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Alternate Gun/Ammo Mechanics
01-03-2013, 10:28 PM
Post: #1
Alternate Gun/Ammo Mechanics
I dug this up on BGG, wondering if anyone ever tested this out or your thoughts on the matter. Kind of a neat idea, think it needs some tweaking

Quote:Revolver

Ammo Die: When the Revolver is played, roll 1D6 and place it on the Revolver card. The value on the die is the number of shots left before that Revolver is 'empty'.

Whenever the Revolver is fired, reduce the number on the die by one.

When the last shot is fired, do not discard the Revolver. Remove the Ammo Die; the Revolver is now 'empty' and may be reloaded using an Ammo card (see below).

Heroes may never discard the Revolver (this means you have to discard something else if you have more than 4 items).


Shotgun

This mechanic replaces the pump-action shotgun with a double-barreled version.

Ammo Die: When the Shotgun is revealed, roll 1D6. On 4+ place a die showing 2 on the Shotgun card, otherwise the value is 1. The value on this die is the number of shots left before that Shotgun is 'empty'.

Whenever the Shotgun is fired, reduce the number on the die by one. When the last shot is fired, do not discard the Shotgun. Remove the Ammo Die; the Shotgun is now 'empty' and may be reloaded using an Ammo card (see below).

Heroes may never discard the Shotgun (this means you have to discard something else if you have more than 4 items).


Ammo

Ammo may only be used on an 'empty' Gun (no Ammo Die on the card).

To use an Ammo card, the hero must give up a turn (no move/shoot/swap) and discard the Ammo card.

Roll and place a new Ammo Die for that Gun as if it was just played; follow any special instructions for that Gun's Ammo Die.



Notes

Resilient card: Instead of discarding the Gun, the Gun is now 'empty'. Roleplay this as if it took the entire magazine or both barrels to kill the zombie.

Sheriff Anderson: Instead of the Pick Up: Revolver ability, the sheriff may give up his entire turn and reload his Revolver when 'empty', as if he had an Ammo card. Note that he can only reload the Revolver with this ability.

Building Pick-Ups: Heroes may pick up a Gun from the hero discard pile and play it as normal using the rules above. Note that since heroes may never discard Guns, there will be less opportunity to pick up. This has the effect of reducing the attractiveness of the Hangar or Police Station, but makes the Gun Shop very desirable for Picking up Ammo cards.

Exchanging Guns: Guns may be freely exchanged. The Gun's ammo die stays on the card; don't re-roll for ammo when a Gun changes ownership.

Signal Flare: It's not a Gun (no "Gun" keyword or symbol) so none of these rules apply to it. Blast away from the Hangar as usual.
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Messages In This Thread
Alternate Gun/Ammo Mechanics - LSD - 01-03-2013 10:28 PM
RE: Alternate Gun/Ammo Mechanics - mqstout - 01-04-2013, 02:44 PM
RE: Alternate Gun/Ammo Mechanics - LSD - 01-04-2013, 09:52 PM

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