02-07-2013, 05:34 PM | #31 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Zombies in GURPS
|
02-07-2013, 05:42 PM | #32 |
Join Date: Nov 2009
Location: Oregon
|
Re: Zombies in GURPS
Zombies presumably already have IT: Unliving, which makes them resistant to non-Vitals piercing hits. Giving them IT: Damage Reduction 2 on top of that could work, and matches the general guideline that Unliving objects have double the HP you'd expect based on their mass. Damage Resistance makes sense if they've got tough leathery hide, or simply ignore tiny injuries.
|
03-26-2013, 09:21 PM | #33 |
Banned
Join Date: Jan 2013
|
Re: Zombies in GURPS
Is there a disadvantage I could give the zombies to make called shots easier against them?
|
03-26-2013, 10:02 PM | #34 | |
Join Date: Nov 2011
Location: Seattle, WA
|
Re: Zombies in GURPS
Quote:
For ranged attacks, it's a bit tougher, but again the "never Dodges" thing is handy. I actually think your Move 3 is a bit high, but it does depend on the zombie. If they were Move 1, for example, then you could aim for 3 turns per shot while backing up. I admit, though, this is not what you see in The Walking Dead. (I think Move 3 is good for walkers.) Anyway, for ranged attacks, soaking up that -7 is tough. For one, I'd say that a lot of zombie-killers quickly put points into Targeted Attack (Guns/Head). That quickly reduces the penalty to -3 for only 5 points. A braced, aimed gun likely soaks up the rest of that and then provides range penalty counteraction. In The Walking Dead, most zombie shooting with pistols is done at really really close ranges, so this should work fine. Aside from that, I'd just say that anyone surviving a zombie war is gonna be a damn good shot. Also, assuming that zombies don't dodge and that the average person has Dodge 8 or 9, that means that ALL attacks against zombies score about 50% more hits than against the living.
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
|
03-26-2013, 10:11 PM | #35 |
Banned
Join Date: Jan 2013
|
Re: Zombies in GURPS
Thanks!
The head shot trope sometimes seems to be largely plot driven. Making head shots is a problem as long as its interesting/exciting or scary. Once the character have figured it out you'll see people that just picked up a gun a week ago making running head shot in the dark and hitting with every shot. But they're rarely that deadly when fighting other humans. It can be difficult to model that sort of thing mechanically. |
03-26-2013, 10:44 PM | #36 |
Join Date: Nov 2008
Location: Augsburg, Germany
|
Re: Zombies in GURPS
Bites from Komodo dragons are apparently really, really infectious.
|
03-26-2013, 11:37 PM | #37 | |
Join Date: Nov 2011
Location: Seattle, WA
|
Re: Zombies in GURPS
Quote:
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
|
03-27-2013, 02:33 AM | #38 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Zombies in GURPS
Quote:
|
|
03-27-2013, 02:42 AM | #39 |
Join Date: Aug 2012
Location: Estonia
|
Re: Zombies in GURPS
Reluctant killer could work wonders there. A penalty to hit humans not monsters. Quite suitable to lot of white hat zombie survivors too.
|
03-27-2013, 04:02 AM | #40 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
|
Re: Zombies in GURPS
Quote:
You can also allow them to purchase Targetted Attack: Headshot as a technique (buying their skill up from -7 to a maximum of -3)
__________________
My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
|
Tags |
zombie, zombies |
|
|