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Death Troopers / Resident Evil rules
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Esoomian
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PostPosted: Mon Jul 12, 2010 7:09 pm    Post subject: Reply with quote

Those seem like pretty decent ideas, perhaps some sort of frenzy ability that allows them to ignore the first MAP when attacking in close combat.

I'd have these guys be more animalistic but also have a little sense of self preservation so they might actually dodge from time to time.
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TyCaine
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PostPosted: Mon Jul 12, 2010 7:36 pm    Post subject: Reply with quote

Agreed, and I'm trying to put together a synopsis for each of the two types (so far) to explain their behavior...

As far as Frenzy goes, something like the Berserker Rage of the Wookiees? That's adds +2D to damage rolls, and -2D to non-STR rolls while in frenzy.
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Esoomian
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PostPosted: Mon Jul 12, 2010 7:49 pm    Post subject: Reply with quote

I was thinking it would allow them to spam attacks rather than being more damaging but it's really how you'd like them to act.

Perhaps allow them to enter a frenzied/beserk state which allows them to avoid MAPs for attacking (to a degree) or gives bonus damage but reduces their soak by a few points to represent them hurling themselves in harm's way in order to rend their target.

Perhaps it could be called something like Insatable Hunger
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TyCaine
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PostPosted: Mon Jul 12, 2010 8:32 pm    Post subject: Reply with quote

Trying to right up that frenzy attack...

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Insatiable Hunger: When attacking the predatory zombie can enter a state of frenzy, allowing them to attack first in HTH and gain a free hit (if first round only), or attack with +2D chance to hit, or gain +2D damage to their attack. While in a state of frenzy, however, their base soak level is reduced to 10, and they may not Dodge. Often this frenzy state is entered into when there are several coordinating their attacks against a single target (a pack frenzy), or when their target is down and only has limited means to defend itself.

------

Thoughts?
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Esoomian
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PostPosted: Mon Jul 12, 2010 8:51 pm    Post subject: Reply with quote

Perhaps although at the moment it seems too flexible for my tastes.

I'd probably do something like this:

Insatiable Hunger: If a predatory zombie performs a successful bite attack against a living being that causes more than a stunned result then the predatory zombie will enter a frenzied state. In this state the zombie may only make bite attacks, it may not dodge or disengage from it's target for any reason. While in this frenzied state it's bite attack gains +2 damage and it ignores it's first multiple action penalty. When engaged in a frenzy the predatory zombie looses two points from it's autosoak as disregards it's own defence and may well impale itself or tear ligaments in an effort to consume it's target. The frenzy lasts until the target has been consumed.
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TyCaine
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PostPosted: Mon Jul 12, 2010 10:18 pm    Post subject: Reply with quote

Works for me...

------------

Zombies (overlay template / shambling zombie type)

Synopsis: The shambling zombie cares little for itself, does not dodge attacks, and instinctively moves towards the nearest source of 'food' at it's slow rate attacking with weapons if able to (based upon original template used) or moving to within HTH where they attempt to grab, bite, rip and tear at their prey... Usually attacking in mass numbers to take down their prey, the shambling zombie has little chance against an organized force when caught in small numbers.

DEXTERITY -1D
KNOWLEDGE -2D
MECHANICAL -2
PERCEPTION (as per original template)
STRENGTH (as per original template)
TECHNICAL -2D
Special Abilities/Rules:
Sense Living: Zombies are attuned to the living and can sense them within 30 meters, even if they cannot see them. Using this ability requires a Very Easy Perception roll.
Slow Moving: Zombies always loose initiative (strike last in all circumstances).
Unnatural Strength: Zombies have an almost unnatural strength, perhaps coming from the nature of the infection, or it's affect on the adrenal glands, this strength is most effective in HTH attacks where they attack with a base of STR+1D
Unnatural Toughness: Zombies are incredibly difficult to kill, and have a base damage soak level of 15, their only true weakness being the brain:
Beating the soak by 0-5 points makes them stumble they slow down or loose their attack this round (further details at GM's discretion). Any damage done while possibly graphic is largely inconsequential.
Beating the soak by 6-10 points maims the zombie, they loose an arm or a leg affecting performance but non-vital. The maimed zombie moves at half speed and has it's attack dicepool halved. Multiple maimed results do not stack. (further details at GM's discretion)
Beating the soak by more than ten points destroys the zombie, it's assumed they're either vaporized, obliterated or perhaps a lucky shot has severed the spine at the neck or destroyed the head.
Alternately the zombie's head can be targeted specifically by making a called shot to the head that is +1D to the difficulty to hit. Maiming a zombie in the head counts as destroying it rather than maiming but you still need to roll at least the soak + 6 damage.
Move: 1/3 original template rate
Size: (as per original template)

Notes: Damage soak level can be adjusted based upon type of zombie or armor worn.

--------

Zombies (overlay template / predatory zombie type)

Synopsis: The predatory zombie is smarter than the shambling zombie, it will defend itself it need be and can dodge attacks, they are predatory animals of comparable or greater intellect than dogs or wolves and will often stalk their prey, selecting opportune moments to attack. This predatory, animalistic nature, however, reduces their ability to use tools, and as such sentient races who become this type of zombie are unable to use weapons, though any armor on their person at time of infection will often be retained, purely due to lack of knowledge of how, or why, they might remove it.

DEXTERITY (as per original template)
KNOWLEDGE -2D
MECHANICAL -2D
PERCEPTION (as per original template)
STRENGTH (as per original template)
TECHNICAL -2D
Special Abilities/Rules:
Insatiable Hunger: If a predatory zombie performs a successful bite attack against a living being that causes more than a stunned result then the predatory zombie will enter a frenzied state. In this state the zombie may only make bite attacks, it may not dodge or disengage from it's target for any reason. While in this frenzied state it's bite attack gains +2 damage and it ignores it's first multiple action penalty. When engaged in a frenzy the predatory zombie looses two points from it's autosoak as disregards it's own defence and may well impale itself or tear ligaments in an effort to consume it's target. The frenzy lasts until the target has been consumed.
Sense Living: Zombies are attuned to the living and can sense them within 60 meters, even if they cannot see them. Using this ability requires a Very Easy Perception roll.
Technically Inept: Predatory zombies are not tool users, and have little uses for weapons, preferring pack or stealthy tactics to attack in HTH.
Unnatural Strength: Zombies have an almost unnatural strength, perhaps coming from the nature of the infection, or it's affect on the adrenal glands, this strength is most effective in HTH attacks where they attack with a base of STR+1D+2
Unnatural Toughness: Predatory zombies are difficult to kill, and have a base damage soak level of 12, their only true weakness being the brain:
Beating the soak by 0-3 points makes them stumble they slow down or loose their attack this round (further details at GM's discretion). Any damage done while possibly graphic is largely inconsequential.
Beating the soak by 4-6 points maims the zombie, they loose an arm or a leg affecting performance but non-vital. The maimed zombie moves at half speed and has it's attack dicepool halved. Multiple maimed results do not stack. (further details at GM's discretion)
Beating the soak by more than six points destroys the zombie, it's assumed they're either vaporized, obliterated or perhaps a lucky shot has severed the spine at the neck or destroyed the head.
Alternately the zombie's head can be targeted specifically by making a called shot to the head that is +1D to the difficulty to hit. Maiming a zombie in the head counts as destroying it rather than maiming but you still need to roll at least the soak + 4 damage.
Move: (as per original template)
Size: (as per original template)

Notes: Damage soak level can be adjusted based upon type of zombie.
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Esoomian
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PostPosted: Mon Jul 12, 2010 10:33 pm    Post subject: Reply with quote

Seems about right, I might be tempted to give predatory zombies some sort of bonus to stealth and forgo the insaitable hunger if I wanted them to be hunters rather than beserkers.
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Kytross
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PostPosted: Tue Jul 20, 2010 9:50 pm    Post subject: Reply with quote

What's the source of the infection? A virus or the Darkside of the force?

I'd read the book but I'm not a big zombie fan. Two of my players are and I'm thinking about running a mission based off this for them.

Doesn't fire do additional damage to zombies?
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Esoomian
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PostPosted: Tue Jul 20, 2010 10:03 pm    Post subject: Reply with quote

In my mind fire does less damage to zombies than it does to organic beings because zombies don't have to worry about breathing superheated air and the damage it does to their lungs.

Setting zombies on fire means they get damaged every round by being burnt (although they may soak it) but it also means now the zombies you're fighting are on fire and being tackled and bitten by a flaming zombie is much worse. And zombies don't tend to panic and flail around uselessly when set alight.

However it is possible that some forms of zombie might be extra vulnerable to fire depending on the nature of the infection.
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TyCaine
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PostPosted: Tue Jul 20, 2010 10:32 pm    Post subject: Reply with quote

I agree with Esoomian about the effects of fire, but this can be modified depending on your style of gaming zombies...

As for the source of the infection, it could be many things based upon the game, Res Evil was a genetically engineered virus, or it could be a sith artifact though I would limit distance of effect in some way...

Whatever fits your setting... Same goes for transmission rules, Res Evil transmitted through bites or blood so that when the target died he reawakened as a zombie, if bitten however in Res Evil you would eventually become one no matter what, unless you got the anti-serum. Rules probably need to be penned for resisting or succumbing to the virus in such a way.

Others don't transmit unless / until you died, so if in the area effect of the infection source (artifact) when you died, you become one or have a chance of becoming one.
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