COMBAT

Combat in Zombiepocalypse is intentionally simplified and abstract in order to keep the game moving quickly without getting bogged down by rules. Unlike other role-playing games, there is no need to bother with things such as surprise, initiative, armor class, or hit-points. The players just have to worry about three stats; their "To-Hit" rolls, “Damage” rolls, and the number of attacks they are allowed. Like any rolls in Zombiepocalypse, Difficulty Modifiers can effect the numbers on these rolls, as can things like Injuries, Range or the type of weapon being used.

The Combat Sequence
Combat utilizes combat rounds. Each round is assumed to be six seconds long. This six seconds encompasses the entirety of all the actions performed by all the Player Characters and Monsters; it is not that each character involved gets six seconds to himself, but instead a mere fraction of that time. In combat, the Players always go first, then their opponents. These are called the Attack Phases. During the Player Character Attack Phase, the players can attack, move or take an action. The player to the right of the GM goes first, followed by each player to the right of that one until all the players have had an action. Each player declares his attack or action as the first step. For certain actions, the GM will require the Player to roll one or more dice to determine the outcome of the player's attack or actions. When all the players have completed their turns, the GM moves the monsters. This is called the Monster Attack Phase. Through the GM, all involved Monsters will move, attack or perform actions. Like the Players, the GM will use dice to determine the outcome of those actions. Once all players and monsters have attacked, moved or performed their actions, that round is complete and the next round begins. Combat continues until one side retreats, surrenders or is killed. Players (or Monsters) may also choose to do nothing that round.



PLAYER ATTACK PHASE

A character can attack any Monster within range. Certain weapons – such as clubs or axes – are considered Melee weapons and can only be used to attack Monsters who are standing right next to the Player Character; others – like pistols, bows or rocket-launchers – are considered Ranged weapons and can hit monsters further away. If a character only has a Melee Weapon, he can only attack monsters within melee range (that is, standing in an adjacent Hex); if there are no monsters in range, he will have to move closer (or wait for the monsters to move closer) first. Characters armed with ranged weapons can attack monsters in melee range or further away (See section on Movement and Range).

Player Character can also opt to Move or perform an Action. Movement can be in any direction, so long as there are no opponents or obstacles in the path. Player Characters can move up to 6 Hex per round. They can continue running as long as they wish, but if they stop they must spend a full round   “getting ready” (turning around, pulling out weapons, and aiming) before re-engaging in combat

Finally, a Player Character may opt to perform some sort of action instead of running or attacking. This can be anything from opening a door, helping an ally up off the floor, or searching through a backpack for some vital piece of equipment. Many actions performed in combat will require a Skill Roll to determine the success (or lack thereof). Difficulty and Complexity modifiers are applied to these actions as they may be to any actions taken outside of combat

Attacking
If a player declares that he intends to attack, he must roll several dice to determine the success and severity of his attacks. This is called rolling his To-Hit, and rolling for Damage. All Player Characters get one Attack per round; however, some weapons allow the Player Character to target (Hit) more than one Monster each round.

To determine if a Player Character's attack (or attacks) is successful, the Player first rolls a die. This is his “To Hit” roll. A result of 4, 5 or 6 indicates that the Player Character has successfully hit his target.
If a Player Character is wielding a weapon that allows multiple Hits, he will need to roll separate To-Hit rolls for each.  If he successfully lands an attack on his foe, he then follows up with another roll of the die, called his “Damage” roll to determine the lethality of his strike; Player Characters granted multiple Hits by their choice of weapon will likewise require multiple “Damage” rolls. Once the player has made all his attacks or actions, his turn is over and the next character to his right will begin his turn (e.g., declare his actions and – if necessary – roll “To Hit” and “Damage”).

“To Hit” Rolls
If the player chooses to Attack, he must first determine if he hits his target. This is called rolling his "To Hit". The result of this roll indicates whether the character has managed to land a telling blow or hit his target.  
Player Character “To Hit” Table
Die Roll
Result
1-3
Character misses the target
4-6
Character hits the target
Various factors can modify this result of this die roll. If a player is using a particular weapon weapon that he is skilled with (e.g., firing a pistol when he has Weapon Skill: Pistol) he will receive a +1 to his “To Hit” roll, potentially turning – for instance - a “To Hit” roll of “3” into “4”. Similarly, the range of the target will have an effect on the roll; for instance, attacking a target at Medium range (42 to 60 feet away) will give the player a -2 penalty to his “To Hit” roll. Some types of weapons are more accurate than others and provide a bonus or penalty to the “To Hit” roll. Injured characters will be less accurate and will also receive a penalty. Or the GM may decide that the conditions of the battlefield provide a Difficulty bonus or penalty to the “To Hit” roll as well.

Unlike Skill Checks, there are no Complexity modifiers (that is, a "To Hit" roll never requires more than one roll) but Difficulty bonuses or penalties can apply as the GM sees fit. Like Skill Checks, Difficulty modifiers have a maximum of +/-3, but these stack in addition to any modifiers from weapons, range or injuries.

Weapon To-Hit Modifiers Table
Weapon Type
To Hit” Modifier
Rifle
+1
Sniper Rifle
+1
Grenade Launcher
-1
Rocket Launcher
-1
Grenade
-1
All Other Weapons
none
By default, most players only get the opportunity to target – or Hit - one monster; however, some weapons (such as machine guns) allow the character to Hit more than once per round. If the player gets more than one hit per round) he must declare them all at the same time (that is, "I will attack zombie #1 in front of me, then zombie #2 on the right, then zombie #3 walking toward me"). If he has multiple attacks due to his character's choice of weapon, he will need to make separate “To-Hit” rolls for each attack.

Number of Attacks By Weaponry
Weapon Type
# Attacks / Round
Sword
2
Chainsaw
2
Throwing Knife/Darts
2
Automatic Rifle / Submachine Gun
2
Machine Gun
5
All Other Weapons
1

Damage" Rolls
If a player rolls a 4, 5 or 6 on his “To Hit” roll (modified as necessary by any bonuses or penalties), he has hit hard enough to effect his target. This doesn't mean that all rolls of 1, 2 or 3 necessarily fail to make contact, but they don't cause any serious injury or effect and are ignored. To determine the effect of this blow, the player needs to make a “Damage” roll and consult the table below.

Player Character Damage Table
Die Roll
Result
1-3
Target is Staggered and cannot take any actions this round.
4-5
Target is Injured. He cannot take any actions this round and will suffer a -1 penalty on all future rolls
6
Target is dead

As with any die rolls, bonus and penalties should be applied to the roll prior to consulting the table. Certain weapons may affect this roll. For instance, shotgun may add a +2 bonus to any damage roll. Some weapons - such as grenades - may affect more than one target even though it only counts as one attack (see Weapons List in Equipment and Inventory). Generally, Difficulty modifiers are not applied to Damage rolls, and Complexity modifiers are never used for Damage.

If a character receives multiple Hits due to his choice of weapon, he makes a separate Damage roll for each successful “To Hit” roll made. For example, if an automatic rifle, he gets two Hits per round. If he rolls a 2 on the first To-Hit and a 5 on the second, he would roll one Damage roll. If he is rolls a 4 or higher with both To-Hits, he would roll Damage twice. And if he missed both times, he wouldn't roll for Damage at all. 

Weapon Damage Modifiers Table
Weapon Type
Damage” Modifier
Fists
-2
Axe
+1
Chainsaw
+1
Throwing Knife/Darts
-1
Bow / Slingshot
+1
Crossbow
+2
Sniper Rifle
+1
Shotgun
+2
Machine Gun
+1
Grenade Launcher
+1
Rocket Launcher
+4
Molotov Cocktail
Special
Grenade
+2
All Other Weapons
none


Damage Effects
If a character rolls a 1-3, his target is Staggered. Staggered monsters or characters are temporarily stunned by the below, enough so that they cannot fight, move or take any actions the next time their turn comes around. A Staggered monster or character isn't actually injured (outside of some insignificant and cosmetic scratches); he just can't take any actions. So long as he is not Staggered or Injured on a following round, he will return to the fight the as soon as the Stagger wears off. If a Monster is Staggered more than once in a round, the effects do not stack and the Monster is only Staggered for a single round regardless of the number of attacks against it.

A character or monster that is Injured has taken significant-enough damage that not only does he (or it) suffer the same effects as being Staggered, but he also receives a -1 penalty to all future rolls until he is healed. This includes “To Hit”, “Damage”, Skill checks or any other rolls the GM may call on him to make. This Injury can be healed by another character (see Injuries And Healing section), assuming there are sufficient medical supplies at hand. Injuries stack, with a maximum penalty of -3. Any character that has taken 3 (or more) Injuries in the same combat encounter is considered “Seriously Injured” and is knocked out of the fight (see “Downed characters, below).

If a character rolls a 6 (modified as necessary by any penalties or bonuses), his target is Dead. This is exactly what it sounds like. The target is not only out of the fight, but out of the game entirely. He cannot make any more moves, actions or attacks, in this combat or any other. He is not sleeping or pining for the fjords or even just mostly-dead.. He is totally, completely and irrevocably dead and all that's left to do is go through his pockets for loose change.

If he has multiple attacks due to his character's choice of weapon - such as a machine gun - , he will need to make separate “Damage” rolls for each successful “To Hit” roll.


Difficulty Modifiers
Difficulty modifiers can effect the outcome of these rolls, just as with skills. Generally, Difficulty modifiers only apply to the "To Hit" roll and not to the "damage" roll, although the GM retains the option of applying to either if he chooses. Unlike typical Skill Checks, only Difficulty Modifiers are applied in combat, and not Complexity; that is, only bonuses and penalties to the roll are applied, but multiple die rolls are never required. Like all Difficulty Modifiers, there is a maximum of +/- 3, although these stack with any other penalties or bonuses from injuries, range or type of weapon.


Combat Actions
Alternately, a character can move or make an action during his turn instead of attacking. Players can only make one action each round. This action can be any simple activity that might be possible within the time (helping somebody back up, pulling something out of a pack, reloading a gun or barring a door). The GM may rule that more complicated actions may take more than one round or are impossible to perform successfully in combat. Difficulty and Complexity modifiers apply to any Skill Checks required in combat, just as they do outside combat.

Player Characters can also chose to move, either to retreat or get into a better position. Players can move up to 6 hexes (36 feet, see Movement and Range section) per round and still fight the next round. Generally, a player cannot move and attack in the same round unless the GM allows the optional Multiple Actions Per Round rule (see below). However, Player Characters can move 1 Hex (6') in any direction and still attack without penalty, so long as they are moving towards their target. Characters using ranged weapons may also move up to 1 Hex if it is necessary to get a clear line of sight to their targets. Characters cannot move 1 hex and attack another target.

Monsters can choose to perform actions or move in lieu of attacking as well. Zombies tend to me limited in their abilities and typically move slower, but any living foes the players may encounter have the same range of abilities as their characters. All monsters can also move up to 1 Hex (6') towards their target and still attack the same round without penalty if necessary to get within range or to get a clear line of sight, just like the Player's characters.


Multiple Actions Per Round (Optional Rule)
A GM may chose to allow a character to perform more than one action per round. However, this rule does not allow the player to attack more than once per round, although he can attack and perform an action if he chooses. Multiple actions require a Skill Check (even for skills that normally do not require a check) at a -1 penalty. This penalty stacks with any other modifiers from injuries, range, etc. Each roll is separate from the others and failure in one does not indicate failure in the others. No more than one attack and two actions (or three actions) can be performed per round. Movement is considered an action and failure indicates the character has not moved at all (he tripped, got caught on something, whatever). A player cannot make two Movement actions in the same round.

Action
Modifier
Attack
normal
Action
normal
Attack + Action
"To Hit" -1, Skill check -1
Action + Action
Skill check -1, Skill check -1
Attack + Action + Action
"To Hit" -2, Skill Check -2, Skill check -2
Action + Action + Action
Skill check -2, Skill check -2, Skill check -2
 
Free Actions
Certain actions and activities are considered “free actions” and can be performed without preventing the character from also moving, attacking or performing another action. These include shouting brief orders to allies, dropping anything being carried in the character's hands, or drawing any weapon not stored in a bag or backpack. Only one Free Action can be performed per round, however.


Movement
Character – both Player and Monsters – Movement speed is counted in Hexes. As a general rule, the Living (including the Player Characters) move faster than the Undead, although there are exceptions.

The Living can move up to 6 Hex per Round. They can move fewer Hex if they chose, but cannot move any faster; 6 Hex is the maximum speed they can reach without a vehicle.  Injuries can affect that speed; each Injury a Player Character has slows them down by 1 Hex, to a maximum Penalty of -3. The GM may rule that some obstructions may also slow down the Player; for instance, moving through a Hex with a low fence (and jumping over that fence) may cost the Player Character two Hex rather than the usual one.

The Undead have a usual speed of 3 Hex per round, although certain Zombies (such as Runners) may be able to move faster, while others (such as Grabbers) are slower. Like the Living, Injuries and obstructions also affect the speed at which the Undead move.

All Living characters can move 1 hex “for free” during combat and still make an attack or perform an action that round without penalty, so long as the movement is towards the target. Characters using ranged weapons may also move up to 1 Hex if it is necessary to get a clear line of sight to their targets. Characters cannot move 1 hex and attack another target. This free hex cannot be used in addition to normal movement.


Attack of Opportunity (Optional Rule)
If a character or monster is in melee range with one or more opponents and it moves away from his attacker, the opponents are allowed one free attack against him. This happens regardless whether or not the opponent has already attacked that round. Each attacker only gets one Attack of Opportunity per round, regardless of how many monsters or characters are disengaging from combat, although multiple Attacks of Opportunities can be made against the same character or monster if there are multiple opponents nearby. Only melee attacks are allowed against the moving character. Staggered characters or Downed monsters cannot use an Attack of Opportunity. Moving past an opponent does not trigger an Attack of Opportunity. Attacks of Opportunity roll “To Hit” and “Damage” as per the usual rules detailed in the Combat section above.



MONSTER ATTACK PHASE


Once all the players have made their actions, the GM rolls for the Monsters. This includes any zombies, or survivors not being controlled by the players. These creatures can attack, move or take actions, just like the players. There is no particular order, although traditionally the monsters closest to the player characters are moved first. If there are a mix of living and dead attackers, the living Monsters always go before the Undead.

If the monsters decide to attack, the process of determining the results of their strike is similar to what the players use. For each monster, the GM first performs a "To-Hit" roll on a d6 to determine if the monster hits his target. If the die roll indicates a successful attack, a “Damage” roll is made to determine the effect. Different tables are used depending on the type of attacker. Zombies use a modified “To Hit” table, while any living foes use the same “To Hit” table” as the players. Most zombies can only attack at melee range, while living foes can attack at melee or from range, depending on their choice of weapons.

Zombies and Other Undead “To Hit” Table
Die Roll
Result
1-4
Character misses the target
5-6
Character hits the target

Survivors and the Living "To Hit” Table
Die Roll
Result
1-3
Character misses the target
4-6
Character hits the target

If you chose to use any of the “special” zombies (see Monster section), some types of undead get special bonuses (or penalties) to their “To Hit” rolls. Any living foes can suffer the same bonuses or penalties that the player may get, such as from injuries or range. The GM may also apply Difficulty Modifiers to the “To Hit” roll depending on the situation in which the attack is made.

If a monster's “To Hit” roll indicates a successful attack, the GM follows this up with a “Damage” roll, utilizing a similar table as that used by the PCs.

Monster “Damage” Roll Table
Die Roll
Result
1-3
Target is Staggered and cannot take any actions next round.
4-5
Target is Injured. He cannot take any actions next round and will suffer a -1 penalty on all future rolls until healed
6
Target is dead

The Damage effects – Staggered, Injured and Dead, are functionally similar to the results of the Player Character's Damage rolls. Staggered characters lose the ability to move, act or attack in the following round; multiple Staggers do not stack. Injured characters suffer a -1 penalty to any rolls, and a -1 to movement speed. Multiple Injuries do stack, to a maximum of -3. Dead characters are, of course, dead and can no longer perform any actions; Players will have to create a new character which the GM will introduce into the game at the next available opportunity.

Sometimes monsters attack one another (for instance, if there are a mix of non-player Survivors and Zombies, they might be battling each other as well as the players). If a monster Staggers or Injures another before that other monster has a chance to attack himself, then the Staggered or Injured monster loses his attack or action for the current round. If the Injured or Staggered monster already attacked, then he loses his attack for the following round.


Monster Action and Movement
Monsters can move or perform actions during combat, just like Player Characters. Zombies tend to be limited in what sort of actions they can take and usually prefer just to rush forward and attack anyway. Living Monsters, such as other survivors, have just as many options as the Players. Some actions taken by Monsters may require Skill Checks to which various bonuses or penalties can be applied.

If the Monsters chose to move, they can do that as well. Zombies typically move slower than the Living; a mere 3 Hex per round as opposed to the 6 Hex per round of the Player Characters. However, some varieties of Undead have different Movement speeds, from the nearly immobile Grapplers (0 Hex per round) to the speedy Runners (7 Hex per round). The Living move at the same rate as the Player Characters.



COMBAT MISCELLANY


Downed Characters
Any creature that takes three hits in a single combat encounter is considered "Downed". These unfortunates are knocked out of action for the remainder of the combat encounter, unable to fight, move or perform any actions (they can still talk, however). Once the combat is over - either by killing or driving off all the foes - the character or monster becomes active again, albeit with the -3 penalty to any rolls due to his injury. Should he engage in combat again, the counter is reset and he will be able to withstand up to three more injuries before being dropped again. Zombies and non-player characters who are downed return to action one hour after the player characters have left the area.
Downed characters can be attacked just like any other. Downed (Severely Damaged) Zombies are instantly hit, and no "To-Hit" roll is required. Attacking the Living - whether Player Characters or other survivors - does require a "To-Hit" roll. In both cases, the attacker can simply state the level of Damage rather than rolling, ranging from simply stunning (Staggering) the target, giving them an Injury, or outright killing them; no Damage roll is required.

Optional Rule: Infection
If a zombie rolls a 4-5, the GM secretly rolls another D6; a roll of 6 indicates the player is infected. See rules on Injury and Healing for further details.

Dismemberment (Optional Rule)
Because Injuries are so abstracted, Zombiepocalypse does not support rules for injuring specific body parts or causing dismemberment. However, given the rotting state of the undead, some GMs may wish to incorporate situations where a ghoul loses an arm or leg. In this case, whenever a character rolls a 4 or 5 on a damage roll against a zombie, roll a second die to determine if the monster loses a limb and check the table below.
Dismemberment Table
Roll
Removed Limb
1-2
None
3
Left Leg
4
Right Leg
5
Left Arm
6
Right Arm
A Dismembered limb is removed in part of full. Monsters that have lost a leg can still move, albeit more slowly and with difficulty. Similarly, Monsters missing an arm can still attack, batter or grab. Any zombie that loses a limb only suffers the usual -1 penalty as from any Injury; however, the GM may rule that the monster also suffers other penalties depending on the situation; for instance, a zombie that loses its left arm might not be able to attack somebody on the left , or that a ghoul that loses part of its leg cannot run at all.

It is strongly recommended that dismemberment rules not be used against the Living at all, only occurring when the attacker rolls a "6" on its Damage roll (e.g., if the target is killed in the attack). In these cases, the GM may rule the character lives for a few more rounds as he bleeds out, but cannot perform any actions (as he is technically dead).

Line of Sight
All ranged attacks must have a clear line of sight between the attacker and his target. If there are any obstructions between the attacker and his target, such as a wall or door, the attacker must move until he can see his opponent. If the obstruction is only partial, such as brush or glass, the GM may allow the attack but can apply a -1 penalty to both the “To Hit” and “Damage” rolls. Attackers – both Player characters and Monsters – can move up to 1 Hex (6') in any direction and still attack that round without penalty if this maneuvering results in a clear line of sight.

Delaying Attacks
Normally the Player Characters get the advantage of moving or attacking before any of their opponents; this gives them the opportunity to kill (or run away from) their foes before the other side even has an opportunity to react. But sometimes this advantage can work against the Player Characters and they may wish to delay their turn to get a better grasp of the situation. In these cases, the Players may wish to Delay their Attack.

A Delayed Attack is exactly what it sounds; instead of moving first, the Player Characters wait until all the other Players and Monsters have taken their turn, and then the Players make their own actions. There are both advantages and disadvantages to using this strategy. The most obvious advantage is that the Players can react to unexpected actions on the part of the enemies. However, Players who Delay also receive a +1 to their To Hit rolls if they choose to attack that round (they receive no benefit to any other rolls, such as Skill Checks, however).

On the other hand, Delaying has some significant disadvantages. First and foremost, the Players are now reacting to the Monsters' actions, and a lucky die roll on the part of their opponents might injure or kill them before they get an opportunity to act. If a Monster successfully attacks them that round, the consequences of that attack will not only effect their actions the following around – as it normally would do – but also affects their Delayed actions for the current round. Furthermore, only two Player Characters can Delay each round; if there are more than two Player Characters in the group, then they must attack or act during their normal turn. Finally, Players who Delay cannot move their Player Characters; they can attack or take an action normally, but they lose the opportunity to maneuver or retreat. So while Delaying can have certain tactical advantages, it also carries some risk.

Monsters cannot delay their attacks.

Ammunition and Reloading
All ranged weaponry – be it an automatic rifle, rocket launcher or crossbow - uses ammunition.  Ammunition in Zombiepocalypse is counted in Shots. One Shot equals the amount of ammunition used in a single Attack.  Most fully-loaded guns are assumed to have enough ammunition for six Shots, after which it needs to be reloaded. This is often referred to as a Clip of ammunition (it is called a Clip even if the weapon does not normally use clips, such as a shotgun, which is typically uses individually-loaded shells). Most fully-loaded weapons can make six Attacks – Shots - before they need to be reloaded

The number Shots a character is carrying are not necessarily synonymous with the number of bullets. Rather, it represents the ammunition needed to make a single Attack. For some weapons – for instance, a six-shooter Colt revolver like cowboys used to carry -  the number of Shots and bullets will be the same. On the other hand, an M16 automatic rifle – which normally carries 25 bullets – each Shot is roughly equivalent to 4 bullets. This is an intended abstraction in pursuit of simplicity and speed.

Some weapons allow the Player Character to target – Hit - more than one monster each round. For instance, the powerful M60 Machine Gun can make 5 Hits per round, aimed either at 5 different targets or all aimed at a single target. Although the character will have to make 5 “To Hit” rolls, this still counts only as one Shot. Thus, a fully loaded Machine Gun could target – and possibly kill - up to 30 opponents before it is necessary to reload.  If a weapon grants a player multiple Hits per round but the character does not chose to use all those attacks, the ammunition is still considered to have been spent.

Most weapon can hold six Shots –  one Clip – before it is necessary to reload. Once all the Shots in the Clip are expended, the character must spend one round reloading his weapon. Obviously, the character must have at least one Shot of ammunition in order to reload. If he has less than six Shots left,  the character loads however many he has left. A character can reload his weapon at any time, even if he has not yet expended all six Shots in his Clip. Whether he loads One Shot or Six, it still takes a full round to reload. The rocket launcher and crossbow, however, must be reloaded after every Shot (they essentially have a Clip size of 1). Thrown weapons – grenades, Molotov cocktails, bottles, bricks, etc – have a Clip size of 3. Similarly, while the machine gun has six Shots per Clip, it requires two rounds to reload.

For simplicity's sake, every type of weapon (Pistol, Shotgun, Rifle, Assault Rifle, etc.) shares the same ammunition as any other weapon of its type. However, different weapon types can not share ammunition. That is, any pistol can use the same ammunition as any other pistol, but a pistol and a rifle cannot. A player who has  ten Shots of ammo for a Luger and six Shots for his Remington Shotgun cannot interchange the Shots between the different weapons because they are different weapon Types.  On the other hand, a character armed with a Luger and a Colt .45, could share all his ammunition between the two guns, could because the two weapons are both considered Pistols. Although the chainsaw does not need to be reloaded, but after six Shots the motor needs to be re-started, so the functionality remains essentially the same.

Weapon Type
Shots per Clip
Rounds to Reload
Fists
n/a
n/a
Clubs
n/a
n/a
Axe
n/a
n/a
Sword
n/a
n/a
Chainsaw
6*
1
Thrown Bricks/Stones/Bottles
3
1
Crossbow
1
1
Machine Gun
6
2
Grenade Launcher
6
1
Rocket Launcher
1
1
Molotov Cocktail
3
1
Grenade
3
1
All Other Weapons
6
1

* Chainsaws must be restarted after six Shots (Attacks). They have enough fuel for 4-24 Shots, determined by the GM and must be refueled separately from reloading. Refueling takes five rounds.


Attacks, Hits and Shots: A Clarification of Terminology
The use of Attacks, Hits and Shots can be confusing to some Players because they often seem to refer to the same thing.

An Attack is a type of action that Player Characters or Monsters can make each round. It is one of the three options available to a Player Character or Monster (the other two are Moving or performing some sort of action that does not directly involve conflict). An attack can be made barehanded, wielding some sort of melee weapon such as a club, by tossing a thrown weapon such as a grenade, or shooting at the target with a gun.

A Hit is the actual attempt to target and injure a monster. While Player Characters only get one Attack per round, some weapons – such as Machine Guns – will allow them multiple Hits. The success of each Hit is determined by rolling a To-Hit roll.  If a Player Character is wielding a weapon that allows multiple Hits, they must make multiple To-Hit rolls. Each successful To-Hit roll is followed by a Damage roll to determine the severity of the Hit. Hits can be aimed all at one target, or split between multiple targets, as the Player desires.

A Shot is the amount of ammunition used in an Attack. Every time the Player Character Attacks a target, the total number of Shots available to him is decremented by one (assuming he attacks with a weapon that uses ammunition, of course). Shots are not an exact count of ammunition; rather, they are an abstracted value indicating how much ammunition is used in the whole of the Attack. Thus, if a Player Character is using a weapon that allows him multiple Hits, he still only uses one Shot for that round. A full Shot of ammunition is used even if the Player Character opts not to use all the Hits available to him that round.

Thus, every round a Player Character gets one Attack and – if wielding a weapon that uses ammunition – uses one Shot. He may have anywhere from one to five Hits each round, depending on what weapon he is using in the attack.


Grappling & Nonlethal Combat
Most attacks are intended to do lethal harm; that is, the attacker is using his fists or weapons in hopes of seriously injuring or killing his target. However, at times the characters may wish to pull their punches, as it were, in hopes of merely disabling their opponents. These attacks are considered Grappling attacks.

Grappling attacks replace normal attacks in combat. Prior to the attack, the player must state his intention to Grapple and specify which type of Grapple he will be attempting. Grapple Attacks require a successful “To Hit” roll, like normal attacks; however, if the character successfully rolls a “To Hit” attack, the Grapple automatically succeeds. There is no need to for a “Damage” roll. Grapple Attacks can only be performed against targets in melee range, and – like normal attacks – only one can be made per round of combat. The regular set of modifiers – such as from Injuries or Difficulty – can be applied to Grapple “To Hit” rolls. As a general rule, only the Living attempt to Grapple, although the GM may wish to use an occasional Grapple by the Undead to keep the players on their toes.
There are three different types of Grapple attacks and these must be declared prior to making a “To Hit” roll. These are the Shove, the Trip and the Hold.

The Shove is a Grapple that attempts to push back a target. If a successful To Hit is made, the target is forced back one Hex and is Staggered (that is, they cannot attack, move or make any action the following round). Furthermore, if the target attacks via a melee weapon (fists, club, knife, or similar), he must first move back into melee range (which requires another round) before he can attack. The attacker can determine which direction to shove the target. If that direction would push the target into danger (for instance, shoving them off a bridge or into a fire), the target can roll a Skill Check. If the Skill Check is successful, the target is still shoved back, but in a random direction instead.

The Trip forces the target off its feet and it falls to the floor. The target cannot move, but can still attack  or take action. However, all rolls made by the target are made with a -1 penalty. Furthermore, any further  attacks made against the target are made with +1 “To Hit” and “Damage”. The target can stand up on the following round, which removes these penalties.

The Hold temporarily immobilizes the target. The attacker grabs the target and prevents him from moving, attacking or taking any actions. The attacker can maintain the Hold indefinitely without any further rolls. However, the attacker cannot perform any other attacks or actions while maintaining the Hold, and can only move at 2 Hex per round (dragging the target with him). The only way for the target to escape a Hold is with the assistance of another character or monster. If the attacker is himself attacked, the target is immediately released from the Hold and can attack (or move, or perform an action) that round if he so chooses. Alternately, another character or monster can perform a Skill Check to break the Hold without injuring the attacker. Any attacks made against the target while he is Held are made at a -1 penalty “To Hit”.


Splash Damage
Some weapons, such as grenades and rocket launchers can cause Splash Damage, where the explosion effects not only the targeted Monster but one or more Monsters standing around the target as well. Splash damage may also be used with other explosions, such as caused by explosives (such as from C4 or dynamite) or exploding machinery (such as a burning car or boiler).

Unlike normal attacks, weapons that utilize Splash Damage affect all characters with the targeted hex. This makes them very effective weapons. However, they are also very indiscriminate; explosives affect all targets in the affected Hex, regardless of whether they are Player Characters or Monsters.

When using a weapon that causes splash damage, the player rolls “To Hit” and “Damage” against his target as normal. If his To-Hot  roll is successful, it indicates that his weapon has impacted against the targeted Hex, and all characters in that Hex are hit. The attacker then rolls a single Damage roll to determine the severity of the blast, which is applied to all victims in that Hex.

Some weapons affect more than one Hex. If the initial To-Hit roll indicates a successful attack, The die roll determines which hexes surrounding the target are effected. A roll of “1” will indicate the Monster directly in front of the target receives the brunt of the explosion and the numbering goes clockwise from there.(see image below).

Different weapons will have different blast radii; a grenade, for instance, will only effect one other Hex; a rocket launcher will effect up to two additional Hex. The attacker should roll separately for each hex. Duplicates have no effect and are wasted. If no monster is in the indicated hex, the effect is wasted. A Damage roll should be made for each effected Hex caught by the splash damage; the Damage roll applies to all the monsters within that Hex. Separate Damage rolls are not required for each individual Monster, only for each affected Hex.

Splash Damage Range Table
Weapon Type
Range
Molotov
Targeted Hex only
Grenade
Targeted Hex +1 Random Hex
Grenade Launcher
Targeted Hex +1 Random Hex
Rocket Launcher
Targeted Hex +2 Random Hex
Large Explosion (e.g., artillery)
Targeted Hex +3 Random Hex



The Pressing Horde
One of the most dangerous things about the Undead can overwhelm survivors with their vast numbers. This advantage is called the Pressing Horde modifier. When the Pressing Horde rule is used, twice as many Zombies can occupy a single Hex as usual (that is, up to six zombies per Hex as opposed to the normal 3). Furthermore, if  3 zombies are already attacking a single PC, any additional undead attacking that same target receive a +1 bonus to their "To Hit" rolls (that is, instead of hitting only on a roll of 5-6 on d6, they hit on a roll of 4-6 on d6). This combination of more zombies and a higher chance of hitting their target makes zombies an exceptionally deadly threat when in great numbers.


Friendly Fire (Optional Rule)
Just because a character misses his shot or throw does not mean that nobody gets hurt. It is possible for a missed bullet or grenade to hit another character or monster. This is called Friendly Fire. Although rules for friendly fire are provided, it is not recommended that they are used as it adds greatly to the time necessary to resolve a combat encounter. Nonetheless, for GMs interested in adding a bit of extra chaos and lethality to their fights, they may find these rules of interest.

If a character using a missile weapon (a gun or bow, or any sort of thrown weapon), misses his target (that is, the result of his "To Hit" roll is a 1, 2 or 3), there is still a chance that his attack can affect another monster or character. Missed attacks can only affect creatures in any of the surrounding hexes.

If the "To Hit" roll indicates the target is missed, roll an additional die to determine if another creature is hit by friendly fire. A roll of 6 indicates this is the case. This roll is not effected by any positive or negative modifiers.

If Friendly Fire is indicated, roll an additional 1d6 which of the surrounding hexes was hit. A 1 indicates the hex directly in front of the monster, and are numbered clockwise from there . Any monster in the indicated hex is automatically hit.

Finally, roll another die to determine what Damage the monster has taken from the friendly fire. The usual Damage effects apply. Modifiers from Range, Weapons, Injuries or otherwise can affect this roll as usual.

Only one hex can be target by Friendly Fire. However, if explosives are used, Splash Damage may also affect monsters in other hexes.



ENDING THE COMBAT

Combat continues until all the actors on one side or the other are killed, retreat, or surrender. Once the fight is over – assuming the players are victorious – they can take stock of their injuries, look for any supplies amongst the wreckage, heal each other if necessary, or perform any other actions (If all the players' characters are dead, it's time to start all new characters who will likely stumble over the recently-deceased bodies of the players' former characters – and possibly the zombies who ambushed them). Alternately, one side or the other may retreat. Only the living will retreat; the undead are relentless and will never turn tail. Because the living are usually so much faster than zombies, breaking off the attack is usually just a matter of outrunning the ghouls and – preferably – breaking line of sight. If the players' characters are fighting other human survivors, the other survivors may chose to retreat as well; whether they escape depends on the player's actions. Similarly, only the living can surrender to one another, and this is done simply by choosing not to continue fighting. Whether the other side will honor that surrender depends entirely on the situation and the decisions of the GM or the players. Attempting to surrender to the zombies is, of course, tantamount to suicide and not recommended.




Notice 1 
ZOMBIEPOCALYPSE is still in development. Although playable, the system is not complete. Not all the rules have been written and those that have been are subject to change at any time. And editing for clarity and readability is low priority. Despite being made available to the public on this website, ZOMBIEPOCALYPSE is still considered to be in beta form. You have been warned.
Notice 2
The Roleplaying Game System currently known as ZOMBIEPOCALYPSE is being made available to the public for free for their enjoyment and use. However, the author maintains all rights towards its distribution and development. You are free to view or download the rules and make use of them in any game sessions for the personal use of you and your friends. You are not free to redistribute the rules in any way, nor are you allowed to make any derivative works from it.

In English, this means you are free to download this game and play it amongst friends. You are not allowed to give the rules away to anyone else (redirect them to this website instead), nor can you take these rules and create a derivative work from them.

For more complete licensing information, please see our License page.
(c) 2013 Spalls Hurgenson

No comments:

Post a Comment