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Related: Marvel Zombies
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Related: Quintessential Jason (Double Feature!)
Related: Quintessential Mad Pierrot
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WEAPONS
Simply put, weapons should be 3-d objects littered throughout the map that can be picked up by anyone as a free action:
Give a character occupying the same square as this object a free action and place it on that character's card. The character can now use objects for their attacks.
Weapons would fall into two categories: melee and ranged.
WEAPONS (MELEE)
Melee weapon objects (baseball bat, iron pan, cricket bat) would offer a standard +3 to attack values and +1 to damage; this is because just hitting a zombie a heck of a lot easier with a crowbar than with your bare fists. Since standard zombies only have 3 life and humans have a standard [2] damage, a Gibson guitar's +1 damage is an excellent zombie killing weapon. One good smack in the head and the zombie is toast. Of course, the value of your guitar is going to drop like a rock, but you probably have bigger things to worry about.
WEAPONS (RANGED)
Ranged weapon objects (pistol, bow + arrow, uzi) would work much differently than melee weapons. Each ranged weapon object should be placed on a special object-dial to represent it’s various bonuses. Each dial should have a weapon name, attack bonus,range, attacks per turn, damage, and a number of clicks representing the number of bullets you have. Using a ranged weapon is always a Combat Action. Let’s consider this dial for a Shotgun.
SHOTGUN
•Type: Shotgun
•Attack Bonus : +5
•Range: 4
•Damage: 4
•Attacks per Action: 2
•capacity: 6 clicks
The shotgun is a powerful yet easy-to-use weapon, but only in close quarters, hence it’s range of 4 and huge attack bonus. Note that the damage is a static value, not a bonus value -- the shotgun always deals [3] damage, unless you get a critical hit. Everything is pretty self-explanatory, except perhaps Attacks Per Turn and Capacity.
Attacks per Action: In this case, a single combat action allows you to make two ranged attacks (resolve the first attack before attempting the second). It's works exactly like Fusillade, except you can attack the same target if you wish.
Capacity: To prevent abuse, the Shotgun has a 6-click capacity -- each time you make an attack, you have to turn the weapon dial one-click; when it reaches EMPTY, the weapon is out of ammo and you can’t use it anymore for ranged attacks (but you *can* use it for melee). So even though the shotgun has a wicked attack bonus, you only have 6 shots available.
Now consider a Hunting Rifle, which is much harder to use (since you need to aim for the head) and takes longer to load.
HUNTING RIFLE
•Type: Rifle
•Attack Bonus: 0
•Range: 8
•Damage: 2
•Attacks per turn: 1
•Capacity: 8 clicks
•No move bonus: +4 attack value, +4 range, Critical hit when your modified attack roll is 14 or higher.
As you can see, the Hunting Rifle has a huge range and bigger ammo clip than the Shotgun, but no attack bonus since it's very difficult to use. It's damage is actually much less than the shotgun since you're more likely to shoot a limb rather than the head.
No Move Bonus: This is a special bonus you get if you take a combat action without moving first. This represents your decision to aim your shot (and use the rifle's scope). It grants a whopping +4 bonus to your attack value and lets you shoot +4 squares farther! And since you're aiming for the head, you have a good chance of getting a critical hit!
While we're at it, we might as cover the standard pistol
.38 SPECIAL
•Type: Pistol
•Attack Bonus: +2
•Range: 6
•Damage: 1
•Attacks per turn: 3
•Capacity: 6 clicks
•Special: You can use two pistols at once; if you do, a single combat action allows you fire both weapons against one target, but you receive a -2 to your attack rolls when you do.
So dual-wielding (gangsta style) gives you more attacks (3 on each weapon with a single combat action), but you lose your attack bonus. Then again, you do have a higher chance to get a critical hit.
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