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Miscellaneous Questions and Suggestions


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#1 Jonathan Coulter

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Posted 17 September 2013 - 01:08 PM

Hey Guys!
Finished reading the rules last night and it looks like an exciting game. Ordered some Zombies and as soon as they come in we will be tossing some dice. Got some questions though …
  • Pg. 5.2 - “Push” … this is not defined in the rules anywhere that I can find. I assume this result means the zombie(s) are pushed back but no indication of how far.
  • Pg. 7.1 – “Slots” … this is also not defined in the rules anywhere. When and how are “slots” used?
  • Pg. 11.1 – “Special Zombie” … missing the (ST) and MW stats.
  • Melee Weapon Table – “Dagger” note says can be used as range weapon but no details on how.
  • Missing Melee Weapon – The most important zombie killing weapon is missing … the chainsaw! Some thoughts: Reach 1, DE ?, ST 3, T 2, Class Two-Handed, Noise +2. Just a suggestion.
  • Missing Rule – Thrown weapons. While technically ranged weapons, thrown weapons use the hero’s strength and range is somewhat affected by the hero’s strength as well. In addition, you don’t generally have an unlimited supply of “ammo” within easy reach. You may have a few daggers, but if you’re throwing rocks you need to spend a free action to bend down and pick up another. I would suggest adding throwing rules along with several “thrown” class weapons such as the dagger, rock, hand axe, etc.
  • You might consider adding “ad hoc” weapons to both melee and range (and thrown) because I can see people wanting to slap around zombies with whatever is handy. Having an “ad hoc” set of stats will eliminate the need for making up stats on weapons not included in the rules.
  • Something else missing, but I suspect is already being planned for a supplement … vehicles. You know it’s gonna happen … someone is going to want to run over some zombies in their pick-em-up truck.

Great rules Mike! Looking forward to playing them.
Jon
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#2 Michael Moran

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Posted 18 September 2013 - 09:11 AM

Thanks for the feedback. Let me address some of those questions

1. Push - Knock the Zombie back or down. Represent this by laying the zombie miniature on its side. The zombie no longer can attack or hold a Hero in combat. On next Zombie activation the first action of the zombie is to stand back up. The push allows a Hero to run from combat without being attacked and slows the zombie down.

2. Slots - Slots are the number of spaces that weapons and items can be carried. (see 3.2 for the definition) (see 7.1 Class for how many slots a weapon takes )

3. Microsoft formatting issue. The box shifted the top of the text where it cannot be seen in the box. Special Zombie - ST 1, RS 0, DE 1, SP 0, EN 4, MW none

4. Missed that. For now to throw the dagger use Throw out to range ST+ 3", no range bonus/penalty, Roll d20 subtract RS (accuracy). Dagger ST =1 when thrown.

7. Good idea.

5, 6, 8 - Yep these are rules that will be in an MZ expansion and Scenario books. The 1st Expansion will deal with Police and Military (introducing grenades, automatic weapons, etc.)

Throwing rules (and fire) will be introduced in the Scenario pack. The Scenario pack is nearing completion and being play tested now.

Hopefully this addressed your questions satisfactorily. Anything else let me know.

#3 Joseph Procopio

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Posted 29 July 2022 - 01:01 PM

I was surprised not to find more scenarios in the book. Is there a place where folks have uploaded homebrewed scenarios?

 

The above from 2013 mentions a "Scenario Pack." Was that ever produced?

 

Thanks!

 

--Joe



#4 Michael Moran

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Posted 30 July 2022 - 05:03 PM

I was surprised not to find more scenarios in the book. Is there a place where folks have uploaded homebrewed scenarios?

 

The above from 2013 mentions a "Scenario Pack." Was that ever produced?

 

Thanks!

 

--Joe

Hi Joe,

 

Unfortunately life happens and we do this part time. We have not finished the Scenario Packs.  We have three in the works and are hoping to have them out soon.

 

Thanks,

 

Mike


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