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, welcome to 13th US Cavalry Vs Zombies

18:46, 27th April 2024 (GMT+0)

Rules Updates.

Posted by CaptainHellrazorFor group 0
CaptainHellrazor
GM, 251 posts
Tue 5 Jul 2022
at 08:55
  • msg #1

Rules Updates

Hey guys,

As you are aware I have been tweaking character sheets to add code for dice rolls and in the process I am reviewing some of the weapons stats.  The current weapon stats are posted here: link to a message in this game

I have drawn the basic weapons list from Boot Hill and then converted stats to my home brewed rules set.  At the moment I am working on the various types of pistols.

The Navy Colt is a cap and ball revolver with the shortest range and the chance of misfires etc
The Army Colt is a single action revolver with longer range and only 1% chance of misfire (same as all the other pistols)

These two pistols I am happy with and there is also a 'Long Barrel Revolver' with a longer range however I haven't decided on a make/model for this weapon

There are also Double Action revolvers and Fast Draw revolvers but at the moment these weapons have the same stats as the Army Colt.  I am looking for some minor tweaks to the stats for these weapons to make each weapon type slightly different (and justify the price differences).  If anyone has any suggestions for stat tweaks and make/models for these weapons, I am all ears :)
CaptainHellrazor
GM, 318 posts
Sat 26 Nov 2022
at 05:22
  • msg #2

Rules Updates

Adjustment to Weapons Skills:

This does not affect anyone just yet but potentially could impact some training choices soon.  At the moment a weapon skill adds 10% to the chance to hit per skill level with that weapon type.

In addition to the improved chance to hit, players can also add +1 damage per level above 1st level.  e.g. a player with 2nd level Pistols skill would do 2d10+1 damage, with 5th level skill would do 2d10+4 etc.

If that character also has the Zombie Anatomy skill that adds an additional 1d10, so the level 5 example would do 3d10+4.
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