Welcome Guest [Log In] [Register]
Welcome to The Disciples Of Grell. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Combat Modifications for Zombie Battles: Mod#2; Zombie Damage Capacity, Head Shots, & AR
Topic Started: Nov 27 2010, 12:06 AM (175 Views)
dhorn
Member Avatar
Bio-Hazard
[ *  * ]
After giving this some serious thought, I have decided to implement the following modifications on a trial basis. This will require more rolling by you, but I think you will like the results. The modifications will better reflect variability in the lethality of firearms in the DR setting.

Damage Capacity:
1. Zombies will no longer have Hit Points (a.k.a. 'Life Points'). They only have SDC.
2. If the SDC of the main body is reduced to zero, the zombie is incapacitated. However, it is not 'dead' until the head and brain SDC are reduced to zero.
2. Melee attacks and low caliber weapon attacks do full damage (I've been using this modification for awhile now).

Head Shots:
1. Head shots must be called.
2. A.R. does not apply to head shots.
3. Head shots still require a 17-20 roll to strike, but bonuses apply (I've been using this modification for awhile now too).
4. Anything below a 17 for a called head shot will miss (unless it's a 'Pressed Meat' attack).
5. Caliber matters (see Penetration Values)! A successful head shot requires a d100 roll.
  • Bullets with a P.V. of 1 or 2 have a 01-05% chance of penetrating the skull.
  • Bullets with a P.V. of 3 or 4 have a 01-25% chance of penetrating the skull.
  • Bullets with a P.V. of 5 or more always penetrate on a successful head shot.
6. If the head shot fails to penetrate the skull, the result is a grazing strike or the bullet is deflected by the bone or stopped by (stuck in) the bone/skull. Normal damage.
7. Successful penetration requires an additional d100 roll on the following table (adapted from Compendium of Contemporary Weapons):
  • 01-75%: Perfect head shot. Double damage. Zombie knocked to the ground.
  • 76-00%: Brain shot! 4x damage. Zombie knocked to ground.
Armor Rating (A.R.):
1. Zombie base A.R. is still 14. Strike rolls of 5-14 hit but do no damage.
2. However, zombie A.R. will be reduced on a point-for-point basis dependent on the Penetration Value of the firearm used.

***Here is an example that synthesizes these modifications:
1. Jimmy calls a head shot on the Burt Reynolds zombie across the room.
2. He's firing a Colt .45 pistol with a P.V. = 4. Damage = 4d6.
3. He aims and gets a +2 bonus to strike (costs him three actions though).
3. Jimmy rolls d20+2=17. Hit!
4. He rolls d100=23. The shot penetrates the skull!
5. He rolls another d100=81. Brain shot! 4x damage. Zombie knocked to the ground.
6. Damage: 4d6=16*4=64 SDC!
7. Lights out for Burt Reynolds. Sorry Burt.

***Alternately:
1. Jimmy fires a shot at the Burt Reynolds zombie across the room (i.e., not a head shot, not called, and not aimed).
2. He's firing a Colt .45 pistol with a P.V. = 4. Damage = 4d6.
3. No bonus to strike, but the zombie A.R. is reduced to 14-4=10 based on the P.V. of his weapon.
4. Jimmy rolls d20=12. Hit with damage!
5. Damage: 4d6=16 SDC.
Edited by dhorn, Nov 27 2010, 11:15 AM.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · D's House Rules · Next Topic »
Add Reply

Black Water created by tiptopolive of IDS