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SMAY63

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  1. Mankam: Agreed, low INT it is (3-5 INT maybe?). Humanity Points could very well be a good idea. Instead of Sanity, 'tweak' it into Humanity Points. The lower the Humanity Points, the less humane and more self centred they'll become. Allegiance - maybe; it's not a bad idea. If he/she is treated unfairly by the group in some way, he/she leaves (although where?)
  2. On another note, the Zombie Survival theme has no prices for items (money has no value). If people or a person wants a particular weapon, or item (food, water, ammo, etc), then they barter with the person(s) for what they want. So for example, if my character wanted some food & water, and I knew some of the people I've encountered have them, I'll barter with them, perhaps offering ammunition of some kind, maybe. Hoping I'll have what they want. Although a few times, I've had to stop one of my nephews from shooting every person(s) he encounters, just to rob them of their equipment. Bartering doesn't enter his mind; he just wants to shoots them Over time, I've got him out of that bad habit. So basically, when your PCs encounter an 'enclave' or group of non-threatening people, some trade can be done.
  3. Toadmaster: I know what you mean. You see one or more people in movies, and wish someone would 'get rid' of the idiot. I'm sure, like other GMs, that the NPCs act 'correctly', and NEVER do stupid things. But, there is always the choice for GMs to make one or two of their NPCs act stupidly, so either the other NPCs or PCs want to get rid of the idiot(s). Basically, it's up to the GM whether he/she wants to put any 'idiots' in their scenario. In some ways, it might be interesting/fun.
  4. You are more than welcome to change the stats of the zombies. Lower the INT if you wish.
  5. Bear swilling rat? Interesting :-0 I see what you mean by the 'humanity' mechanism. Most interesting. I've seen similar system(s) before: Star Wars-Knights of the Old Republic had a light side/dark side mechanism, that gave you light/dark points for your good or bad actions towards people, etc. I like your idea of 'humanity points'. The GM could give good or bad 'humanity points' to players depending on their actions. If, for example, the player has more bad than good 'humanity points', then the player has becomes more selfless, not caring about other players/people, always thinking about him/herself for survival. And also more willing to sacrifice other people for his/her survival.
  6. I made a few notes for a modern day zombie survival theme at Goblinoidgames.com: goblinoidgames.com • View topic - GORE Zombie survival theme Have a look, see what you think (I'm sure some of you can come up with something extra, maybe). It's really quite adaptable to CoC (maybe the odd minor change). I'm sure plenty of ideas can be made from various resources (films, etc), like Walking Dead, etc.
  7. Cut & dried - ickier than usual. True. But so would a shotgun to the zombie's head :-); especially after watching such films like La Horde, Dead Snow, etc. Hopefully the WWII Horror scenario thread I put here, can be 'expanded'. See the PCs have 'fun' getting out of the area/forest where the science bunker is. Anyway, as I said earlier, the WWII weapon stats can be 'modified' to your choice. Whatever makes you happy. Just have fun blowing zombies apart :-)
  8. First of all: wow! I never thought that this thread would get so much attention. The other thread (WWII Horror CoC) had one reply. Second: thanks for all the input; I'll keep it in mind. As I said before, the weapon list can be amended by any of you to suit your needs. Just have fun with them :-) Wikipedia is the main site I use for weapon stats, but I also check other sites as well.
  9. True. Regarding 'effective range' (you did say agree to disagree ;-) ), I agree with you that it CAN be based on the skill of the shooter. So, I propose this: Rifle Skill (61%-70%): +5 Yards. 71%-79%: another +5 Yards. So when the shooter's skill has reached 79%+, he/she has gained another 10 yards on the range of the Garand (to express their skill). When creating or listing weapons for any system (CoC, GORE, or my system), for example, there are 6 stats I give each weapon: Weight, range, damage, Rate of Fire (RoF), magazine size, caliber (5.56mm, 7.62mm, etc). But, most importantly, the stats for the WWII listed weapons can be changed by anyone using them (the above weapon stats are the ones I use). Anyone is free to change ANY of the above weapon stats if they want to. Just have fun using them :-)
  10. Wikipedia (where I get most of my weapon data from): Karabiner 98k - Wikipedia, the free encyclopedia Lee-Enfield - Wikipedia, the free encyclopedia M1 Garand - Wikipedia, the free encyclopedia FG 42 - Wikipedia, the free encyclopedia So, the weapon ranges from Wikipedia are: Garand: 440Yds (402m), Lee Enfield: 550Yds (503m), Mauser K98k: 550Yds (503m), FG-42: 500m. So the Garand does have the shorter range out of the above weapons. I also have noticed different stats from the different books, so I went to Wikipedia, and obtained the stats from there for my system, GORE, and CoC. I hope the above links help somewhat. I try not to get too technical with weapons in RPGs, as I find that people can either get obsessed with weapon details or a major discussion starts over weapons stats, weapon comparisons, etc. As I try to tell my players, it's just a game.
  11. Ok, so both .38 revolvers are 1D10.
  12. Thanks for the info. Trying to be historically accurate can be difficult sometimes, depending on the data available. A standard .38 calibre revolver: DAM: 1D10, RNG: 15 Yds, ROF: 2, MAG: 6, HP: 10, Malf: 00. The British .38 S&W cartridge (heavier than standard bullet) might do 1D10+1 damage? Hope this meets everyone's approval?
  13. DAMAGE TABLES: Handgun/SMG: .357: 1D8+1D4, .38: 1D10, .44 Magnum: 1D10+1D4+2, .45ACP: 1D10+2 7.62mm Type P: 1D8, 7.63 Mauser: 1D8, 7.65 Luger: 1D8, 9mm Marakov: 1D10, 9mm Parabellum: 1D10 Rifle/MG: .30 Carbine: 2D6, .30-06: 2D6+4, .30-30: 2D6+4, .303: 2D6+4, .50 M2: 2D10+1D8+6 5.45mm M74: 2D6, 5.56mm NATO: 2D6, 6.5mm Mauser: 2D6+3, 7.62mm M1943: 2D6, 7.5mm M31: 2D6+4, 7.62mm NATO: 2D6+4, 7.62mm Russian: 2D6+4, 7.92mm Mauser: 2D6+4, 12.7mm Soviet: 2D10+1D8+6, 14.5mm Soviet: 3D10+6 Shotguns: 12-guage (buckshot): 4D6/2D6/1D6 12-guage (Magnum, slug): 1D10+1D6+6 12-guage (Magnum, buckshot): 4D6+2/2D6+1/1D8 Hopefully, the above list should be helpful.
  14. CALL OF CTHULHU WWII WEAPONS: PISTOLS: .357 Revolver: DAM: 1D8+1D4. WT: 1.4Kg/3.1bs. ROF: 1. MAG: 6. RNG: 20yds. MAL: 00. HPs: 11 P38 (9mmP): DAM: 1D10. WT: 1Kg/2.2bs. ROF: 2. MAG: 8. RNG: 20yds. MAL: 00. HPs: 10 HP-35 (9mmP): DAM: 1D10. WT: 1.1Kg/2.4bs. ROF: 2. MAG: 13. RNG: 20yds. MAL: 00. HPs: 10 Webley MK6 Revolver (.455): DAM: 1D10+2. WT: 1.2Kg/2.6lbs. ROF: 1. MAG: 6. RNG: 15. MAL: 00. HPs: 10 M1911A2 (.45ACP): DAM: 1D10+2. DAM: 1D10+2. WT: 1.4Kg/3.1lbs. ROF: 1. MAG: 7. RNG: 15. MAL: 00. HPs: 10 RIFLES: M1 Garand (.30-06): DAM: 2D6+3. WT: 4.3Kg/9.5lbs. ROF: 1. MAG: 8. RNG: 100yds. MAL: 00. HPs: 12 Springfield ’03 (.30-06): DAM: 2D6+3. WT: 4.2Kg/9.2lbs. ROF: 1 / 2. MAG: 5. RNG: 110yds. MAL: 00. HPs: 12 M1 Carbine (.30): DAM: 2D6. WT: 2.5Kg/5.5lbs. ROF: 1. MAG: 15. RNG: 75yds. MAL: 98. HPs: 10 Mauser K98 (7.92x57mm Mauser): DAM: 2D6+4. WT: 4Kg/8.8lbs. ROF: 1 / 2. MAG: 5. RNG: 150yds. MAL: 00. HPs: 12. Lee-Enfield (.303): DAM: 2D6+4. WT: 4Kg/8.8lbs. ROF: 1 / 2. MAG: 10. RNG: 150yds. MAL: 00. HPs: 12 G43 (7.92x57mm Mauser): DAM: 2D6+4. WT: 4.4Kg/9.7lbs. ROF: 1. MAG: 10. RNG: 150yds. MAL: 00. HPs: 12 AUTO-RIFLES: Stg-44/MP-44 (7.92X33mm Kurz): DAM: 2D6+3. WT: 5.2Kg/11.4lbs. ROF: 1 or burst. MAG: 30. RNG: 80yds. MAL: 99. HPs: 10 FG-42 (7.92mmx57mm Mauser): DAM: 2D6+4. WT: 5Kg/11lbs. ROF: 1 or burst. MAG: 20. RNG: 90yds. MAL: 00. HPs: 10 BAR 1918 (.30-06): DAM: 2D6+4. WT: 9.5Kg/20.9lbs. ROF: 1 / 2 or burst. MAG: 20. RNG: 90yds. HPs: 11. MAL: 00 SMGs: MP40 (9mmP): DAM: 1D10. WT: 4.7Kg/10.3lbs. ROF: 1 or burst. MAG: 32. RNG: 20yds. MAL: 99. HPs: 8 Sten Mk2 (9mmP): DAM: 1D10. WT: 3.4Kg/7.5lbs. ROF: 1 or burst. MAG: 32. RNG: 20yds. MAL: 96. HPs: 8 Thompson (.45ACP): DAM: 1D10+2. WT: 5.5Kg/12.1lbs. ROF: 1 or burst. MAG: 20/30. RNG: 20yds. MAL: 96. HPs: 8. MGs: MG-42 (7.92x57m Mauser): DAM: 2D6+4. WT: 11.57Kg/25.51lbs. ROF: burst. MAG: 100. RNG: 200yds. HPs: 18. MAL: 00 M1919A4 (.30-06): DAM: 2D6+4. WT: 14/31lbs. ROF: burst. MAG: 100. RNG: 150. HPs: 12. MAL: 96. Bren Mk3 (.303): DAM: 2D6+4. WT: 9.75Kg/21.6lbs. ROF: burst. MAG: 30. RNG: 60yds. HPs: 11. MAL: 00 Lewis Gun (.303) DAM: 2D6+4. WT: 13Kg/28lbs. ROF: burst. MAG: 47. RNG: 60yds. HPs: 11. MAL: 00 SHOTGUNS: M1897 Trench gun (12-guage): DAM: 4/2/1D6. WT: 3.6Kg/8lbs. ROF: 1. MAG: 5. Base Range: 10/20/50yds. MAL: 00. HP-Res: 10. Sawn-off Double-Barrel (12-guage): DAM: 4/1D6. WT: 2.3Kg/5.05lbs. ROF: 1 or 2. MAG: 2. RNG: 5/10yds. MAL: 00. HP-Res: 14. Double Barrel Shotgun: DAM: 4/2/1D6. WT: 3.5Kg/7.7lbs. ROF: 1 or 2. MAG: 2. RNG: 10/20/50. MAL: 00. HP-Res: 12. Molotov Cocktail: 2D6+Luck to burn. Hand Grenade: 4D6/4yds
  15. Night of The Dead (Nacht Der Untoten) This scenario pits the allied players (British/American) against undead horrors conceived by Nazi experiments gone wrong. Early 1945: Nazi Scientists were trying to make an Uber Trooper (super Soldier), but things went drastically wrong, and the survivors are trying to escape. Volunteers were experimented on, but they appeared to die, only to reanimate a short while later and set upon the living. The PCs are on patrol in deep woods, when they come across a complex. They can get in easily enough, getting out though, is going to be hard, as the undead are wandering through the woods. The PCs eventually come across the survivors (scientists, guards) who eventually tell them what it is that they are scared of, and why they won't or can't leave the complex. The PCs are of course dubious of the tales of the 'untoten', but they soon change their mind when the 'untoten' make an appearance. Then all hell breaks loose! The PCs and survivors have to work together to barricade the complex and fight back to survive long enough for reinforcements to arrive (if the PCs are gone too long, then a team will be sent to investigate). WEAPON DAMAGE TO untoten (undead): Projectiles do half damage rolled (round down). Exception: Shotguns. They do normal rolled damage. Grenades do full damage. UNTOTEN (undead): A basic ‘untoten/undead’ profile: STR: 3D6x1.5, CON: 3D6x1.5, SIZ: 2D6+6, INT: 6, POW: 1, DEX: 2D6, APP: 1D6, MOVE: 6, ARMOUR: none. Weapons: Bite: 35%+, DAM: 1D3+ half DB (bleeding), Claw: 40%+, DAM: 1D4+DB (bleeding). Grapple: 35%+, Special Skills: Sense: 50%+ Sample ‘untoten’: STR: 27 (+1D8 DB), CON: 27, SIZ: 18, INT: 6, POW: 1, APP: 3, MOVE: 6. Bite: 50%, Claw: 55%, Grapple: 50%, Sense: 55%. Bite: 1D3+1D4, Claw: 1D4+1D8. HP: 23. Zombie dogs: STR: 2D6+6, CON: 3D6, SIZ: 2D6+1, POW: 3D6, DEX: 2D6+6, MOVE: 11. Armour: none. Weapons: Bite: 40%+, DAM: 1D8. SKILLS: Spot Hidden: 55%+, Track by smell: 60% COMPLEX STAFF: Dr Wilhelm Schmitt: STR: 13, DEX: 14, INT: 18, CON: 14, POW: 16, CHA: 17, SIZ: 13: HP: 14, AGE: 50. A brilliant medical professor forced to work for the Nazis. Learned pistol, Rifle & boxing at university. SKILLS: Medical: 85, Hear: 60, Observe: 60, Pistol: 65, Rifle: 45, Unarmed: 45, First Aid: 60, Language (English): 80, Chemistry: 85, Pharmacy: 85, Biology: 85, Botany: 80, Notice: 50, Hand Weapon: 45. Dr Gunter Schwartz: STR: 14, DEX: 15, INT: 16, CON: 15, POW: 15, CHA: 15, SIZ: 13, HP: 14, AGE: 30. A professor who worked for the Nazis willingly, but has seen the error of his ways thanks to Dr Wilhelm. SKILLS: Medical: 65, Hear: 65, Observe: 65, Pistol: 60, Rifle: 55, Unarmed: 55, First Aid: 60. Language (English): 70. Notice: 60. Biology: 60, Chemistry: 70, Hand Weapon: 45. GUARDS: Sgt major (Stabsfeldwebel) Stefan Steiner: STR: 17, DEX: 16, INT: 16, CON: 17, POW: 18, CHA: 18, SIZ: 15, HP: 16, AGE: 29. A battle hardened experienced Sergeant who has fought many battles over the years. The rest of the guards rely on him for morale, etc. SKILLS: Rifle: 75, Pistol: 65, Heavy Weapons: 60, Hear: 65, Notice: 65, Swim: 55, Hand Weapon: 65, Unarmed: 65, Notice: 65, First Aid: 55, Fast Talk: 55, Drive: 55, Move Silently: 65, Survival: 60, Navigate: 50, Throw: 65, Track: 55, Climb: 55, Language (English): 65, Jump: 50, Hide: 65, Oratory: 60, Swim: 55. Sergeant (Feldwebel) Stefan Konig: STR: 16, DEX: 17, INT: 14, CON: 16, POW: 16, CHA: 17, SIZ: 15, HP: 16, AGE: 26. Sgt Steiner's right hand man, who has been with him for a number of years. SKILLS: Rifle: 65, Pistol: 70, Heavy Weapons: 65, Hear: 65, Notice: 65, Climb: 55, Hand Weapon: 60, Unarmed: 65, First Aid: 60, Oratory: 50, Move Silently: 60, Swim: 55, Survival: 60, Drive: 55, Navigate: 50, Throw: 60, Track: 50, Language (English): 60. Corporal (Unteroffizier) Dieter Bauer: STR: 16, DEX: 17, INT: 15, CON: 17, POW: 15, CHA: 16, SIZ: 15, HP: 17, AGE: 25. Stefan Konig's friend and part of Steiner's squad. SKILLS: Rifle: 65, Pistol: 60, Heavy Weapons: 60, Hear: 65, Notice: 65, Hand Weapon: 55, Unarmed: 60, First Aid: 55, Oratory: 45, Move Silently: 55, Swim: 50, Survival: 55, Drive: 50, Navigate: 45, Throw: 55, Track: 45, Language (English): 55, Climb: 60, Jump: 55, Demolitions: 55. Sgt major Stefan Steiner: FG-42 (6 mags), Walther P38 (7 mags), 5 grenades, Bayonet (DAM: 1D4+1+STR Bonus). Sgt Stefan Konig: MG '42 (3x75 rnd drums), Walther P38 (7 mags), 5 grenades, Bayonet (DAM: 1D4+1+STR Bonus). Corporal Dieter Bauer: Gewehr '43 (8 mags), Pump-Action shotgun (56 rounds), grenades: 5, Bayonet (DAM: 1D4+1+STR Bonus). Steiner, Konig & Bauer have steel helmets (AV8), and wear camouflaged uniforms. Dr Wilhelm Schmitt & Dr Gunter Schwartz each carry a P38 pistol with 8 mags. They don't like using them (as they are not of a violent nature), but the present situation warrants it. They can use rifles (Kar '98) if they find them. There are possibly other personnel in the complex, but the PCs & staff have to find them (if they decide to explore the complex): Dr Rienhard Muller (same skills as Dr Schwartz, but 5% less). Dr Otto Vogel: (same skills as Dr Schwartz, but 5% less). Their attributes are 1 less than Schwartz's. Both of these supposedly stout nazi supporters have suddenly changed their minds after witnessing the carnage they have created through their experiments. Lance Cprl (Gefreiter) Wolfgang Hoch (same skills as Dieter Bauer but 5% less). Trooper (Soldat) Konrad Riese (same skills as Dieter Bauer but 5% less). Their attributes are 1 less than Bauer's. German Ranks (with British equivalent): Private: Soldat, Lance Corporal: Gefreiter, Corporal: Unteroffizier, Sergeant: Fedlwebel, Staff Sergeant: OberFeldwebel, Sergeant major: Stabsfeldwebel, Regt. Sergeant major: Hauptfeldwebel, 2nd Lieutenant: Leutnant, 1st Lieutenant: Oberleutnant, Captain: Hauptmann, Major: Major Lieutenant Colonel: Oberstleutnant, Brigadier: Oberst. American: Private, Spec 4, Sergeant, Staff Sergeant, Platoon Sergeant, Master Sergeant, Sergeant major, 2nd Lieutenant, 1st Lieutenant, Captain, Major, Lieutenant Colonel, Colonel. ------------------------------------------------------------------------------------------------------------------------ The windows are covered with wood planks: each successful hit from the untoten attacking the window, takes 1 plank off (6 in total). On a critical, 2 planks are taken off. It takes one person 1 turn to secure 1 plank to the window (maximum of 6). 2 people can secure a window in 3 turns (if 6 planks are needed). Some walls might be weak (2D6+4 HP). Once the wall is at 0HP, the untoten can get through. It takes a person 6 turns to fully barricade the wall (or 2 people 3 turns). Weapons: Shotguns (30%): 12 guage (2 barrel): DAM: 4D6/2D6/1D6, RNG (Yds): 10/22/50, Attk#: 1 or 2, Mag: 2, Item HP: 12, Malf: 00. 12 guage (Pump Action): DAM: 4D6/2D6/1D6, RNG (Yds): 10/22/50, Attk#: 1, Mag: 8, Item HP: 10, Malf: 00. RIFLES: Lee Enfield .303: DAM: 2D8, ROF: 1, RNG: 110, HP: 12, MAG: 10, Malf: 00, WT: 4, CAL: .303. UK. M1 Carbine: DAM: 1D10+1, ROF: 3, RNG: 75, HP: 11, MAG: 15, Malf: 99-00, WT: 3, CAL: .30 Carbine. Garand: DAM: 2D6+3, ROF: 3, RNG: 100, HP: 12, MAG: 8, Malf: 00, WT: 4, CAL: .30-06. USA Springfield ’03: DAM: 2D6+3, ROF: 1, RNG: 110, HP: 12, MAG: 5, Malf: 99-00, WT: 4, CAL: .30-06. USA Mosin Nagant: DAM: 2D6+1, ROF: 1, RNG: 75, HP: 11, MAG: 5, Malf: 99-00, WT: 3.5, CAL: 7.63x54mmR. Russia Arisaka 38: DAM: 2D6+1, ROF: 1, RNG: 110, HP: 12, MAG: 5, Malf: 99-00, WT: 3.8, CAL: 7.7x58mm. Japan Carcano M1938: DAM: 1D12, ROF: 1, RNG: 75, HP: 11, MAG: 8, Malf: 99-00, WT: 3.2, CAL: Mannlicher-Carcano. Italy K98k: DAM: 2D8, ROF: 1, RNG: 110, HP: 12, MAG: 5, Malf: 99-00, WT: 4, CAL: 7.92mmx57mm Mauser. Germany Gewehr 43: DAM: 2D8, ROF: 3, RNG: 90, HP: 12, MAG: 10, Malf: 99-00, WT: 4, CAL: 7.92mmx57mm Mauser. Germany STG-44: DAM: 2D8, ROF: 3, RNG: 90, HP: 12, MAG: 30, Malf: 99-00, WT: 4, CAL: 7.92mm Mauser. Germany FG-42 (7.92mmx57mm Mauser): DAM: 2D6+4. WT: 5Kg/11lbs. ROF: 1 or burst. MAG: 20. RNG: 90yds. MAL: 00. HPs: 10 BAR 1918 (.30-06): DAM: 2D6+4. WT: 9.5Kg/20.9lbs. ROF: 1 / 2 or burst. MAG: 20. RNG: 90yds. HPs: 11. MAL: 00 SMGs: STEN (9mmP): DAM: 1D10, ROF: 3 or burst, RNG: 20, HP: 8, MAG: 32, Malf: 99-00, WT: 2.6 Thompson (.45ACP): DAM: 1D10+2, ROF: 3 or burst, RNG: 20, HP: 11, MAG: 30, Malf: 99-00, WT: 3.6 M3 ‘Grease Gun’: DAM: 1D10, ROF: burst, RNG: 25, HP: 9, MAG: 30, Malf: 99-00, WT: 2.9 PPSh-41: DAM: 1D10, ROF: burst, RNG: 30, HP: 11, MAG: 35/72, Malf: 99-00, WT: 3.6 MP40 (9mmP): DAM: 1D10, ROF: 3 or burst, RNG: 25, HP: 9, MAG: 32, Malf: 99-00, WT: 3.8 Nambu Type 100 (8x22mm Nambu): DAM: 1D8, ROF: burst, RNG: 20, HP: 8, MAG: 32, Malf: 99-00, WT: 4 PISTOLS: M1911A1 (.45ACP): DAM: 1D10+2, ROF: 1, RNG: 15, HP: 7, MAG: 7, Malf: 99-00, WT: 1.3 Walther P38 (9mmP): DAM: 1D10, ROF: 3, RNG: 15, HP: 7, MAG: 8, Malf: 99-00, WT: 1 Browning HP (9mmP): DAM: 1D10, ROF: 3, RNG: 15, HP: 8, MAG: 13, Malf: 99-00, WT: 1.1 Webley MK6 Revolver (.455): DAM: 1D10+2. ROF: 1. MAG: 6. RNG: 15. Malf: 00. HPs: 10 WT: 1.2Kg/2.6lbs. MGs: MG-42 (7.92x57m Mauser): DAM: 2D6+4. WT: 11.57Kg/25.51lbs. ROF: burst. MAG: 100. RNG: 200yds. HPs: 18. MAL: 00 M1919A4 (.30-06): DAM: 2D6+4. WT: 14/31lbs. ROF: burst. MAG: 100. RNG: 150. HPs: 12. MAL: 96. Bren Mk3 (.303): DAM: 2D6+4. WT: 9.75Kg/21.6lbs. ROF: burst. MAG: 30. RNG: 60yds. HPs: 11. MAL: 00 Lewis Gun (.303) DAM: 2D6+4. WT: 13Kg/28lbs. ROF: burst. MAG: 47. RNG: 60yds. HPs: 11. MAL: 00 FLAME DAMAGE: If using flame weapons (Molotov cocktails, etc), the damage is 2D6 on the first round, then 1D6+1 on the second round. Or the other option is just 2D6 damage, and no secondary damage. Against the ‘untoten’, the damage would be reduced: -3 on the damage rolled. ---------------------------------------------------------- The whole idea of this scenario, is that the group (American/British, or both), encounter the complex, which is a large concrete structure. The GM should describe the structure as damaged in various ways; lights flicker, small fires and rubble at random places as they walk through the semi-dark corridors. As they walk further into the complex, they see yet more damage: damaged containers (some food, water, ammunition, etc), doors battered down, and 1D4 dead bodies, that appear very damaged (a medical roll will indicate that there are bite and claw marks on the bodies). The PCs should meet the survivors further in the complex, as they hear gunfire (Hear test). They should eventually see the guards firing at ‘figures’ in the distance. This is the point where 2 things can happen: 1: The PCs can fight the guards, but that means the PCs will then have 2 enemies. 2: The PCs can attempt contact with the guards, and hopefully the guards, scientists and PCs can join in finding other survivors and eventually escape. There are weapons for 6 nationalities: British, American, German, Russian, Italian, and Japanese. This gives a wide choice: British/American, or both in the pacific (Japanese horrors). Russians finding German horrors instead of the British & Americans encountering them. Equipping the players: This is up to the GM. He/she can give the players one primary weapon: rifle, SMG, shotgun, or perhaps give one player a Machine Gun. Perhaps a secondary weapon (pistol, SMG, or shotgun), for example. The GM can have the players find other weapons in the complex. The GM can have the untoten swarm through windows, doors, and from corridors. Try to make the players sweat, but not to kill them. The survivors helping them should make things easier, especially if they help the guards search for other survivors.
  16. SMAY63

    scifi

    465 downloads

    PDF with a short list of modern/scifi equipment for gore.
  17. SMAY63

    Aliens for GORE

    413 downloads

    PDF with stats for 4 Aliens for GORE.
  18. Not necessarily talking out of your backside. You were right about using energy weapons on board a ship or on a planet that has sealed habitats. Using a 'projectile/slug weapon' is suicidal in those enviroments. As for Babylon 5's PPGs, there are 2 versions: military and non military. The miltary version is better than the civilian version (magazine capacity, etc). Star Trek Phasers: the 23rd-24th century phaser are better than the 21st-22nd century ones. Looking at the Decipher rules, they have high energy capacity, but each setting: low to heavy stun, low to heavy thermal, etc uses different amounts of energy. As for Star Wars Blasters, I just look at the D20 Star Wars book.
  19. I saw on the forum a few days ago, at Goblinoidgames.com that someone was asking for some sci-fi material for the system. Please find enclosed 2 word files that enclude the following items: Prices for the laser weapons and armour. Some alien samples. And some equipment data I have used in my own rpg system. I thought it could be used for the GORE system as well. Please feel free to contact me either here or at Goblinoidgames.com Regards Stephen Yendle. Scifi weaponsand equipment GORE.doc ALIEN TYPES FOR GORE.doc
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