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Author Topic: Optional Rules for Akula's Total AR:SE  (Read 3149 times)

Offline warrenss2

  • Mad Scientist
  • Posts: 837
Optional Rules for Akula's Total AR:SE
« on: 25 April 2010, 12:31:11 AM »
Since the rules seem to lean toward the higher die roll we rule that a "Zombie Grab" happens on a 4, 5, or 6 instead of the odd number on a die.

Running over Zeds with a vehicle. Conducted like a Hand-to-Hand attack. Modifiers = +1 with a motorcycle, +2 with a regular car, +3 for APC's and hummers (and Batman's "Tumbler"), +4 with tanks, buses, and semi-trucks. We are going to try a game where we separate the Hummers and APC's into different categories.

For the Optional Rule for infection - we found it kind of hard to keep track of the "Pass out in 3d6 turns". So we sped-up to 1d6 to pass out... Die next turn... reanimate the next turn. Great for less turn tracking and for those nasty zed-viruses like in "28 Days Later".

What do you all think?
« Last Edit: 25 April 2010, 12:51:31 AM by warrenss2 »
Never underestimate the power of human stupidity.

Offline Bungle

  • Scientist
  • Posts: 235
Re: Optional Rules for Akula's Total AR:SE
« Reply #1 on: 25 April 2010, 11:07:48 PM »
Thats it.

Keep it simple, adjust the rules for the types of games you play.

Make new rules up as situations dictate.eg jumping or dropping down one level takes either 1or 2 actions, with a roll of the dice to see if you land awkwardly and are stunned for a turn in the rush.

 

Offline Commander Vyper

  • Galactic Brain
  • Posts: 8130
  • Remember Reach.
Re: Optional Rules for Akula's Total AR:SE
« Reply #2 on: 25 April 2010, 11:21:55 PM »
Since the rules seem to lean toward the higher die roll we rule that a "Zombie Grab" happens on a 4, 5, or 6 instead of the odd number on a die.

Running over Zeds with a vehicle. Conducted like a Hand-to-Hand attack. Modifiers = +1 with a motorcycle, +2 with a regular car, +3 for APC's and hummers (and Batman's "Tumbler"), +4 with tanks, buses, and semi-trucks. We are going to try a game where we separate the Hummers and APC's into different categories.

For the Optional Rule for infection - we found it kind of hard to keep track of the "Pass out in 3d6 turns". So we sped-up to 1d6 to pass out... Die next turn... reanimate the next turn. Great for less turn tracking and for those nasty zed-viruses like in "28 Days Later".

What do you all think?

Yup and the reason why I continued to modify and update and 'enhance' the basic set up with my own inhouse flavour.

Just to whett your whistle: our rules for buildings:

1 AP to open/close door.
1 Ap to go up or down one level.

If a black card is turned whilst players are in the building, roll for possible zombie disturbance and activation. The fight as you would normally, weapons/hand to hand.

This means that hiding on a rooftop or waiting in a chopper isn't always the safest thing to do.

Just simple little additions really, all help to improve the experience.
Now water can flow....or water can crash...be water my friend.
Sifu Bruce Lee.




Offline AKULA

  • Supporting Adventurer
  • Galactic Brain
  • *
  • Posts: 6701
    • Little Wars
Re: Optional Rules for Akula's Total AR:SE
« Reply #3 on: 26 April 2010, 01:41:55 PM »
What do you all think?

Whatever works for you!

 :D

 

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