Zombie Run
This is the bare-bones (watch the pun) wiki page for the savage tale, Zombie Run.
Contents
Characters:
Bernie - 10 XP - 1 Bennies - 2 advances spent
Brent - 10 XP - 2 Bennies - 2 advances spent
Garrett - 10 XP - 1 Bennies - 2 advances spent
Henry - 10 XP - 0 Bennies - 2 advances spent
Allies
Inventory
With the party
- Weapons and Armor
- Melee Weapons
- M16 as a club (STR+1d6,Parry-1)
- crowbar [Henry]
- 2 short broom handles (STR+d4 reach 1 parry -1)
- 1 long broom handle (STR+d6 reach 1 parry -1) [Henry]
- Trash can lid (STR+d4 parry -1)
- a large chef's knife (STR+d4)
- Shovel (STR+d6 Parry -1) [Bernie]
- Tonfa STR+d6 Parry+1 vs. unarmed [sidney]
- Lever dolly (STR+d6+1, Parry -2, Reach 1)
- Ranged Weapons
- Uzi (9mm) 12/24/48 2d6 damage RoF 3 Weight 9 Shots 32 AP1 Auto [Bernie]
- 31 rounds of 9mm,
- Glock (9mm) 12/24/48 2d6 damage RoF 1 Shots 17 AP1 Semi-Auto x2 [Brent]
- 13 rounds
- Colt 1911 (.45) 12/24/48 2d6+1 damage RoF 1 Shots 7 AP1 Semi-Auto [Garrett]
- 25 rounds of .45 ammunition
- Double-Barrel (12g) Shotgun 12/24/48 1-3d6 damage RoF 1-2 Shots 2 [Brent]
- 8 rounds of 12 gauge
- M-16 (5.56) 24/48/96 2d8 damage RoF 3 Shots 20 AP2 Auto 3RB [William]
- 35 rounds of 5.56,
- 22LR snub revolver 10/20/40 2d6-1 RoF 1 Shots 6 [Henry]
- 35 rounds of .22 ammunition
- .32 Rifle 24/48/96 2d8 RoF 1 Shots 7 AP2 (fully loaded)
- 5 rounds of .32 ammunition
- Explosives
- 1 nail bombs
- 1 chemical bomb
- Amour
- Kevlar Vest +2 Toughness/+4 vs. Bullets, covers torso [Garrett]
- SWAT helmet +3 Toughness, covers head [Bernie]
- Melee Weapons
- Food and Drink (18 meals)
- 2 cans of baked beans
- 3 batches of nuts
- 3 cans of chicken noodle soup
- a box of Twinkies and a couple of packages of pre-cooked bacon
- 2 days of vending machine food for 4
- A can of tuna
- Five Cliff Bars
- Instant Coffee
- Half a bottle of scotch [in the truck]
- 144 water rations
- Utility Equipment
- pack of AA batteries [Brent]
- several backpacks [Henry]
- 3 bottles of drano [Henry]
- box of kitty litter [Henry]
- wd40 '[Bernie]'
- roll of rope [Henry]
- 2 road flares [Henry]
- magnesium firestarting kit [Henry]
- portable HAM radio [Henry]
- an afghan blanket
- Medical Equipment
- enough First Aid supplies for three healing rolls [Henry]
- Vehicles and Fuel
- Motorcycle (Very High Fuel)
- Pick-up Truck (Very High Fuel)
- Police squad car (Very High Fuel)
- a Police mountain bike
- 11 fuel levels
With the larger group
- 2 cans of spam and a package of ramen
- 12 gallons of Aquafina bottled water
- Flashlight with Batteries
- Winchester '76 Rifle (no ammo)
- Three bottles of Canola oil
- Voltmeter
- Cordless Drill and Charger
- 6 bottles of Captain Morgan spiced rum
- 9mm Glock
- 33 rounds of 9mm ammunition
- Swiss Army Knife
- Gas Tank (1 level of fuel)
- Chain (d8+d4)
- Brown Sedan (Full Tank)
- 108 Meals
- Water for those meals
Locations
Attack options
- Aim +2 Shooting/Throwing if character does not move
- Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for Short, x2 for Medium, x3 for Long
- Autofi re See rules
- Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
- Called Shots Limb -2; Head -4, +4 damage, Small target -4; Tiny target -6
- Cover Light -1; Medium -2; Heavy -4
- Darkness Dim -1; Dark -2, targets are not visible beyond 10”
- Pitch Darkness Targets must be detected to be attacked at -4
- Defend +2 Parry; character may take no other actions
- Disarm -2 attack; defender makes Str roll vs. damage or drops weapon
- Double Tap/ 3 Rd Burst +1 attack and damage/+2 attack and damage
- The Drop +4 attack and damage
- Finishing Move Instant kill to helpless foe with lethal weapon
- Firing Into Melee See Innocent Bystanders
- Full Defense Fighting roll replaces Parry if higher
- Ganging Up +1 Fighting per additional attacker; maximum of +4
- Grappling Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed Strength or Agility to break free (any other action made at -4); Attacker can make opposed Str or Agility to cause damage
- Innocent Bystanders Missed Shooting or Throwing roll of 1 (2 with shotguns or autofi re) hits random adjacent target
- Nonlethal Damage Characters are knocked out instead of potentially killed when Incapacitated
- Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor
- Prone As Medium cover; prone defenders are -2 Fighting, -2 Parry
- Ranged Weapons in Close Combat Pistols only; Target Number is defender’s Parry
- Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a Spirit roll or be Shaken; roll of1 are hit for normal damage
- Touch Attack +2 Fighting
- Trick Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action; with a raise, foe is -2 Parry and Shaken
- Two Weapons -2 attack; additional -2 for off-hand if not Ambidextrous
- Unarmed Defender Armed attackers gain +2 Fighting
- Unstable Platform -2 Shooting from a moving vehicle or animal
- Wild Attack +2 Fighting; +2 damage; -2 Parry until next action
- Withdrawing from Close Combat Adjacent foes get one free attack at retreating character