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Old 05-20-2015, 07:07 AM   #11
johndallman
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Default Re: [Zombies] my Ultimate Zombie-Fighters game

Here's a concept for specialised anti-zombie armour (warning: link to webcomic with extensive archives).
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Old 05-20-2015, 08:24 AM   #12
Nymdok
 
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Default Re: [Zombies] my Ultimate Zombie-Fighters game

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Originally Posted by Kromm View Post
There's also the direct "modify your zombies" route. Maybe the zombies are the result of a super-soldier experiment gone wrong.

"These nanomachines will adapt the living skin of our soldiers into an organic ballistic armor, allowing our boys to resist bullets! Don't worry, we have a plan for reversing it when they leave the service – and of course we intend to develop special IVs and other medical gear."

"Uh, Colonel Smith, the test subjects are eating Corporal Rogers."

There's nothing wrong with saying the zombie plague gives something like DR 14 (Limited, Piercing, -40%) [42] or Injury Tolerance (Damage Reduction 3; Limited, Piercing, -40%) [45].
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Originally Posted by Onkl View Post
The simplest solutions are the best solutions. And I usually don't come up with those.

I'll have to play around with the numbers and see what DR I give my baseline walker. Thanks Kromm!
http://forums.sjgames.com/showthread.php?t=65034

We did these a few years ago and they may be a bit over the top for your use, but might inspire something.

Also, check my website for the GCS versions of the sheet. See sig.

Nymdok
Confessed and Affirmed Zombiephile
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Old 05-20-2015, 03:42 PM   #13
Onkl
 
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Default Re: [Zombies] my Ultimate Zombie-Fighters game

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Originally Posted by Nymdok View Post
http://forums.sjgames.com/showthread.php?t=65034

We did these a few years ago and they may be a bit over the top for your use, but might inspire something.

Also, check my website for the GCS versions of the sheet. See sig.

Nymdok
Confessed and Affirmed Zombiephile
Your Zombies are great, thanks a bunch. The ablative DR is a very nice idea and I will modify my NPCs accordingly.
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Old 05-28-2015, 03:02 PM   #14
Onkl
 
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Default Re: [Zombies] my Ultimate Zombie-Fighters game

I overdid it... none of my players chose the Gunslinger advantage, none use firearms as their primary weapons. Still, I hope to be able to test out my idea and will continue to develop it.

Another question has popped up though. We've had one test-session so far in which I sent 40 zombies the PCs way. Most were of the default b-movie walker kind. I threw in runners and jumpers to mix things up - but this meant that in the first few turns the only zombies able to reach the UZFs were the runners and the jumpers. Naturally, they dispatched of them quickly, as there were only four targets to attack. The danger from the horde was the much bigger one, exemplified in one event as a UZF strolled too far from the group and got gang-grappled by 11 walkers and bitten by several before his teammates were able to save him. Great stuff!

I think combat would have been even more challenging if I didn't send in all of the special zombies at once. I think letting them manifest their special powers at a later time would be better. This would also make for a good use of the Hidden Lore (Zombie) skill which would (Modified for horde size, use the RoF table and inverse the bonus to a penalty) let the heroes identify special zombies. You detect one for a success and an additional one per MoS.

Exampe: If the horde was 40 strong and had 4 special zombies, the UZF would have to use a concentrate maneuveur, roll vs. his Hidden Lore (Zombies) Skill -5. If the MoS is 3, he identifies all the special zombies. Failure does nothing, critical failure prevents the group to try again this combat.

Another thing I would like to pick your brains on is a mechanic to determine how many special zombies there are per combat.

I am also looking for zombie apocalypse random encounter tables. If you know of any that you would find suitable to my campaign, could you please let me know?

Cheers!

Onkl

Last edited by Onkl; 05-28-2015 at 03:23 PM.
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Old 05-29-2015, 10:06 AM   #15
Nymdok
 
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Default Re: [Zombies] my Ultimate Zombie-Fighters game

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Originally Posted by Onkl View Post
Another question has popped up though. We've had one test-session so far in which I sent 40 zombies the PCs way. Most were of the default b-movie walker kind. I threw in runners and jumpers to mix things up - but this meant that in the first few turns the only zombies able to reach the UZFs were the runners and the jumpers. Naturally, they dispatched of them quickly, as there were only four targets to attack. The danger from the horde was the much bigger one, exemplified in one event as a UZF strolled too far from the group and got gang-grappled by 11 walkers and bitten by several before his teammates were able to save him. Great stuff!
The options then are either to send more, or make the ones you send tougher. In the context you mention them, I get the feeling they are just there to keep the UZFs busy till the horde gets there.

Quote:
Originally Posted by Onkl View Post
I think combat would have been even more challenging if I didn't send in all of the special zombies at once. I think letting them manifest their special powers at a later time would be better. This would also make for a good use of the Hidden Lore (Zombie) skill which would (Modified for horde size, use the RoF table and inverse the bonus to a penalty) let the heroes identify special zombies. You detect one for a success and an additional one per MoS.
Seems legit. Lots of room to tweak zombie tactics.

Quote:
Originally Posted by Onkl View Post
Exampe: If the horde was 40 strong and had 4 special zombies, the UZF would have to use a concentrate maneuveur, roll vs. his Hidden Lore (Zombies) Skill -5. If the MoS is 3, he identifies all the special zombies. Failure does nothing, critical failure prevents the group to try again this combat.
Again, seems legit. You may want to consider what are the observable features that distinguish them as 'specials', just for the sake of describing them to the party.

Quote:
Originally Posted by Onkl View Post
Another thing I would like to pick your brains on is a mechanic to determine how many special zombies there are per combat.
Maybe the Mechanic the Ghostdancer did in Its a Threat might give you something revealing?

Another might be to find some some way to 'morph' them from one type to the other so that you can adjust the combats on the fly.

Nymdok
Good Luck and Game on!
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