Preacher wrote:Finally had a little time to read DR a little more and kind of wished I had skipped the Weapons section.
OK, I know my like of firearms slants my view but the Weapons and Equipment section is just silly.
From the book, Pg 110 under assault rifles.
"I have not found any good reason to use an assault rifle except against the living.While they can throw a bunch of lead, generally they just punch holes in the necrotic flesh rather than slowing the Zombie down." OMFG!!! I guess somehow in the DR universe there is no damaging shock wave when a bullet passes through. Just pokes a hole and moves on.
Man whoever wrote that needs to do a little research. BADLY!!! Go do a few ballistics gel searches online and see what a Assault round does when it "Punches Holes" in flesh.
The machine gun section where they say "This is the real world" and then put in some completely inaccurate comparisons which are 100% false to prove their point are too hard for me to swallow.
Rifles, Assault Guns and Machine gun section needs a complete rewrite. I understand why they are trying to make Shotguns the Holy Grail of Zombie Fighting but come on.
OK, Rant over.
Any Other Gun Junkies that pick up this book then you will have to amend the Weapons section. Specially if you ever served in the military in any Infantry type role or even Police officers or SWAT members.
So far that is my only gripe.
![Big Grin :D](./images/smilies/biggrin.gif)
Yeah, and did you see the sub-machine guns are ONLY burst and completely lack the ability to fire single rounds.
I have gripes with this as well as the natural 17+ rule for called shots to the zombie head/neck area.
Now to be fair the small caliber, fast moving, FMJ rounds found in our military while doing a good job penitrating and killing the enemy its done without blowing them to bits which is what is desired when dealing with zombies.
I took a good look at this math and it makes the game broken as it stands. here is why:
A 5 round burst from an assult rifle is listed as doing 1d6x10 which would be halved on a zombie because of the fact that their body is just an animated mass of already dead tissue. Blasting a small caliber, high velocity, FMJ, through the tissue is going to poke a hole and knock a fist sized hunk of flesh off the thing which is not going to "harm" it the same as a simular hole poked in a living breathing man. This means the average 5 round burst will do about 15 SDC to zombies. Slouchers are listed as 3d6+30 for mainbody so an average of about 40 SDC. Thats 3 (say 4 for good measure), 5 round (2 action) bursts to get through a zombie's SDC with bursts to the torso... Then you still need to get through thier 16-21 HP which would add 1-2 more long bursts. That translates to up to 5-6, 2 action (WTH? 10-12 actions to long burst down ONE zombie?), 5 round bursts laying out a full 30 round mag for one zombie. That's a whole lot of lead to carry around just so you can mow down one zombie, if you ask me.
Single shots are not any better.
A single shot from assult rifles does 4d6+2 which halved is only 2d6+1 which is about 8 SDC on average. The head has 2d6+14 (about 21) SDC and then as it says in the book you must either tripple this for "a total of 48-78 in one strike" (a VERY rare occurance with only 2d6+1 for a single shot from an M-16) you will need to deplete all the head's SDC and then the full HP of the zombie another 16-21 points. Thats about 40 total points of SDC & HP. With an average of 8 SDC per single shot you are looking for 5 shots that hit the head and do average or above damage. Now with called shots taking 2 actions that is 10 actions two less than bursting at the torso AND all that with an arbitrairy
NATURAL 17+ (20%) required to strike. Hey 20% thats one out of five. So out of every 5 attacks you direct at the zombie's head only one will hit. For one zombie you could be looking at 50 actions, 40 missed shots and 10 shots that hit, to kill them with head shots. Thats more than a mag and a half.
That would take 5 people each spending 2 five action rounds or 30 seconds taking head shots at one single zombie to kill it.
Now tell me that is not broken.
![Not Happy :nh:](./images/smilies/nothappy.gif)
At least make it so called shots to the head have normal bonuses and that called shots take only one action. IMO Aiming should add an action but increases bonus to strike by +2 while taking a called shot means that you are attempting to hit that section of the target not that you are specifically taking the time to look at your sights and
aim.
So assuming you have to get 17 + to hit the brain area of the head but could add bonuses you could have good +3 with various PP and WP bonuses so you would have a 35% chance (about 1 in 3) of hitting and with called shots taking no extra actions you get 5 hits in only 15 actions or 3 people taking head shots for one 5 action 15 second melee.
Still seems a tad broken.
If you say that the zombies take full damage from the small caliber fast moving FMJ That reduces it to about 7-8 actions to head shot a zombie to death and would help on the burst option too.
All in all I'm not overly impressed with the lack of thought that went into the mechanics of this Zombie Apocalypse.
My other rants are with the prices of some things "pre apocalypse" like the $20 for a 100 count box of .22 rounds or the $120 for the 100 rounds of 7.62 rounds.
Try $40 for 500 .22 rounds or $155 for 500 rounds of 7.62 and you get a free plastic box to carry them in. BONUS! Also note with the 7.62 rounds you can move up to hollow points with a 30 FPS faster muzle velocity and no loss of grain weight for only $10 more instead of the $50 added pre-apocalypse in-game. It clearly states these are pre-apocalypse prices and that you can expect to pay more, some 2x to 3x to 5x more, now that the dead reign. $5-6 for one 7.62 round when it takes a half dozen shots minimum to bring one down? come on thats not right... even in a zombie apocalypse.
Sorry did not mean to derail thread in any way please keep coments here about OP subject if you want to reply to my rant feel free to start a new thread.