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Ive been thinking of this one all weekend. Heres what Ive got so far
(untested of course).
Background:
There's something wrong in Pleasantville Junction. A large group of townsfolk
are having a nighttime meeting to discuss the sever lack of ping-pong balls in
the town rec center. Because its just a glorious evening, theyve decided to
hold it outside. The rest of the townsfolk are milling about for no reason in
particular in small groups spread out around town. There could also be various
folks sitting at home going over juniors homework, counting the number of axes
they happen to own, reorganizing their Holy Water collection, you know, normal
everyday activities.
Meanwhile, evil is sashaying its way into town...
Setup:
A small town setting. Houses, country stores, town hall, maybe a farm. Most
structures should be accessible to allow cover and barricading. There should be
various weapons placed logically throughout the layout as well. Hatchets,
swords, chainsaws, shotguns, etc. Spread out the townsfolk around town, but it
might be a good idea to have several small groups in various locations. Each
side should take turns placing groups of townsfolk at a time.
There should be at least one of each of the following structures:
·Gas Station Working pumps, big explosions, candy bars.
·Diner Knives, freezers, pie.
·Gun Store and/or Police Station Guns, knives, fingerprinting.
·Church Holy water, consecrated ground, rhythm in the pews.
·Hardware Store - Nail guns, chainsaws, oily rags, aisle 6.
Team Town (TT):
1 Town Crier for each player.
Team Zombie (TZ):
2 Zombies for each player.
Team Town players place their Crier first at the edge of town. Team Zombie
places their zombies last, also at the edge of town. A crier only has to get
within voice range (5") to alert fellow townsfolks to the menace. They then
become Informed Units and TT then controls those people. Informed Units also now
have the ability to alert others to the problem same as the Crier.
A zombie only has to score a CC-bite hit on a townsfolk or player to turn that
person into a zombie controlled by TZ.
Zombies can only be killed in the following ways (unless otherwise noted):
· Consumed with Fire for two turn.
· Chopped into tiny bits for one turn via axe or chainsaw.
· Called shot to the head (critical hit). Gunshots that hit, but are not
critical give a zombie -1" MR for that turn. It is possible for multiple hits to
move a zombie backwards.
Because it's nighttime, it's more difficult to identify a zombie on sight.
Townsfolk who have not heard the news take no action even if a zombie is
directly in front of them. Once a zombie attacks, however, a group of people
should react in someway (most likely running away). While it would seem that
once a zombie is seen attacking, the rest of the units would become TT units,
this is not the case. Non-TT units that witness a zombie attack are now
panicked. Consult a Random Panic Movement Chart.
Random Panic Movement Chart
Roll 1d4 and move unit in that direction the full MR, even it it's straight at a
zombie (they're panicking after all).
1 - North
2 - East
3 - South
4 - West
Panicked units cannot attack or defend and continue to run in a random direction
each turn. Reroll dice for each unit, every turn. If, after panicking for one
turn, a unit is within voice range of a Crier or other Informed Unit, then that
unit is no longer panicked and becomes part of TT.
Special Stuff:
Zombie Zero(s):
Team Zombies initial zombies get two attacks per turn and +1 MR. Zeros can only
be killed by fire and dismemeberment. Headshots do not kill them. All newly
created zombies only get one attack per turn and MR as the victim. They are
destroyed by all the usual methods.
-A zombie critical hit means the victim is killed and the brain eaten. This
give that zombie a +1 MR for 1d6 turns.
-Zombies are not allowed to use complex weapons, but can wield pipes, knives,
2x4s, brass knuckles, etc., to attack.
Holy Water:
Burns zombies like fire for 1/4 turn only (i.e., it doesn't spread). Multiple
hits of holy water can destroy a zombie. 4 hits kills regular zombies, 6 for
Zeros.
Consecrated Ground:
Zombies loose almost all special abilities when fighting on consecrated grounds
(e.g., in and around a church). Attacks can damage and destroy zombies on
consecrated grounds. It isn't necessary to dismember or burn zombies to kill
them while on consecrated grounds (however, it probably is still a good
idea...). Zombie Zeros are reduced to normal movement, but still retain two
attacks per turn while on consecrated grounds and can be killed by all the
normal methods.
Priest/Reverend/Swami (only 1 per game)
Can keep Zombies at bay but only by facing them down. Zombies must keep at least
5 from facing priest (considered a 45° cone). However, they can be attacked
from behind or the sides or have thing thrown at them as well. An unconscious
priest is considered powerless.
-Bless Object: A priest can take a turn to bless an object. Object gets a +1 to
hit. Priests can create holy water as well. While bless an object, a priest is
no longer considered facing down zombies.
A zombified priest is immune to the effects of Holy Water and Consecrated
Grounds.
Sheriff/Police Chief (only 1 per game)
The only unit that starts with a weapon (single pistol). Has keys to the armory
in the Sheriff/Police Station. Also has keys to the Squad Car.
-Armory: Chock full of firearms, explosives and flak vests.
-Squad Car: Police vehicle with storage trunk. Shotgun, pistols, gas cans, road
flairs, crowbar, extra ammo and some small explosives.
A zombified Sheriff/Police Chief can use complex weapons like guns and
explosives. Can also drive a vehicle.
There could be a deputy or two. These units will act like the Sheriff/Police
Chief, they only lack the access to the Armory and Squad Car, but would start
with a sidearm.
Play continues until all the zombies are destroyed or the town is converted to
an army of walking undead after which they saunter into the next town and start
the destruction of the human race...
---
That's all I have for now. I'm not certain that I haven't overcomplicated it,
but at least it's a start. My biggest concern is the starting teams set up. Is
that enough units? Would TT convert believer faster than TZ could get victims?
Are Zombie Zeros too powerful? There's a balance issue there that should
probably be addressed. To me, this seems like a pointless game [1], one that
doesn't really have a CP preset limit, but I could be wrong. While it lacks
heros and champions, there's still room for various personalities. I would love
to play this sometime.
Thoughts, critiques, flames?
-Evil Wayne
[1] Boooo...
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