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ALL ZOMBIES MUST BE BEATEN.

file:///Ben's%20Great%20Folder/Internet%20Sites/sitev2/zombiesv05...

Bastardisation of ZOMBIES!!! & AFMBE


The aim of the game is... to get to the office block with the helipad on top (ergo, get to the helipad). I
think I've thought of a way to link this in to roleplay, but I'll come to this later.
MOVES & TURNS:
Normal move rules: Roll the D6.
2 characters can occupy the same square, but if a player & zombie are sharing a space at the beginning of
their turn, they must fight.
Characters can only engage in combat once per turn. Move, fight, move/ move & fight/ fight & move.
At end of turn, you can perform a search of the immediate area (D12). Tile area can only be searched
once by any character, and only when it has been cleared of enemies. searching requires 9 or higher on a
D10 perception roll (adding perception x 2). If you are sucessful, roll a D12.
01: .50 AE rounds x 7
02: Shotgun Buckshot x 12
03: .45 bullets x 12
04: Zombie x 1
05: 9 mm HPs x 15
06: nothing
07: new weapon/ ammo? (D8)
08: nothing
09: .45 bullets x 4
10: First Aid Kit (Use to restore 15 HPs)
11: Zombie x 2
12: 9mm x 20
NEW WEAPON/ AMMO: On a roll of Lucky 7, get to roll again for a better find:
1: Shotgun & 5 x slugs
2: MP5 & 30 x 9mm HPs
3: .50 AE rounds x 14
4: Zombies x 3
5: Beretta & 7 x 9mm HPs
6: 15 Shotgun Slugs
7: Super Zombie = 25 dead points, attack using Bite (D4 x 2 slashing) and punch (D4 x
2) at the same time.
8: Big First Aid Kit (Use to restore 30 HPs)
Searching ends a turn.
D6 Zombies move 2 squares per turn when Players turns end.
COMBAT, ARMOUR & DAMAGE:
Players are equiped with the armour their character starts off with, as well as the weapons and ammo
levels. Damage is calculated as per AFMBE: Take damages taken, subtract armour rating, then apply
damage through multiplyers:
Slashing damage = Damage doubled
Armour Piercing Rounds = Damage normal.
Shot Loads = Damage remains same.
Normal Bullets. Slugs = Double Damage.
Hollowpoints = Damage Tripled.
To attack, roll appropriate dice, then add weapon skills & modifiers

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25/7/10 12:36

ALL ZOMBIES MUST BE BEATEN.

file:///Ben's%20Great%20Folder/Internet%20Sites/sitev2/zombiesv05...

eg. Jo Miller swings with his baseball bat. Roll D8, then multiply by his strength rating( 5 +1 as he uses
both hands on the swing) = a maximum possibility of 48 damagepoints!
eg 2. Trent Steel attacks with his Desert Eagle. Roll D10, multiply it by six, = A maximum possibility of
60: The zombie is wearing no armour, so double that value, and youve got a staggering 120 points
worth of damage on a single zombie!
Combat ranges are as follows:
Melee weapons: same square
Shotguns: up to, and including, one square away.
Other Ranged Weapons: Up to, and including, two squares away.
Equipment can be exchanged by standing on the same square as someone. NOTE: This marks the end of
a turn. Nothing else can be done after this.
Zombies wear no armour, and attack using bites. Value is D4 x 2 (4) Slashing damage.
Zombies have fifteen dead points. To kill, damage must be equal to 15 or greater. Below that only stuns
zombie (omitting from next zombie round). Zombies respawn from any dead end on the map at a rate of
three per four turns.
MAP:
Lay the tiles the same as ZOMBIES!!!. One per turn, add another if you pop off the end. Also, Zombies
can enter the town centre.

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25/7/10 12:36

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