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New ATZ Weapons, Vehicles and Items

Some of the Items I use in my ATZ games that aren't found in the ATZ: Better Dead Then Zed rule book. These items are are either found in ATZ: Haven, ATZ: I, Zombie, ATZ: Risk and Rewards Deck, the THW Yahoo Group posted by others, Various Forums or created by me.

For the Items I created I tried to keep them as balanced as possible but I can't guarantee that they are fully balanced. Some items such as the Crossbow and Bow I play as though they are silenced weapons and they follow the procedures for a silenced weapon (described later in this post).


BA Machine Pistol- Rng 12, Target 3, Impact 2. The BA Machine Pistol was originally in the 1st Ed of ATZ, and left out of ATZ: Better Dead Then Zed.

Carbine- Rng 24, Targets 1 or 2, Impact 2. IIRC another Item from ATZ 1st Ed. This is a Semi- Automatic Rifle that has a shorter length barrel. An example of a Carbine would be the M1 Carbine from WWII or the Semi-automatic M4 clones available.

Assault Rifle Carbine- Rng 24, Targets 1 or 3, Impact 2. A weapon I created. This would be akin to the M4 that the US Military has in use today.

Machete- Rng N/A, Targets N/A, Impact 2. The Machete is a melee weapon that adds 2d6 to your attack rolls when used in Melee. Released by Ed Texeria in his ATZ Risk and Rewards Deck and I, Zombie rule book.

Scope- May be attached to any ranged weapon except for the Bow and the S.A.W.. Using the scope allows the shooter to extend the range of the weapon by 12” and allows for one additional d6 to be rolled when firing one shot. In effect, the shooter rolls 2d6 and counts the best results on the Ranged Combat Table. Note the 12” range increase does not stack with the Marksman attribute, though the additional d6 does stack. Released by Ed in the Risk and Rewards Deck.

Silencer- may be attached to any firearm excluding the S.A.W. and the Shotgun. A silenced weapon does not make much noise when fired, so to reflect this use the following procedure when it has been fired:
1) Only an enemy within 12” of the Shooter has a chance of being alerted
If the enemy is a missed target, he will roll 1d6 against his Rep to see if he must take a Received Fire test. If so, the test is taken at -1 to its Rep.
If the enemy is a non-target figure with LOS to the Shooter he will follow the same procedure as if he were a target to see if he can take an In-Sight Test. If so, the test it taken at -1 to its rep.
2) Those that do not qualify under #1 above but are within 12” of the Shooter and outside of LOS will only be alerted to the fact that someone is firing with a silenced weapon.
3) Firing with a silenced weapon does not attract Zombies.
4) Firing of a Bow or Crossbow counts as firing a silenced weapon
The silencer was introduced in the free ATZ: Haven Scenario Hostage Rescue initially released by Rebel Minis with their Haven Boxed set.

Sniper Rifle (Custom Bolt Action Rifle)- Rng 60, Targets 1 or 2, Impact 3 Sniper rifle is equipped with a scope, and the user receives the +1d6 bonus when firing. When used by a shooter with the Marksman attribute, they shooter may take two shots, and will receive the +1d6 bonus from the scope for both shots. This is a weapon created/modified by me.

Bow- Rng 24, Targets 1, Impact 3. Composite Bow used with two hands. The Bow may be fired once when active and once in reaction during the turn. Firing does not attract zombies and firing the Bow follows the procedures for firing a silenced weapon. Introduced in the Risk and Rewards Deck. Part about functioning as a silenced weapon added by me.

Crossbow- Rng 12, target 1, Impact 2. Hand held pistol type crossbow. Once fired the crossbow must be reloaded. It takes one full turn of activation to reload. When reloading the crossbow the figure may now Fast move, melee, or any other action. Firing the crossbow functions as a silenced weapon and does not attract zombies. Introduced in the Risk and Rewards Deck. Part functioning as a silenced weapon added by me.

Grenade- Rng 6, Targets 6” Blast Circle, Impact 2. Fragmentation grenades that can only be tossed by hand. Blast Circle equals # of Targets (6)

Grenade Launcher- Rng 24, Targets 8” Blast Radius, Impact Varies see below. The Grenade launcher can either be mounted to a weapon (ie the M203 Grenade Launcher) or stand alone (ie the M79 Grenade Launcher). To use the Shooter must be active and nominate a spot within LOS. Blast Circle equals # of targets (8). Impact varies based on grenade type used.
High Explosive (HE) Grenade- Impact 2. HE grenades are a fragmentation style grenade.
Tear Gas Grenade- Impact N/A. Any figure within the Blast Circle will immediately move 8” away from the direction that the grenade was fired from. This movement replaces one turn of their activation, whether current or in the future. Figures hit by Tear Gas do not count as Out of Fight. Firing counts as 1 shot for attracting zombies.
Tear Gas Grenade launcher released in ATZ: Haven. HE grenade created by me.

M240 Medium Machine Gun (MMG)- Rng48, Targets 5, Impact 3. This weapon requires a two man team to function properly, with one acting as the loader. When properly crewed the MMG is not subject to the Tight Ammo rule found on page 17 of the ATZ rules. However if there is not a loader then it is subject to the rule. This was released in ATZ: Haven

HMMWV (Humvee)- Speed 18, Turns 1, Seats (see below), Bash Value 6. This vehicle can be configured one of two ways. It will either be a cargo/troop carrier with a crew of two and eight others or a Fire Support Weapon. When used in the latter form it is fitted with a crew served Medium Machine Gun (MMG) and will have a crew of three with two working the MMG and room for six more. Released in ATZ: Haven

Baseball Bat- Rng N/A, Targets N/A, Impact 1 (one handed) or 2 (two handed) The Bat provides and additional 1d6 per arm used when used in Melee. So id it is used one handed it provides an additional 1d6, if swung with two hands it provides and additional 2d6. Released in the Risk and Rewards Deck.


Lock Picks- Sometimes you wont have the keys to start a vehicle or open a door, that's where lock-picks come in. I currently play lock-picks as being a set of keys when trying to start a vehicle. Though I am going to change how they work so that you get a +2 to your rolls to unlock a door or start a car, I suggest that they also be used with the following rules by Zabadak on the Board of the Living Dead forums http://boardofthelivinglead.proboards.com/
I've been considering locked doors in buildings too as it seems far too easy to just assume that all doors would unlocked. Here's what I came up with.

I actually assume the that most doors would be locked. This changes as the timeline of the scenario/campaign progresses. So in the first week of the campaign all unoccupied building are assumed to have locked doors but some will be either left open on purpose (non-commercial buildings) or will have already been broken into. Represented by a die roll 1in 6 chance the door is unlocked. Increase chance by one each week, but there will also have to be an equal chance that if the door is locked, then the nearest window will have been broken into.
So, week 1: Chance of door being unlocked, 1 in 6 - windows are unbroken.
Week 2 : Chance of door being unlocked, 2 in 6; if door is locked then chance window is broken is also 2 in 6.
Week 3 : Chance of door being unlocked, 3 in 6; f door is locked then chance window is broken is also 3 in 6.
Week 4 : Chance of door being unlocked, 4 in 6; if door is locked then chance window is broken is also 4 in 6.
Week 5 : Chance of door being unlocked, 5 in 6; if door is locked then chance window is broken is also 5 in 6.

I think there should always be a chance that you'll come across a building that's been entirely missed by looters etc., so the chances of an unlocked door or broken window should remain at week 5 levels for future weeks,

Breaking in a door or through a window, also creates noise and we all know what that attracts. (equivalent to say 1 bullet ?)

Another effect of course will be that as more buildings are broken into, then there would be less chance of loot being found. I can't remember who had predetermined the number of resouces in each area of his campaign city, but these resources dwindled as they were used up (a minor bit of book-keeping being necessary.). An addition I would have would be the random drop in resources in each area of the campaign map as other groups also use up resources.

On the subject of hot-wiring cars, I doubt very much if I could, but one ofsons probably could, providing the vehicle was old enough. As time progresses in a campaign, should the battery life of vehicles also be considered ?

On the yahoo site for 2HW, in the frequently asked questions, there is mention of treating vehicles like buildings too ! - with the inherent chance of the vehicle being occupied by Zombies !

   
I also am going to add to the locked doors Safes. In order to open a safe you need to pass a challenge test at -2Rep, and to pick a door you need to pass a Challenge Test vs. Rep. Now Bryan (Vampifan) also suggested that if you do come across a locked door and you break it down by kicking/Hitting/etc... that you will automatically lose the surprise if its a single room , if the building has multiple rooms than you roll for surprise as normal. Or as an alternative to automatically losing/winning surprise give the defenders a bonus (of maybe +2d6) on the surprise test, just to add the element or uncertainty to the roll, while you still are favoring the defenders. Now if you are the attacker and you toss in a flash bang (and have passed your Throwing Grenade Test)  then the defenders would lose the +2d6 bonus, and have to take a Flash Bang Result Test.

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