Survive Gmhb

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    Karl Brooks SURVIVAL Games

    SURVIVE Gamemasters Handbook

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    Introduction

    Welcome to your personal zombie apocalypsethe one you create, and have others attempt to survive.

    This handbook is designed to give you ideas on how to create challenging gaming sessions, add in usable

    vehicles, surviving military units, and even give you three new character archetypes, just to add somespice. There are also tables designed to allow you to create different scenarios, challenges, and

    objectives, to make the tabletop and role-playing experience complete.

    First, read the archetypes in the main game book, become familiar with them, and start to make your

    game so that ANY of the characters could survive, but would have to think and work for it. Next, get a

    cheap map, mark it (described later), and get folks together to play.

    The beginning of a game should have the players bringing their own models, or choose ones you have

    ready for them (and the zombie counterpart, of course), and YOU checking their character sheets, to

    ensure they arent trying to get away with anything. Have the terrain set up, have your zombie horde

    ready, and let them all decide, as a group, where theyre going to start from.

    Once this is accomplished, let the game take its natural course and the dice will show who is a survivor,

    and who is simply meat. Much thought should be put into narrative style games, making sure to

    challenge the players, make them think, and let them enjoy the carnage and the end of the world.

    Character Archetypes

    The three new character archetypes are Soldier, Trauma Doctor, and CDC Technician. Only Soldier has

    sub groups, and each one has several new skills available, which will be listed later. These new

    archetypes will add a new dimension to the gaming experience, and will also lend to more enjoyment

    and possibly a harder campaign due to the characters being available and more intelligent than the

    normal classes.

    Trauma Doctor

    To begin with, the Trauma Doctor is a highly trained medical professional. The doctors are among the

    first responders to the HBAR-V outbreak. They were also among the only non-military personnel to be

    offered the vaccine, supposed to stop the spread of the virus. Many of the trauma doctors and nurses

    were already basically immune, due to their repeated exposure to various diseases. All Trauma Doctors

    will have the following skills and points values: 55 points available. Iron Stomach: 10, Disaffection: 7,

    Reading:7, Writing:3, Endurance:8, Emergency Surgery: 9, and Triage: 7. A new skill, Cold and Hard, is

    available to the Trauma Doctor, and it can be taken at NO points cost if the character has the Stoicism

    skills as well.

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    CDC Technician

    The CDC (Centers for Disease Control) is a government agency responsible for combating disease

    outbreaks, and finding cures and vaccines to prevent them. The technicians within this agency were

    among the only people, in the beginning, to see what was happening to the population of the world.

    Most of the technicians within the CDC were overcome by the hordes being created by HBAR-V, while

    being immune themselves. This character should be used in conjunction with at least one Soldier. 60

    points available. Skills are as follows; Reading, Writing, and Math at 9, Social Interaction:2,

    Firearms:Handguns:7, Firearms: Long guns:7. Also available are Bio-warfare and Triage at no cost if

    Skewed Viewpoint or Unreal Attitude are taken as well, otherwise they have standard points cost.

    Soldier

    The soldier is any member of the armed forces, called to duty to combat the waves of violence,

    cannibalism, and eventual zombie hordes that engulfed the country. Most soldiers fell within the first

    days, while attempting to help injured civilians, not realizing until too late the dangers. Four Sub-types

    within this archetype are available, and a specialty job is available for each one, at a points cost

    commensurate to the skill. All soldiers have the Read, Write, and Firearms: Long guns skills at level 7

    each. The sub-types are as follows:

    -

    Tank Crewmember- 60 points. This can be a member of a tank or APC. They have the Driving:

    Military skill, and Big Guns skill at no cost. Specialty job available is Tank Commander-Captain,

    available for 10 points.

    -

    Aviation Specialist- 65 points. This is a pilot, normally of a helicopter. They have the Pilot andDriving: Military skills, and the Specialty job available is Indian Rider for 15 points. This sub-type

    requires an intelligence of 8 or more to be taken.

    -

    Combat Infantry- 50 points. This is your average grunt. Three Specialty jobs are available;

    Machine gunner for 5 points, Squad Leader for 10 points, and Corpsman for 15 points. Machine

    gunners have the Ranged: Firearm IV skill, as well as Unreal attitude at no cost. Squad Leaders

    have the Dark Insight, Driving: Military, and Loud and Proud skills at no cost. Corpsmen have

    Iron Stomach, Emergency Surgery, Walking Pharmacy, Triage, and Cold and Hard skills at no

    extra cost.

    -

    Special Operations-35 points. These are the Rangers, Airborne, SEALs, Special Forces, Force

    Recon, and ParaJumpers. They are hardened warriors, and all have the Ranged: Firearms IV skill,

    as well as Move Silent, No Trace, Hide, and Scavenge skills at level 8 each. Specialty jobs are

    Sniper,10 points, Demolitions Expert,15 points, Heavy Weapons Expert, 15 points, and

    Commander, 20 points. Any additional COMBAT skills, up to 5 extra, may be taken at no extra

    cost for this sub-type only. Unit and branch affiliation are MANDATORY for this sub-type.

    Snipers have Melee: Knife III at level 6; Demolitions Experts have Explosives: III at level 10, and

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    RC Vehicles as an additional skill; Heavy Weapons Experts have Skewed Viewpoint at level 8;

    Commanders have Loud and Proud at level 9.

    *NOTE* the low points availability for this class limits the number of intra-personal skills

    available to them, due to their dedication to the arts of war.

    Skills

    Most of the skills used by the new archetypes are the same as in the main game book, though several

    new skills are available to be learned by characters, and some cost more than normal skills should. This

    reflects the inherent need for training in specific fields, and the necessity to almost have muscle

    memory to perform others. The new skills are as follows, including points cost, and whether they are

    Knowledge, Physical, or Combat, or a combination of two or more.

    Skill Name Points Cost Category Learnable By

    Triage 11 K,P Medical, Police, Ex-

    Soldier

    Cold and Hard 15 K,P All

    Bio-Warfare 21 K,P,C Medical, Soldier, Ex-

    Soldier, Rural People

    Big Guns 14 K,P,C All

    Pilot 20 K,P Intelligence above 8

    Loud and Proud 18 K,P Soldier, Ex-Soldier,

    Police, Gang Member

    R/C Vehicles 8 K,P Soldier, Nerd, Outcast,Parent

    The reasons for the limitations for some of these being able to be learned is that they are not common

    skills outside certain circles, and therefore would not be understood easily enough for common folk to

    grasp them. Definitions are as follows:

    -

    Triage- This is the process of deciding who is able to be saved, and who is unable to be helped,

    when dealing with wounded. In alternate situations, it is the process of deciding which target is

    to be destroyed first, due to threat level.

    -

    Cold and Hard. This is the ability to make hard decisions, and do something about them when

    necessary

    -

    Bio-Warfare- This is the ability to recognize, use, and defend against bio-weapons, both natural

    and man-made. This includes the employment of PPE and storage.

    -

    Big Guns- This is the use of tank and APC main guns, and anti-tank weaponry, such as TOW and

    Dragon missiles, and Stinger missiles as well.

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    -

    Pilot- This is the ability to pilot small aircraft and helicopters with enough proficiency to not

    crash. (NOTE: The Indian Rider special job is different than regular helicopter pilots, due to the

    AH-64 Apache requiring even more skills than normal)

    -

    Loud and Proud- This is the ability to successfully lead others, and inspire them to do things they

    normally would not do.

    -

    R/C Vehicles- This is the ability to use radio controlled cars, planed, and helicopters to scout or

    plant explosives.

    City Maps

    Many cities in the world are nothing but burned-out shells of their former selves since HBAR-V struck on

    a global scale. Large city centers, densely populated areas, and most roadways are infested with re-

    animated life forms (RALFs). Therefore, travel and survival will be restricted to back roads, and living and

    foraging restricted to suburbs or rural areas. Only military and heavily armed people would dare to

    travel to inner cities, and even then, only in the most dire of situations.

    Most maps will show the obvious areas of infestation, just by looking at where the city center is. Going

    off of this assumption, avoiding city centers is probably the most realistic chance for survival. However,

    concentrations of highly religious groups, or high incidents of the elderly will also pose a hazard.

    Highly religious groups will call the flock to churches, temples, synagogues, and mosques, in an effort

    to protect the population and their friends and family. However, concentrating several hundred people

    in a small place simply concentrates the food supply, and a horde may grow in as little as 2 hours, should

    so much as one congregation member be infected.

    Likewise, retirement communities, large trailer parks, and community centers for the elderly are equallyas likely to have HBAR-V infected, and will grow into a shambling horde in a very short time. These are

    only slightly less dangerous than the standard hordes, due to the inherent lack of mobility prior to

    death.

    All of this being said, there ARE reasons to venture into dangerous areas. Police departments, National

    Guard posts, and regular military bases will have arms, ammunition, and provisions, as well as more

    suitable vehicles. Also, once religious centers are empty (or cleared), most contain stores of food and

    water in the case of emergency. All of these locations are relatively easy to defend, once cleared of the

    RALF threat, though this will be known to other survivors as well, so fortification against the living would

    be immediately necessary.

    Grocery stores, malls, and other such locations will be unsafe for long periods of time, due to their

    centralized location in populated areas. Grocery stores, however, are VERY easily defended by small

    groups of people, due to minimal entrance points and massive amounts of food. Also, large grocery

    stores have back-up generators, so freezer and cooler sections are very likely to be working. If the area

    was evacuated in the first days of the outbreak, most of the food will be present (fresh foods will be

    rotted, and most meats will be spoiled).

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    Some areas will still be heavily populated, the survivors well-armed and organized, and possibly willing

    to trade for foodstuffs. IF these groups are located, some care should be taken, however, as many will

    be take your gear types, drawing in small survivor groups, killing them, and keeping their belongings.

    Rural groups will be less likely to accept new members, but once done, they will be less likely to let

    productive members go.

    With this knowledge, we move to the maps, spreading around the country, marking the worst of areas,

    as well as the safest. The map of the Phoenix Metro Area, below, is a prime example. Areas marked in

    black are supremely hazardous, and should be avoided at all costs. Red areas should not be traversed on

    foot or in small vehicles, or in small groups. Yellow areas can be traversed by small groups, on foot, but

    with extreme caution. Green areas are relatively safe, and have scattered populations of HBAR-V free

    people, or are military reservations. Either way, survivors need to remain armed, due to sporadic

    incursions of RALFs. Blue regions are safe zones, with well-armed, regular guards, and a semblance of

    order. Un-colored areas should be considered reasonably dangerous, but until they have been explored,

    no one will know for certain.

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    Now, this is a representation of a city map of Phoenix, Arizona, and shows the different types of areas

    that may be seen and encountered in a typical gaming session. Most any city map, found in thrift stores,

    gas stations, bookstores, etc. will do for a map, so long as you stick to the general guidelines of color,

    and you can make your own city, wherever you are, either a black zone or a blue zone, or any

    combination in between. Remember, New York City, Portland Oregon, Los Angeles, California, Orlando,Florida, and Chicago Illinois are completely decimated, Denver Colorado is all black and red, excepting

    outlying areas, and most major cities are rife with the undead.

    Remember also, when using street maps, to mark churches, synagogues, mosques, and temples as black

    zones, as well as private hospitals and city centers. This will make for an interesting game in that you will

    have to skirt these areas, or maybe even pass through them, to obtain objectives.

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    Military posts pose a unique issue within the game. They are usually green zones, have ample food,

    water, ammunition, and armed men to defend them. Do you walk or drive up, and request trade for

    what you need, or do you try to sneak in and just take it? Can anyone in the group drive an APC or

    Deuce-and-a-half truck? Can you successfully operate the machine guns if you somehow get them?

    These are the things you have to think about, and they will apply to police departments as well, at least

    those not overrun by the undead, or burned out due to civil unrest.

    Grocery stores, department stores, large mall complexes, and bulk stores are another issue to be faced

    by players. Did Wal-Mart stock up on ammo? Did Costco or Sams Club get their last truck of canned

    goods and gas? Did (insert a local grocery chain store name here) have enough gas for their back-up

    generator to keep the coolers going? Why are those seven idiots going to the mall?

    These things are to be thought about by the GM, and added in to the game session as objectives,

    bonuses, or even negative factors to enhance play, not hinder it. All members of the gaming group

    should have fun, even if they become a zombie. Have them role play the part, moaning and hissing, and

    then have them use scatter dice to see who is attacked first. This should be done in the best Romero

    fashion, running at, tackling, then gnawing upon the perspective target.

    When the group finds a functional vehicle, give them a chance to get it, although with some effort. A roll

    of 4 or better on a d6 should mean the vehicle is locked, and they have to try to get in WITHOUT

    breaking glass, or damaging the vehicle. On percentile dice, 50% or better will be locked, and if they roll

    70% or more, then the vehicle has an alarm as well! A roll of a 6 on a d6 is representative of the same

    effect, and will ALWAYS draw a zombie horde to the group.

    In the event ALL player characters are overwhelmed, and have no way out, remember to throw them a

    bone, and have some sort of out for them. Even if this means having a sniper take out some of the

    undead in one area, so they have a chance to run for it. (If they are stupid enough to stay and fight, letthe dice decide what happens.)

    As the GM, you are responsible for providing at least one map to the group, so they can see where they

    are going to be attempting to survive. These maps should be marked to show the different areas, and,

    using scatter dice, determine where the group is going to come from. Remember to have them come

    from a SUBURB of a major city, not from the city center itself, unless the game warrants absolute horror

    and desperation as the reason for their banding together.

    In some cases, having two groups of survivors attempting to reach the same goal will provide for

    exciting, sometimes very tense game play. Make the objective something that they would not want to

    share, at least not easily, and have JUST enough obstacles in the way that it may thin both sides out if

    they dont work as teams. If both reach the objective at the same time, have them role play the

    encounter, making sure to take into account personalities and Social Interaction skill scores. If one group

    reaches the objective first, use percentile dice to determine whether to role play or use combat rules

    outright. DO NOT remind them that loud noises draw hordes of zombies, and react to this accordingly.

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    Vehicles

    Vehicles are a means to an end, for the most part, not objectives in and of themselves. If the group is

    trying to travel through a major city, however, the search for an appropriate vehicle (or group of

    vehicles) CAN be an objective. How many members are in the group? How much stuff do they want totake with them? How many members know how to drive? These questions should all factor into

    whether or not they can even find sufficient transportation. Vehicles types are broken into several

    different categories;

    -

    SizeThis is how big the specific vehicle is. They range from sub-compact to armored vehicle.

    -

    Drivetrain- This is whether the vehicle is standard transmission, automatic transmission, or even

    lateral drive.

    -

    Capacity- This is how many PASSENGERS the vehicle can hold, not including the driver. This does

    not take into account comfort.

    -

    Fuel Type- This means gasoline, diesel, hybrid, or multi-fuel.-

    Durability- This is how much damage the vehicle can withstand from hitting and being hit by the

    undead. It also is how well the vehicle will perform off-road and in heavy rubble.

    -

    Drivability- This relates to the skill level of the character, as well as terrain types.

    Each of these categories will have a different combination of values associated with them, and will affect

    how well the specific vehicle will do under specific situations. Some vehicles will not be covered, due to

    the impracticality of use in a survival situation. Construction vehicles will be almost everywhere, and will

    probably be able to be used, but only those who have the Driving: Military skill will be able to operate

    them well, and MUST have the Driving: Off-road skill in order to operate them at all.

    Durability is a point value, and should be determined by percentile dice, size, and type of vehicle. If you

    have specific models out, have a card prepared for each one listing all of these items, as well as whether

    or not it has an alarm, keys (not necessary with military vehicles), and fuel amount. For gameplay, make

    sure the vehicle isnt OUT of fuel, but make the players sweat a bit if theyve had it easy to the point of

    obtaining the vehicle. Also, if they have to find fuel, make sure they have choices as to how to obtain it,

    what kind, etc. Vehicles will be broken into groups, or even in some cases, identified by name (as in the

    case of some military vehicles).

    Size and Type

    Vehicle size is an important factor in its durability versus the undead. Small vehicles are generally more

    fuel efficient and agile, but can be easily overturned or blocked by large groups of RALFs. Large vehicles

    are by far more resilient, but pose the problem of lower fuel mileage, and in some cases, the inability to

    be properly operated. Each size of vehicle is able to be used, if the proper driving skills are available, and

    are as follows:

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    -

    Small- This group includes all sub-compact and compact cars. These require the Driving: Basic

    skill, and will hold AT MOST 3 passengers and their gear. MOST of these vehicles are automatic

    transmission; however, if standard transmission, Driving: Advanced skill is needed.

    -

    Medium- This group is the most common, encompassing mid-sized and luxury cars. These

    require Driving: Basic skill to operate, and will hold at MOST 4 passengers and their gear.

    -

    Pick Up- This group is divided into four distinct groups; 2WD, 4WD, standard, and Extended cab.

    There is a 60% chance of the vehicle being standard transmission, so the entire group requires

    the Driving: Advanced skill. All pickups are assumed to have a cap or tonneau cover on the back,

    thus providing better cover and protection. Standard cab pickups may carry 3 passengers, but

    up to 10 peoples gear, or one heavy weapon. Extended cab pickups may carry up to 6

    passengers, and have the same carrying capacity as standard cab. 4WD pickups require Driving:

    Off-road skill to be employed to their full potential.

    -

    Small SUV- This group is broken into two categories, 4WD and 2WD, but they are all light

    vehicles capable of carrying no more than 4 passengers and their gear. Driving: Off-road skill is

    required to operate 4WD to its full potential.

    -

    Medium SUV- This group includes the ubiquitous Jeep vehicles, as well as other similarly sized

    vehicles. This group is also broken into 2WD and 4WD, and is capable of carrying 5 passengers

    and their gear. Driving: Off-road skill is required to operate 4WD to its full potential.

    -

    Large SUV- This group includes Suburbans and the like, and is likewise broken into 2WD and

    4WD. Driving: Advanced is required, due to the size, and if 4WD Driving: Off-road is required to

    operate. Each vehicle in this group can carry 8 passengers and their gear.

    -

    Busses- This group includes short (handicapped) and full sized busses. City busses are not

    included, due to their inherent location (cities). A short bus can carry 15 passengers and their

    gear, and full sized can carry 25 passengers and their gear. The Driving: Advanced skill is

    required to operate either type, due to size.

    Vehicle Type Identification Picture

    Small Car

    Medium Car

    Standard Cab Pick Up

    Crew Cab Pick Up

    Small SUV

    Medium SUV

    Large SUV

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    Bus

    This is the extent of the civilian vehicle sizes and types readily available in the suburbs around the United

    States. If you have multiple models of one type or another, make the players decide on which one they

    will take, and make it a challenge. Take into account availability of fuel, frequency of alarm systems, and

    the age of the character!

    Military Vehicles

    Military vehicles are very common in the post-HBAR-V landscape. The military was attempting to control

    the spread of infected individuals, and the U.S. military is a mechanized force. Vehicles were used as

    road blocks, command posts, and toward the end, fire points. When the roadblocks were being overrun,

    the vehicles were abandoned where they were. Now, there are thousands of military vehicles scattered

    throughout the country, and most are still functional. The use of these vehicles is determined by skill,

    and ALL military vehicles require the Driving: Military skill to operate. To operate the guns, however,

    requires time to read the onboard manual for each main gun, or in the case of machine guns, the

    Ranged: Firearm IV skill. Time required learning the operation of each gun is as follows:

    -

    M242 Bradley/LAV Main Gun- 1d12 ROUNDS of uninterrupted reading to learn basic operation,

    and 1d12 more to learn the finer points, such as clearing jams, changing ammo feed, etc.

    -

    M107 125mm Abrams Main Gun- 1d8 rounds to learn to load and fire, 1d6 rounds to learn to

    properly index and aim, and 1d8 rounds to learn how to operate the computer.

    If this time is not taken by the character, they only have a 5% chance of properly using the weapon, and

    most likely will not be able to fire it with any accuracy.

    Military vehicles are separated into 3 different groups, and each group has sub-groups as well. These

    groups are:

    -

    Military Personnel Vehicles- These range from the ubiquitous K-cars, older Jeeps, pickup trucks,

    and includes the newer MRAP and LMTV, as well as the 2.5 ton truck.

    -

    HMMWV Variants- This includes the myriad different Humvee vehicles used by the military.

    -

    Tracked Vehicles- This group includes APCs (including the Marine LAV), Tanks, and the wheeled

    HEMTT Fuel vehicles

    Each of these groups has many vehicles in it, and as such, will require SOME military knowledge to

    identify the best type to attempt to procure and use for the given situation.

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    Military Vehicle Size and Type

    As stated before, military vehicles encompass a wide range of sizes and types of fuel, Drivetrain, and

    locomotion. Some vehicles are multi-fuel, being able to use CNG, diesel, and gasoline. Some are even

    able to be run on av-gas or jet fuel, though this wears the engine down at a greatly accelerated rate.

    Most vehicles are automatic transmission, and have regular steering and brake/gas pedals, so as to

    facilitate driving by almost anyonein theory. Small vehicles, such as staff cars, pickups, and the older

    Jeep vehicles, require only Driving: Advanced to operate, and some of these may even have to be hot-

    wired due to lack of keys. The remainder of the military vehicles will require the Driving: Military skill to

    operate successfully and none of these will require keys (having keys in combat vehicles would ensure

    that army would never make it to battle!)

    The following is a full listing of the different types, sizes, locomotion, and fuel types for military vehicles.

    Vehicle Type Vehicle Size Locomotion Fuel Type Picture

    Staff Car Mid-sized Sedan Wheeled Gasoline

    Jeep Grand

    Cherokee

    Mid-sized SUV Wheeled Gasoline

    M1953 Jeep Small SUV Wheeled Gasoline

    Pickup Truck Mid-sized SUV Wheeled Gasoline or

    Diesel

    MRAP Large WAPC Wheeled Multi-Fuel

    LMTV Large Transporter Wheeled Multi-Fuel

    2.5 Ton Truck Large Transporter Wheeled Diesel

    HMMWV

    Standard

    WAPC Wheeled Diesel

    HMMWV

    Medical

    Ambulance Wheeled Diesel

    HMMWV UA

    Scout

    ASV Wheeled Diesel

    HMMWV UA

    FISTV

    Fwd. Support

    Vehicle

    Wheeled Diesel

    HMMWV UA

    Medical

    Combat

    Ambulance

    Wheeled Diesel

    HMMWV UA

    Support

    UAWAPC Wheeled Diesel

    M113A3 APC APC Tracked Multi-Fuel

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    Marine LAV WAPC Wheeled Multi-Fuel

    M2/3 Bradley IFV APC Tracked Multi-Fuel

    HEMTT Fuel

    Truck

    Fuel Transport Wheeled Multi-Fuel

    M60A6 MBT Tank Tracked Diesel

    M1A1 Abrams

    MBT

    Tank Tracked Av-Gas

    M1A3 Abrams

    MBT

    Tank Tracked Multi-Fuel

    Some of these vehicles will also have TOW missiles on them, though the tubes will probably be empty. Ifthey are not, then the characters should NOT be warned about the consequences of firing an anti-tank

    rocket with hordes of zombies around.

    Weapons

    There are several new weapons available, due to the different skills and archetypes with which to use

    them. These weapons, in some cases, are quite loud, and in others almost silent. They are as follows,

    though NO points/smokes cost is associated to them, as they MUST be found or taken off of the dead.

    Weapon Type Caliber Damage Max. Range Image

    M21 SA Sniper

    Rifle, Suppressed,

    20 rd. Mag.

    7.62x51mm 3d8+2 30/50

    M242 Select Fire

    Bushmaster Chain

    Cannon, Mounted

    25mm 8d8+4/8d10 50/72

    M107 Single Shot

    Main Battle

    Cannon, Mounted

    125mm 8d10+5/10d10+5/

    10d20(5blast

    radius)

    96

    M240 Belt Fed

    Machine Gun

    7.62x51mm 2d8+2/3d8+3 30

    M249 Belt Fed

    Machine Gun

    5.56x45mm 2d6+2/2d8+1 22

    M134 Belt Fed

    Rotary Cannon,

    Mounted

    7.62x51mm 6d10+4 30

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    USAS-12 Select

    Fire Shotgun,

    20rd. Mag.

    12 ga. 6d8+2 14

    AA-12 Select Fire

    Shotgun, 20rd.

    Mag.

    12 ga. 6d8+2 14

    Mk19 Belt Fed

    Grenade Launcher

    40mm 5d10(3blast radius),

    8d10(5blast radius),

    Smoke (15 radius

    for 5 rd.) Damage is

    per round fired.

    25

    M79 Single shot

    Grenade Launcher

    40mm 5d10(3blast radius),

    8d10(5blastradius),

    Smoke (15 radius

    for 5 rd.)

    25

    These weapons and the ammunition associated with them can ONLY be found among military personnel

    in any kind of numbers. Some of the weapons have multiple damage scores, and require blast radius to

    be figured in to their damage. These numbers reflect either a) different rates of fire, or b) different types

    of ammunition. When different rates of fire are the cause, there is also a separate range (except for the

    M21, then it reflects open sights or scope being used for targeting), used to reflect the destruction of

    targets nearer to point of fire. Blast radii affect ALL models within them, so it is best to avoid firing

    explosive devices near to friendly models.

    Smoke follows a slightly different method of blast. Measure 15 in all directions from the center, and

    take into account buildings within that radius. Subtract the number of inches from each building, then

    add this number the clear areas (See chart below).

    This illustrates how smoke will flow around buildings on a street or even in a field with rock

    outcroppings. Buildings would be assumed to be filled with smoke, if the center of the blast is inside a

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    building. As the undead still use sight and smell to find their victims, smoke is an effective way to

    remove oneself from a dangerous situation, so long as the character does not run INTO the smoke.

    Sample ScenariosThese scenarios are merely starting points for full games, or can be used as objectives during games, to

    halt stagnation. Some of them will add a small amount of humor, while others will require more role-

    playing and be more involved character wise.

    -

    Find and use the modified MALP- A MALP is a wheeled or tracked probe used by police and

    military forces to disable bombs or provide remote surveillance. In this case, the group is tasked

    with finding a modified MALP to set det-packs around the perimeter of a heavily infested area,

    so they can move through, get supplies, etc.

    -

    Find the gunsmith with the silencers- Somewhere, another group has found a way to getsilencers for all of their solid-projectile weapons. They give vacuous directions, and the area

    they point to on the map is in a red zone, very near to a black zone. The characters are tasked

    with finding and retrieving this person, or at least bartering to obtain silencers for themselves.

    -

    10th

    Man Protocol- (This scenario should be employed if the characters are playing a pre-2014

    game, or after traveling from a city) the people around you do not know what is happening out

    therebut you and your friends do. Convince the rest of them to prepare for the worst, before

    it is too late.

    -

    Avoid Conscription- A military unit is rounding up all of the local survivors for a push into a major

    city center. However, this is the worst possible thing they could do, as ALL of the residents there

    are RALFS, and anything short of a nuclear strike would fail to clear the area. Hide from, fightoff, or even take command of the unit trying for that last bit of glory before its too late.

    -

    Fresh Foods- A lone survivor joins the group for a short time and has an abundance of fresh

    fruits, vegetables, and smokeables to trade for ammo and other things. Get the information

    out of them as to where that large of a safe hydroponics operation is.

    -

    Mall Destruction- 7 or 8 survivors have taken up residence at the local shopping malland

    drawn almost every RALF in a 5 mile radius to them. Try to contact them, or simply use them as

    the bait in a big trap for the RALFs outside the mall or let them in and blow the wholeplace.

    This is a SMALL sample of the possible scenarios able to be used, and sometimes they are not even the

    best choices to use. When deciding on a game and scenario to use, look at the group composition, thensee how they would be challenged, but not killed outright. Make them think, and have them work for

    their points and gear.

    Experience Points

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    Experience points are issued, not for killing zombies, or using your guns, or talking to this or that person.

    They are awarded for successfully destroying a horde, single-handedly, to save the group; for

    successfully shooting that zombie, at max range, through smoke, in the head; for conning the stubborn

    colonel out of two machine guns and enough ammo to feed them for a month, then getting him to

    train the group in how to use them properly. The simple use of skills is expected, so characters and

    groups need to go above and beyond. Ramboing, in the right circumstances is ok, but doing it all of the

    time is dangerous. Likewise, hiding and sneaking is good when necessary, but nothing will be

    accomplished if done all of the time.

    Some skills will offer points to the character employing them properly, such as Gang Signs, or Emergency

    Surgery. If someone has No Trace, and uses it to get food for the group, points would be issued. When

    10 points are gained, the character may pick 1 skill from the Knowledge or Physical lists to attempt to

    learn. At 15 points, they can attempt to learn a new combat skill. Therefore, to learn a skill that requires

    all three, 35 points must be spent, or 18 ROUNDS of gameplay. If they wish to increase a skill already

    known, use the points cost in the main rule book as a guide, with the points cost there being necessary

    for increasing by 1 point, no matter what their dice value is.

    The following chart is a guideline for awarding experience, though ultimately the choice is up to the GM.

    Act Points Value Act Points Value

    Properly portraying

    character

    1 Learning new

    impossible skill

    7

    Properly interacting

    within group

    1 Creating uncontrolled

    laughter

    5

    Leading group

    successfully

    2 Random, intelligent

    idea

    2

    Attempted heroic act 2 Random, useful, stupid

    idea

    4

    Successful heroic act 5 Random humorous

    outburst

    3

    Successfully using

    difficult skill

    3 Causing total

    speechlessness

    5

    Successfully usingimpossible skill

    5

    Saving 1 other player 2

    Saving 3 other players 4

    Saving group and

    surviving

    12

    Saving group, but dying 3

    Properly role-playing 7

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    zombie

    Learning new simple

    skill

    1

    Learning new difficult

    skill

    3

    Learning new hard skill 5

    These are just the most common sources of reasons for experience points. The remainder can be given

    for anything the GM decides is worthy, and whatever value they see fit. To determine simple, difficult,

    hard, and impossible skills, simply look at their points costs, and set your own limit for each category.

    Points are then able to be used to add skills, or increase current skill scores. Added skills are ONLY able

    to be increased if another player has that skill , and then the skill can only be increased to 2/3 of the

    teachers skill, rounded down. All added skills are added at points cost, and only at skill 2.

    When the first attack came, we didnt realize they were all, well, already dead. We pumped about10,000 rounds outta the 249 before the barrel warped, then we went to our M4s. They just kept coming.

    And there were younger kids with them I mean like 13 or 14 years old. We werent taught to kill kids,

    especially not Americans. When they hit 2nd

    Platoon, well, they started eating them. Thats when I hit the

    claymores around our position. 500 people just cut to hamburger, just like that. I saw a girl I had dated

    just a few weeks before drag her body towards me. I put a bullet in her head, and moved to the next

    position. We lost all of 2nd, 3

    rd, and 5

    thPlatoons, and couldnt get back to our own vehicles. I hope the

    folks at Langley are happy. I meet any of them, alive or undead, Im gonna shoot them in the head. SFC

    Paulo Rodriguez, 4th

    Platoon, 117th

    MP brigade, Charlie Company.This recording was found in an

    abandoned townhouse in Las Vegas, NM. The area was cleared by roving survivors. SFC Rodriguez was

    not found.

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