Zombie Special Abilities

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Zombie Special Abilities

Postby Lt. Krus » Tue Apr 20, 2010 4:51 pm

Well, today I was bored and found these in the 2001 rules.

<a href="http://filesmelt.com/" target="_blank"><img alt="Image Hosting by FileSmelt!" src="http://filesmelt.com/dl/Zombie_rules.bmp"></a>
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Postby Lego_scout » Sat Apr 24, 2010 8:47 am

Found what? I think the link is messed
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Postby Magic Soap » Sat Apr 24, 2010 10:07 am

Lt. Krus, check out EvilWayne's page, he has a whole rules modification on zombie survival, after he did a zombie shopping mall battle. For your info, this guy was involved with the PARV...

http://evilwayne.puncducs.com/brick/zombie2/zombie2.pdf

For your perusal. Thank you Mr Soap.
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Postby PrimalAge » Sat Jul 03, 2010 12:34 pm

I'm having trouble with a parasite unit that takes over other units

Mov: 4 + 1d6 jump (if fleshy in sight)
Ar: 0
Sk: 1d4

Weapon: Penetrater (Ur: 2, Rg: CC, Dmg: 1d6)

Special:
Face Huger - the unit this unit is attached to in considered unconscious or paralyzed (heroic or stupendous feats can be used by victim if able to)

Parasite Takeover - If this unit can grind the targets Armour to 0 or kill the unit in an attack the unit changes allegiances rather than dieing (grinder damage remains parasite removed from play)

current CP cost 37
wanted CP cost 2-4
We the Techno Damned Salute you who are evil and zombie like!
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Postby RunsWithLegos » Sat Jul 03, 2010 1:29 pm

how do you price things?
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Postby PrimalAge » Sat Jul 03, 2010 2:03 pm

RunsWithLegos wrote:how do you price things?


3 for movement (with jump), .25 for skill (not included because so low), and the abilities are just to make it worth deploying because these little sucker will go down in droves and are only useful in close combat and because of the half mind thing it works better as an NPC than a play able unit just going around attacking unconverted fleshes in sight
We the Techno Damned Salute you who are evil and zombie like!
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Postby RunsWithLegos » Sat Jul 03, 2010 2:18 pm

i have my own set of rules for zombies:



____________________________
HEAD-SPLOSIAN ZOMBIES

headless zombie
attack: 1d6[+3 if attacking an armor-less enemy.]
move: 4-5 inches.
armor: 1d6
Has Two wounds.

special:
if victim is killed with 3+ over the victims armor a d6 is rolled:
Even 2, 4, 6, = zombiefication.
Odd 1,3,5= normal death.
Epic success with another even 6+4/2/6=face-melt zombie


Chunky salsa rule
if armor is a epic fail or attack is 3x the armor roll the zed dies regardless of amount of wounds remaining

><><><<>><><><><><

Face-Melt
attack: 1d8[+4 if attacking an armor-less enemy.]
armor 1d6+2
move: 6 inches
Has Three wounds.

special:
if victim is killed with 3+ over the victims armor a d6 is rolled. Even 2, 4, 6, = zombiefication.
Odd 1,3,5= normal death.
Epic success with another even 6+4/2/6=face-melt zombie


Chunky salsa rule
if armor is a epic fail or attack is 4x the armor roll the zed dies regardless of amount of wounds remaining
_____________________________________________________________


I don't have enough good zombie heads so i just use these.
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Postby Ross_Varn » Sun Jul 04, 2010 3:58 pm

PrimalAge wrote:I'm having trouble with a parasite unit that takes over other units

Mov: 4 + 1d6 jump (if fleshy in sight)
Ar: 0
Sk: 1d4

Weapon: Penetrater (Ur: 2, Rg: CC, Dmg: 1d6)

Special:
Face Huger - the unit this unit is attached to in considered unconscious or paralyzed (heroic or stupendous feats can be used by victim if able to)

Parasite Takeover - If this unit can grind the targets Armour to 0 or kill the unit in an attack the unit changes allegiances rather than dieing (grinder damage remains parasite removed from play)

current CP cost 37
wanted CP cost 2-4


Yay Headcrabs!

"Watch out for the headhumper!"

*BA-BLAM*

"I got one!"
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Postby lrdofbricks » Wed Jul 07, 2010 4:24 pm

from my experience with zombies in my and my friends call of duty conversations, i have learned this:
stab stab stab, num num num, pr0n pr0n pr0n, THE FAT GUY ALWAYS GETS AWAY. its not half as funny to you.
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