Custom Equipment Cards

Lord GreyWolf

New member
Hi GreyWolf,

I've created an AA 12 card along with a Lawgiver card (based on the Mk II). I haven't made the drum cards yet... want to take a shot at telling how you want them to work? Does it cost actions to swap drums? What does the basic ammo drum do differently than just having the AA 12? And what kind of stats do you want for the lawgiver?

Ok well as far as I could understand from the AA12 it would need to have alot more rate of fire then the standard shotguns.

Standard ammo rounds [1 action to load]
24 drum 4 dice 4+ 2 wounds 0-2 zones
36 drum 6 dice 4+ 2 wounds 0-2 zones

armour piercing rounds [1 action to load]
24 drum 4 dice 3+ 1 damage 0-1 zones
36 drum 6 dice 3+ 1 damage 0-1 zones

incendiary ammo [2 actions to load]
24 drum 4 dice 3+ 3 wounds 1-2 zones[all zombie in the same zone are hit and will take the same amount of wounds. this round will kill abominations] VERY RARE eg one card in the deck
36 drum 6 dice 3+ 3 wounds 1-2 zones [all zombie in the same zone are hit and will take the same amount of wounds. this round will kill abominations] VERY RARE eg one card in the deck

seeker round [1 action to load]
24 drum 2 dice 4+ 2 wounds 2-4 zones
36 drum 4 dice 4+ 2 wounds 2-4 zones

thats just off the top of my head
cheers
LGW
 

lerchey

New member
Hm. This weapon, as presented off the top-o-the-head doesn't seem to fit the Zcide model, and might require too many special rules.

Here are some comments (please, don't take offense - I'm only trying to make this seem feasible within the rules environment for myself)

I'm not sure that drum size matters. The only time that ammo loads (of sorts) factor in is when you have "Plenty of Ammo" and get to re-roll things. The SMG doesn't run out of ammo and I guarantee that Uzi's, Mac-10s and the like have a MUCH higher rate of fire than the AA-12. Full auto shotgun is The Coolest Thing Ever (tm), but it's still somewhat limited.

Reload doesn't seem to fit in general. The sawed off has to be cracked open, and generally has a much lower sustained fire rate over time than a pump action, so it's kind of an exception. Anything that takes clips seems to not have such limitations.

4 or 6 dice seems somewhat excessive. I can 4 dice based on a "more shooty" shotgun. 6 is ... way too much (IMHO).

Ok, all that said, here is my *suggested* way to try to make an AA-12 for the game.

AA-12 Shotgun - Kills Zombies, makes noise. Range 0-2. Dice 4. Accuracy 4+. Wounds 2*.
* assumes shot shells

Special ammo cards:

Armor Piercing Rounds (shotguns only)
-1 max range, -1 Die (minimum 1), +1 Damage
Option between one of the following (I like both ideas, but only 1 should be used)
a) Costs 1 Action to switch ammo types. While loaded, place Ammo Card under shotgun card (this is not combined and still uses a reserve card space). Shotgun can only use this ammo until it is swapped out.
b) (Less complex, and therefor my preference) This ammo card can be used during any Survivor turn. Discard at the end of the Survivor turn in which it is used.

Incendiary Rounds (shotguns only)
+1 Accuracy, Damage - Lots
All hits score a kill provided that there are enough targets in the Zone. Normal target priority applies.
Same ammo/usage limitation as above.

Seeker rounds should be worked out for the lawgiver. Hm. I just realized that maybe the "ammo" in your post IS for the lawgiver?

If that's the case, then I likely need to re-think the AA-12 a little. :)
 

AdamSouza

New member
1 gun
4 different ammo cards, that would be a crap pickup for anyone not holding the AA12
Way too much damage for Zombicide.

I think the different ammo cards is a concept that doesn't work well in Zombicide, unless maybe if they were mission specific. (Find the Blue Objecitve marker get an incinidary round, etc...)

The AA-12 is a rapid fire shotgun. I'd start with the shotgun stats and add 1 Die. If you want it to be brutal ,you could lower the target number by 1 as well, but if you do both, you've created the best uber gun in the game.
 
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