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need combat help
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pmlizardmen
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Joined: 22 Apr 2012
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PostPosted: Mon May 07, 2012 11:49 pm    Post subject: need combat help Reply with quote

for the perpuse of this i will be useing the "marksman" Archetype on page 18 of the Savage worlds deluxe book. with out adding the 5 points to skills or picking any hindrances.
hero gear: peacemaker 12/24/48 2d6+1

the battle: 1 hero vs 1 zomble. they are 6 squars away so within short range

the cards given were an "Ace of hearts" for the hero. and a "King of clubs" for the zombie.

turn 1
Hero: shoots (d10) and rolls a 10 so he hits. he then rolls for damage 2d6+1 and rolls a 7 total. that is equal to the zombies "T" so the zombie is shaken.

zombie: being shaken has to take a spirit test. the zombie has spirit d4 and get a +2 for being undead. so here is my Question? what does the zombie have to roll to raise, pass, and fail his roll?
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iamfanboy
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PostPosted: Tue May 08, 2012 2:44 am    Post subject: Reply with quote

A target number is ALWAYS 4. Modifiers are applied to the dice rolls. A raise is 8.
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Wibbs
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Joined: 02 Jan 2011
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PostPosted: Tue May 08, 2012 4:13 am    Post subject: Reply with quote

Quote:
turn 1
Hero: shoots (d10) and rolls a 10 so he hits. he then rolls for damage 2d6+1 and rolls a 7 total. that is equal to the zombies "T" so the zombie is shaken.


TN for this shot assuming no cover or other bonuses is 4. That means the roll of 10 hits with a raise, which gives an extra d6 damage. The damage roll then becomes 3d6+1.

Quote:
zombie: being shaken has to take a spirit test. the zombie has spirit d4 and get a +2 for being undead. so here is my Question? what does the zombie have to roll to raise, pass, and fail his roll?


TN is again 4. Rolling a 1 means still shaken, as even after adding the +2 modifier it is less than 4. Rolling 2 to 5 means the zombie can remove its shaken, but can only take free actions this turn. Rolling higher a 6 or higher means they can remove their shaken and act as normal, as they've got a raise
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ValhallaGH
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PostPosted: Tue May 08, 2012 9:20 am    Post subject: Re: need combat help Reply with quote

pmlizardmen wrote:
turn 1
Hero: shoots (d10) and rolls a 10 so he hits. he then rolls for damage 2d6+1 and rolls a 7 total. that is equal to the zombies "T" so the zombie is shaken.

Also, the "hero" is a moron for not moving away from the dangerously close zombie. Seriously, 6" or 12 yards is normal pace and can be crossed without running.
Standing there, shooting a single shot is like hanging a sign on your chest that says: "I've got brains. They're small and not very filling, but they're easy to get, so come and get 'em."
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Last edited by ValhallaGH on Tue May 08, 2012 9:31 am; edited 1 time in total
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newForumNewName
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PostPosted: Tue May 08, 2012 9:26 am    Post subject: Re: need combat help Reply with quote

ValhallaGH wrote:
pmlizardmen wrote:
turn 1
Hero: shoots (d10) and rolls a 10 so he hits. he then rolls for damage 2d6+1 and rolls a 7 total. that is equal to the zombies "T" so the zombie is shaken.

Also, the "hero" is a moron for not moving away from the dangerously close zombie. Seriously, 6" or 12 yards is normal pace and can be crossed without running.
Standing there a shooting a single shot is like hanging a sign on your chest that says: "I've got brains. They're small and not very filling, but they're easy to get, so come and get 'em."

Yeah. Hero should have moved back. It's not like they are using the Marksman edge. But if they were, they should have made a head shot.

"When in doubt, decapitate."
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pmlizardmen
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PostPosted: Tue May 08, 2012 1:06 pm    Post subject: Reply with quote

i was doing a test combat so i can learn the rules more for my first game. so thankyou. also when it sais range 12/24/48 is that 12 inch or 12 yards so 6 inch?
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Wibbs
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PostPosted: Tue May 08, 2012 1:14 pm    Post subject: Reply with quote

inches
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pmlizardmen
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PostPosted: Tue May 08, 2012 9:32 pm    Post subject: Reply with quote

so what is a safe distance one should be from a zombie?
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newForumNewName
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PostPosted: Tue May 08, 2012 10:05 pm    Post subject: Reply with quote

pmlizardmen wrote:
so what is a safe distance one should be from a zombie?

On top of a brick/stone/cement building with a rifle and pallets of ammo and MREs.
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TheLoremaster
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PostPosted: Tue May 08, 2012 10:15 pm    Post subject: Reply with quote

newForumNewName wrote:
pmlizardmen wrote:
so what is a safe distance one should be from a zombie?

On top of a brick/stone/cement building with a rifle and pallets of ammo and MREs.

Behind all the other guys.
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pmlizardmen
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PostPosted: Wed May 09, 2012 12:03 am    Post subject: Reply with quote

ok thankyou. i was thinking on making a weird west zombie apox game.
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newForumNewName
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PostPosted: Wed May 09, 2012 8:27 am    Post subject: Reply with quote

So first, we must dig a hole that is about one hundred yards in diameter and approximately fifty feet deep. Next, we begin pouring the concrete foundation. After the foundation pour, we back-fill the area around the foundation, leaving approximately 45 feet around the outside of the foundation. Then, we pour the cement for the walls: re-enforced and 8 feet thick, minimum of 100 feet high. Followed by the cement for the moat. Now that the perimeter is set, we seal the cement and then flood the moat with water consistent with the Amazon river basin and breed piranha swarms.

Zombies in, skeletons out. All else is cosmetic.
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ValhallaGH
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PostPosted: Wed May 09, 2012 2:50 pm    Post subject: Reply with quote

pmlizardmen wrote:
so what is a safe distance one should be from a zombie?

Further away. Always. Mr. Green

Glad we could help out.

P.S. You may want to check out the Deadlands: Reloaded adventure Don't Drink the Water. It could be an excellent starting point for the kind of campaign you've described.
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pmlizardmen
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PostPosted: Thu May 10, 2012 6:08 pm    Post subject: Reply with quote

i was reading the monsters in the books and i read the part on "Rattlers" and it made me remember me of my childehood favorit monster movie Tremers and how fun it would be to have the first movie seting happen to my heroes. now i guess my question is could new heroes kill a Rattler?
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newForumNewName
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PostPosted: Thu May 10, 2012 9:50 pm    Post subject: Reply with quote

pmlizardmen wrote:
i was reading the monsters in the books and i read the part on "Rattlers" and it made me remember me of my childehood favorit monster movie Tremers and how fun it would be to have the first movie seting happen to my heroes. now i guess my question is could new heroes kill a Rattler?

Clint Eastwood western school of combat (dynamite). Yes.
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pmlizardmen
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PostPosted: Thu May 10, 2012 11:05 pm    Post subject: Reply with quote

ok thankyou. i asked my wife today if she wanted to watch that movie. she said no as she waunted to watch a different movie. and i said we should watch it you never know when that might happen. lol real life forshadowing. i bet she regreats not watching it when the rattlers come to town
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Snate56
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PostPosted: Thu May 10, 2012 11:22 pm    Post subject: Reply with quote

Yeah, if the heroes don't have the skills to do the job the GM will have to provide the clues and equipment to get the job done.

It becomes a puzzle to solve like the pole vaulting from rock outcropping to rock outcropping.


SteveN
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pmlizardmen
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PostPosted: Fri May 11, 2012 2:00 am    Post subject: Reply with quote

i understand i knew the movie well. i will just have to put a weird west feel to it. so Rattlers work 100% the same as their big screen brothers?
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ValhallaGH
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PostPosted: Fri May 11, 2012 2:01 pm    Post subject: Reply with quote

pmlizardmen wrote:
i understand i knew the movie well. i will just have to put a weird west feel to it. so Rattlers work 100% the same as their big screen brothers?

Not 100% the same. But not that far off.

Rattlers are bigger than the Tremors worms. In Reloaded they also have heavy armor in almost every location (making them immune to small arms fire - so no Burt & Heather Gummer unload on the monster scene), however the Nerve Cluster weakness makes it possible for a 6 year old with a rock to kill one (hypothetically). They're a good bit smarter than their movie cousins, too; not to mention, as smart or smarter than most PCs.

The Classic Dime Novel: Worms! is just perfect for you. Stats are for the classic system, but the adventure set up and plot is immediately usable. Highly recommended.
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newForumNewName
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PostPosted: Fri May 11, 2012 4:40 pm    Post subject: Reply with quote

ValhallaGH wrote:
(making them immune to small arms fire - so no Burt & Heather Gummer unload on the monster scene)

Two things: first, Burt and to a lesser extent Heather were firing into the creature's mouth; second, the arsenal they had included at least one gun that would be a Heavy Weapon. I just watched it again last month. They didn't have a nasty tank killer, but they had a few large caliber rifles (and the elephant gun) that may qualify.

Digression over.
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