Eventually players may
chose to make use of vehicles to make good their escape, or to engage
in some vehicular manslaughter.
Driving Vehicles
The most common
vehicles available are automobiles, trucks and motorcycles and
bicycles. Most characters will have the ability to drive these
vehicles as part of their common skill set (the GM may rule that some
vehicles, like large 16-wheelers, require a Skill Check). Other
vehicles may include airplanes (both propeller-driven and jets),
helicopters, skateboards, boats, trains and tanks. Most of these
cannot be used without the appropriate Pilot skill (although the GM
may rule that some basic control of the vehicle can be gained with
appropriately Complex and Difficult Skill Checks for those without
the necessary talents). The condition of the vehicle itself is
entirely up to the GM; it may be in mint condition, with a full tank
of gas and keys in the ignition... or not.
Vehicle Movement
A vehicle moves at 15 Hex (approximately 90' feet) per round for every
ten miles per hour of speed. Different vehicles have different top
speeds and rates of acceleration; however, in most cases once the
players take to a vehicle the speed difference between them and the
zombies is so extreme that the undead will be unable to keep up. The
GM may rule that certain situations prevent the vehicle from
accelerating at its stated rate (for instance, muddy or twisty roads)
Vehicle Speeds
- Type of VehicleTop Speed (MPH)Top Speed (in Hex)Acceleration Per RoundBicycle16 mph245 mph / rdMotorcycle80 mph12030 mph / rdCar80 mph12020 mph / rdTruck70 mph10010 mph / rd
Ramming
Once a character is behind the wheel of a car, it is inevitable that he starts to feel invulnerable and begins thinking of how many zombies he can run over. Under normal circumstances, it is assumed that the Player Character automatically hits his target(s); no To-Hit roll is required (under abnormal circumstances, such as a severely damaged vehicle or bad lighting conditions, the GM may require a Skill Check). More than one zombie can be attacked in this way, but all attacked zombies must be in the same Hex or in adjacent Hex to a zombie already rammed.
The vehicle must be traveling at least 15mph to attempt a ramming attack. Every zombie impacted reduces the vehicle speed by 10mph.
A Ramming attack consists of at least two die rolls; one to determine the Ramming Damage inflicted on the zombies, and a second to determine the Crash Damage inflicted on the veh
The vehicle must be traveling at least 15mph to attempt a ramming attack. Every zombie impacted reduces the vehicle speed by 10mph.
A Ramming attack consists of at least two die rolls; one to determine the Ramming Damage inflicted on the zombies, and a second to determine the Crash Damage inflicted on the veh
Ramming Damage Table
- Die RollResult1-3Target is struck a glancing blow by the vehicle and is Staggered. He cannot take any actions this round.4-5Target is Injured. He cannot take any actions this round and will suffer a -1 penalty on all future rolls6Target is dead
In addition to rolling Damage against the targets, a second roll is made to see what effect the impact has on the vehicle and its occupants.
Crash Effects Table
- Die RollResult1-3No Injuries or Damage4-5All occupants are effected as if Staggered and cannot perform any actions or attacks the next round. Car is Damaged.6All occupants must roll on the standard Damage table to determine the effects of the crash on themselves, and may be Staggered, Injured or Dead. The vehicle is Destroyed.
The type of vehicle indicates how many total zombies can be rammed in a single attack, and how many can be safely rammed.
Type of Vehicle Total # of Zombies Safe # of Zombies Bicycle 1 1 Motorcycle 2 1 Car 6 3 Truck 12 8
A vehicle can never ram more zombies in a single attack than is specified by the “Total # of Zombies”. If more zombies than the “Safe Number of Zombies” are attacked, a +1 for each attacked zombie above the safe number is added to the result of the Crash Effects table. For example, attempting to ram 8 zombies in a single round in a car adds a +2 to the Crash Effects roll.
Vehicle Damage works similarly to Injuries on the living. Every time a vehicle is Damaged, a -1 penalty is applied to any actions using that vehicle, to a maximum of a -3 penalty. This penalty stacks with other Modifiers, such as Injuries or Difficulty Modifiers, and applies to any Skill Checks, Ramming Damage, and Crash Effects.
Vehicle Damage works similarly to Injuries on the living. Every time a vehicle is Damaged, a -1 penalty is applied to any actions using that vehicle, to a maximum of a -3 penalty. This penalty stacks with other Modifiers, such as Injuries or Difficulty Modifiers, and applies to any Skill Checks, Ramming Damage, and Crash Effects.
Optional Rule: Armored Vehicles
At some point, it may occur to the characters to either drive some
sort of armored vehicle (such as an APC or a tank) or try adding
armor to an existing vehicle to protect it from damage. Such
modifications can be abstracted by adding Armor points. If a vehicle
is armored, any Damage is subtracted from the Armor first before it
starts to Damage the vehicle itself. For instance, the Player
Characters may decide to add some sheet metal to a car; the GM rules
that this adds 2 Armor Points to the vehicle. The car can suffer 2
Damage points (for instance, from crashing or ramming into monsters)
before it starts to suffer any penalties. Once the Armor Points are
gone, the vehicle begins to suffer damage normally. Each Armor point
removes 10 MPH from the vehicle's top speed. Generally, occupants
inside the vehicle will not suffer any Injuries until the Armor is
destroyed. It is left up to the GM to determine how many Armor Points
can be added to a vehicle, but as a general rule of thumb Players
should not be able to add more than three Armor Points to a civilian
vehicle (military vehicles which have armor as part of their design
can have significantly more).
Modifying Vehicles
to
be written
A 1-3 indicates the barrier is temporarily Breached. A hole is punched in the barricade, and any one person standing directly in front of the barrier is automatically Held. While Held, the victim can not Move, Attack or Act. The zombie holding the victim can maintain the Hold as long as it desires; however, it likewise cannot Attack, Move or Act until it lets go. The victim is automatically released if the zombie is successfully attacked. Only the creature that Breached the barricade can Hold the victim; any other monsters must attack the barrier first. If there is no victim standing next to the barricade, then there is no other effect.
Notice 1
A building can be both
much-sought after shelter and a terrible trap. Structures may allow
the characters some respite from the zombie hordes; a place to rest
and heal, or a location from which they can attempt to hold off
attack. But at the same time it costs the characters one of their
main advantages over the undead – their mobility – and staying
overlong in any one place is sure to attract the walkers. Walls can
only hold out the dead for so long, and can prevent exit as easily as
they do entrance.
Being mindless ghouls,
most undead are unable to manipulate doors or open windows; to get
past such barriers they hammer relentlessly on it until the material
shatters and breaks. This method of gaining entry is known as
Battering. Any monster (or character, for that matter) can attempt to
Batter their way through a barrier.
Battering ones way past
a barrier works similar to an attack made in combat against a more
animate foe. The monster rolls a “To-Hit” roll and – if they
are successful – roll for Damage against the barrier. The chances
To-Hit are the same as in combat (that is, a roll of 5 or 6 indicates
success for most zombies, a roll of 4, 5 or 6 the same for the
living).
Battering Damage
Results Table
- RollResult1-3Breached! The barricade holds but the attacking monster automatically Holds any one target standing next to the Barricade.4-5Barricade is Damaged. Monsters cannot pass through but can attack anyone standing in front of or to either side of the barrier6Barricade Destroyed. Monsters can attack or move through opening (if no other barricades exist)
A 4-5 indicates that
not only is the barrier Damaged. Although it is still sturdy enough
to prevent monsters from passing through the opening, they can attack
anyone standing in front or to either side of the barrier. If there
Players' characters have set up multiple barriers, the monsters
attack with a -1 “To Hit” until there is only one barrier
remaining.
A roll of 6 means that
the barrier is completely Destroyed. Monsters can now pass through the
opening as if it were not blocked, any can attack anyone standing in
front of or to either side of the opening. If there are multiple
barriers blocking the entrance, they can attack but not pass through
the opening until the other barricades are destroyed.
Once a barrier is
broken open, any other attackers can pass through the opening on
subsequent rounds.
Some barriers are
stronger than others. For instance, a thick wooden door offers more
protection than a window. To compensate for these differences, it is
recommended that the GM apply Difficulty modifiers to the “To Hit”
roll; for instance, a zombie attempting to batter its way through a
glass window may receive a +2 bonus to its “To Hit” roll, while a
thick wooden door may result in a -1 penalty. A standard wooden
interior door is considered the “default” and anyone attempting
to force its way past such a barrier would receive neither penalties
or bonuses. The GM may also rule that certain barriers are simply
impossible to Batter through (for instance, cinder-block walls) and
any attacks automatically fail.
Zombies attacking a
barricade may get certain benefits when attacking. For instance,
basic zombies (shamblers) receive a +1 bonus to their “To Hit”
rolls for every three zombies attacking the same target. Up to six
zombies can can attack a barrier at the same time. Strong Zombies
(Walkers) receive a +1 to their “To Hit” rolls when attacking a
barrier due to their exceptional strength; Titan zombies receive a +3
to their “To Hit” rolls against barriers. Bonuses from weapons
used by the Living also apply when used against barriers.
The Players may attempt
to strengthen the doors and windows to make it more difficult to for
the zombies to batter their way through. This can take the form of
furniture pushed in front of doors, boards hammered in front of
windows, or even simply locking the door. Each additional level of
protection is considered another barricade that needs to be Battered
down before the monsters can pass through the opening. Up to three
additional barriers can be applied to any one opening. For instance,
the Players' characters may nail shut a door, and then push a
refrigerator in front of the door. Any attacking zombies must first
Batter their way through the boards, then the door, and finally shove
past the fridge before there is clear passage, requiring three
successful “To Hit” rolls. However, damaged barricades may allow
the monsters to attack characters on the other side of the barrier
even if they can not yet pass through the opening.
The GM will rule on how
long it takes to set up a barrier, but it will generally take a
minimum of two rounds (12 seconds) for the simplest tasks (pushing
something heavy in front of the opening) and several minutes for more
complicated attempts (boarding up a window, for instance). Obviously,
the characters must have the necessary supplies at hand. Barring
unusual circumstances, adding a barrier will not require a Skill
Check.
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
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