Custom Weapon Ideas

Artcrymes

New member
I see we have custom scenarios, items and characters. But lets start brain storming on some creative weapon ideas. Feel free to add what the stats should be!
(and if this was done already, my apologies, i couldn't find it from a search)

Double chainsaw: Dead Rising
soap in a sock = weak/silent melee/ can't open doors

and a couple of the modded weapons from Dead Island like The Ripper would be awesome as well.

Lets here your borderline stupid ideas!!:devil:
 

Endgame911

New member
Traps would be fun - like an Equipment card that gets laid down on a tile, next zombie that steps on it triggers it. Trip mines, A bucket of acid placed over a slightly open door, claymores, a Punji spike pit, a propane tank you can shoot, a woodchipper...
 

Artcrymes

New member
Actually someone did make a propane tank card. 1 action to throw one space then 1 action to shoot. can find it tho.
 

Artcrymes

New member
dont know how i feel about traps. would change the gameplay immensely. Someone did make a propane tank card however. 1 action to throw a space and 1 action to shoot. i like that tho:devil:
 

Mobius187

New member
Double chainsaw: Dead Rising

No, no, no. If the original Batman movies taught us anything it's that you always need to "one up" past ideas! One villain? Now there are two! Two villains? hah, now we have three! For example, when it comes to chainsaws you need to do something like this...

View attachment 19966

Now this is a fellow who knows about proper chainsaw usage. :)

dont know how i feel about traps. would change the gameplay immensely.

Well I don't know about "traps" per say, but I do know I suggested a claymore be added a while back. The idea being that you place it in a zone/room and when it triggers it deals damage to everything (survivr/zombie) in the room or zone, similar to a vehicle attack (i.e. roll 1D6 per target, 4+ hits and deals 2 damage).
 

Jay13x

New member
Razor Wire - Trap - It takes 3 actions to set up, but any Actor to enter that zone has to roll a 4+ or take 1 wound (they can keep moving afterwards). Fatties and Abominations break it.

Pipe Bomb - Ranged 0-1 - You may set it to go off this round or next round. Roll a die for every actor in the zone at a +3, they each take 1 wound.

Propane Tank - Ranged 0-1, then shoot it for +0 (+1 for every actor in the square) to explode like a Molotov.

Propane Tank + Welding Torch = Flamethrower (Special Weapon) Roll a die for every actor in your square (excluding you) at a +3 to deal 2 wounds (simulates strafing everyone in your square). It can still be treated like a propane tank, and remains in the zone you die in.

Meat Cleaver - Melee - Roll +2 to hit for 2 wounds, but discard after a success (it gets stuck in the Zombie's head)

Brad's Gun (Are you feeling lucky, punk?) - Ranged 0-1 - +4 to deal 1 wound. On a roll of a 6, you may attack again.
 

Mobius187

New member
Razor Wire - Trap - It takes 3 actions to set up, but any Actor to enter that zone has to roll a 4+ or take 1 wound (they can keep moving afterwards). Fatties and Abominations break it.

Another possibility, rather than rolling for the Survivor, how about a Survivor needs to spend 2 actions to leave the zone/room? The idea being that zombies would willingly walk right into the razor wire, while a survivor could avoid them, but it takes a bit of effort to duck/crawl under them.

Pipe Bomb - Ranged 0-1 - You may set it to go off this round or next round. Roll a die for every actor in the zone at a +3, they each take 1 wound.

I assume this refers to zombies as well?

Propane Tank - Ranged 0-1, then shoot it for +0 (+1 for every actor in the square) to explode like a Molotov.

Not sure I understand the +0/+1 rule. Actually I'm sure I don't understand. :p

Propane Tank + Welding Torch = Flamethrower (Special Weapon) Roll a die for every actor in your square (excluding you) at a +3 to deal 2 wounds (simulates strafing everyone in your square). It can still be treated like a propane tank, and remains in the zone you die in.

Hmmm. Not sure, as I recall there will be a flamethrower...

Meat Cleaver - Melee - Roll +2 to hit for 2 wounds, but discard after a success (it gets stuck in the Zombie's head)

Hmmm, 2+ is crazy low... but you do lose it... hmmm.

Brad's Gun (Are you feeling lucky, punk?) - Ranged 0-1 - +4 to deal 1 wound. On a roll of a 6, you may attack again.

I believe there was a similar special rule among the custom weapons for an automatic firearm. Still, I have no issues with this.
 

Jay13x

New member
Not sure I understand the +0/+1 rule. Actually I'm sure I don't understand. :p

The +1 is the difficulty of shooting it for every person 'in the way' so to speak. So with no 'actors' (humans and zombies), it's inanimate and an easy target. With more and more it gets harder to shoot at. This is also to keep it from being a replacement molotov.

As for the flamethrower - 'Makeshift Flamethrower' may be a better name.
 

Endgame911

New member
It'd be interesting to have custom items like bikes, skateboards and scooters to boost player's movement. Let's imagine the possibility for the "all powerful" segway-with-a-chainsaw-taped-to-the-front for maximum zombie destruction!
 

Pieceorutt

New member
I'm gonna make an iPad weapon just as good as the frying pan but more stylish. Then when I sculpt the mini of me it will be like real life with my pad within reach.
 
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