experience rolls can be made later. Then I can maintain both lists as we progress.
 
If you're talking about Wallace's shot, then yes. He did 12 damage to the head of a zombie he had previously wounded for 8. Since it only takes 10 to ensure a kill, it's safe to say that zombie's head has been blown off. There's just the one attacking Kimberly and the other 5 at 50 yards away near the Brownson group, but there are more further away that will arrive before the chopper is refueled.
 
10 damage to the head. It takes a lot more to disable a zombie just by hitting the body. I thought Wallace's second shot was also a headshot. I can't think of any reason why it wouldn't be, but if it wasn't you can roll 1d8 for a random hit location. 1 means it hits the head. If it doesn't hit the head, the zombie is not killed after all.

EDIT: I looked back at the IC posts and saw that the 8 point shot was not a headshot, but since the 12 point hit was, the zombie is dead.
 
alright, 10 to the head, their preddy damn dead.

couldnt reload speed be dictated by weapon skill? Odviously, a remington 870 is going to be loaded faster by someone that shoots skeet, than... a mild mannered accountant that has never toutched a weapin in their life.
 
Looks like I have a lot of action to catch up on.

Don't forget that Bob is a big guy and that will slow down those who try to rescue him.

I am rather undecided if fire has any effect on zombies in this game. In Night of the Living Dead it did, and I think it does in the remake of Dawn of the Dead. But I also think that fear of fire would reflect some instinct for self-preservation, whereas Zombies here are really just eating machines.

As for Wallace's 357- it's a revolver, sorry. Wallace is a former Indian cop and probably is of the mind that the .357 revolver not only looks tougher, but is more accurate than the automatic. I see Wallace as an old school Indian cop- probably someone who would go for the .357 revolver rather than the automatic.

As for the refueling of the helicopter- it would only take one character, and probably that would be Erica Spears.

One thing you should consider is that for now the truck has been between the zombies and the helicopter, giving the helicopter and defense. But that also works against those trying to defend. They have to go around the truck or under the truck to shoot. SOmething else to consider is that while most of the zombies have been coming from the area of the town of Brownson- devestated by the Fuel Air Bomb, there is no reason to suspect that they wouldn't come from one of any other direction as well. Be careful the group doesn't get flanked or hit from the rear.
 
Be careful the group doesn't get flanked or hit from the rear.

Zombies?! Using tactics?! Oh sweet jesus! We're doomed!

As for Wallace's 357- it's a revolver, sorry. Wallace is a former Indian cop and probably is of the mind that the .357 revolver not only looks tougher, but is more accurate than the automatic. I see Wallace as an old school Indian cop- probably someone who would go for the .357 revolver rather than the automatic.

Sounds good. I can live with that. Glad to keep the Colt Python.

I am rather undecided if fire has any effect on zombies in this game. In Night of the Living Dead it did, and I think it does in the remake of Dawn of the Dead. But I also think that fear of fire would reflect some instinct for self-preservation, whereas Zombies here are really just eating machines.

Another movie- inwhich "Zombies" are effected by fire - 28 Days Later. (though... they aren't really dead... just infected.) Also, Resident Evil apocalypse, and the games.

This opens the flood-gate to the question "Does bodily damage harm the undead?". Fire = bodily damage. though it takes time, it can render a zombie immobilized, or dead.
 
They're not using them intentionally, they can just happen to come from multiple directions at once.

Joe Barring reported over the radio a while ago that the zombies fled Sidney after it burned. Maybe they do avoid fire, or maybe they just ran out of living people to eat in Sidney.

I'd think zombies can take structural damage from fire, but it would take quite a lot to take them down. Zombies could also catch on fire, and then spread that fire when they move.
 
Of-course; tactics are beyond the undead. (well... not vampires... or ghosts... well - just leave it at zombies... but- ghosts don't need tactics... usually.)

But think about it... Zombies gone tactical.
 
re: questions

OCC- Sorry but I rolled Jim Kerr’s damage and thought better of it. Steve’s character so Steve should roll. So ignore the roll I made. Also Steve, if you decided to let Jim Kerr retreat, also roll an idea for a way to slow the zombies down- if only for a little while.

One I do not recall Jim being wounded so why would I have to roll damage? If he was then I will roll damage but I still do not recall this. Also how do I roll an idea, do I just say roll this and then roll it or what? Sorry for all the questions but I am still new to this game
 
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