IncarnumJunkie
2009-12-30, 11:13 PM
I've been thinking of starting up a d20 Modern game similar to Call of Duty: World At War's famous gametype called Nacht der Untoten, also called "Nazi Zombies."
The game involves holding one's position against an endless horde of zombies, and seeing how long the group can survive. I wrote this up mostly for the elimination of boredom for myself and anyone interested.
The game also has, for those that do not know, a special crate known as the "random weapon crate," which players can spend points earned killing zombies to gain a random weapon. It could be anything from a useless-as-garbage weapon to the OMGWTFBBQ zombie repellant.
Having been extremely bored during break, I compiled a humongous list of weapons from across the d20 system from an extremely vast amount of materiel, and I have come up with a percentage system capable of producing these weapons (still under construction, but mostly solid).
I was thinking of two ways to operate the random weapon crate:
1.) The crate can be acessed any number of times, with the maximum number of weapons acquired from the crate 2 weapons (until they are completely expended--no ammunition remaining which can be fired from the weapon--or the player willingly discards the weapon as a free action, in which it and all ammunition disappears). If the player already has two weapons from the crate then the crate may not be activated until they have either completely run out of ammunition or the weapon is discarded. If the weapon is not taken either immediately or in the next round, the crate closes and the weapon is lost. After the crate is used, it will require 1d4 rounds to "recharge" until it can be opened again. The use of this crate is a full-round action, but an action can be readied to take the weapon as soon as it appears.
Or...
2.) The crate will require 500xp to open and acquire a weapon, but the crate can be used an unlimited number of times per round from any players. A single player may take up to two weapons from the crate--the crate will not activate if they already have two crate weapons. The crate weapons must be wither discarded willingly as a free action, in which it disappears along with all ammunition for that weapon, or the weapon's ammunition is completely expended. THIS XP EXPENDITURE WILL NOT RESULT IN LEVEL LOSS.
(This option was going to be used as part of a "dynamic XP" system, where each zombie gave 100xp to whoever killed it, and the XP could be used to either advance levels or operate the crate)
I was thinking about this be the options as to how the random weapon crate may be activated. What do you think, and could there be other options. If you think there are, then your suggestions would be appreciated.
Current Edition of the Random Weapon Crate:
RWC 1.0
===Mundane Weapons===1-80%===
===Melee Weapons=== 1-20%
---Modern/Futute Melee Weapons--- 1%-30%
Beam Sword
Chain Saw
Chain Sword
Concussion Rod
Energy Lash
High-Frequency Sword
Metal Baton
Tonfa
---Archaic Melee Weapons--- 31%-70%
Battleaxe
Chain, Spiked
Club, Spiked
Cutlass
Dagger
Dagger, Punching
Flail, Heavy
Flail, Light
Gauntlet
Guantlet, Spiked
Greataxe
Greatsword
Longsword
Mace, Heavy
Mace, Light
Machete
Quarterstaff
Rapier
Scimitar
Shortsword
Sickle
---Exotic Melee Weapons--- 71%-100%
Bastard Sword
Kama
Katana
===Ranged Weapons=== 21%-60%
---Modern Non-Ballistic Weapons--- 56%-80%
Buzzsaw Gun
Chain Sweeper Gun
Flamethrower
Idiot Gun (Napalm)
Razorgun
Steam Gun, Backpack-Mounted
---Modern Ballistic Weapons--- 1%-55%
---Handguns---1%-17%
---.357 and Smaller---1-50
APS Stechkin 4/100 25 Weapons
Beretta M9
Beretta M93R
Colt King Cobra
Colt Python
Charge Pistol
Drel
FEG Model P9R
Flechette Pistol
FN Five-seveN
Glock 17
Glock 18C
Glock 26
H&K P2000
H&K USP
H&K USP Match
Luger P-08
Mauser C96
Mauser M32
Needle Pistol
OTs-33 Pernach
PMM Makarov
Tokarev TT-33
Walther PPK
Walther P-38
---.38 and Larger---51-100
AMT .44 Automag 5.263 19 Weapons
AMT Longslide Hardballer
Bolt-Pistol
Colt Anaconda 4-inch
Colt Anaconda 8-inch
Colt M1911A1
Colt Mark V Series
Colt Mustang
Colt SOCOM
Derringer
Desert Eagle
Falcon .45
Falcon .55
Gyrojet Pistol
H&K Mk23 SOCOM
Norinco Type 80 Machine Pistol
S&W Model 29
Shotgun Pistol
.60 Caliber Pistol
---Submachine Guns--- 18%-35%
A-9 3.703 27 Weapons
Beretta Model 12
Bizon
FN P90
MAT-49
MPE
MP40
MP5A3
MP5 Navy
MP5SD
MP5K
MP5K PDW
MP5/10
MP7 PDW
M3 Grease Gun
UMP 45
Mini-Uzi
PPSh-41
PP-2000
TEC-9
Thompson M1921
Type 79 SMG
Type 85 Suppressed Submaachine Gun
Spectre M4
Sten Mark II
Steyr AUG-9
Steyr TMP
---Rifles---36%-53%
---Smaller than 7.62mm---1-50
A-91 Compact 3.225 31 weapons
AN-94
Charge Rifle
Daewoo K1A1
Daewoo K2
F2000
F2000 (Grenade Launcher)
FA-MAS G1
Flechette Rifle
FN FNC
Galil ARM
H&K G11
H&K G36
H&K G36C
H&K G36K
AK-74
AKS-74U
L85A1
M14
M16A2
CAR-15
M4
Needle Rifle
Norinco QBZ Type 95 Carbine
Norinco QBZ Type 95 Rifle
OICW
Parker-Hale M82
Rail Gun
Ruger Mini-14
Steyr AUG
TAR-21
---7.62mm and Larger---51-100
A-91M 4.545 22 weapons
Alexander Arms Beowulf
AS Val
DSA SA58 OSW
Elephant Gun
FN FAL
Galil ARM
Gyrojet Rifle
H&K G3A3
Kar-98k
Lee-enfield No.4
Model Q-90 Autogun
Mosin-Nagant 1930G
M1 Garand
M1 Carbine
M14
AK-47
Simonov SKS
Superheavy Caliber Bolt Gun
Springfield M1903
Winchester 1873
10mm Thunder Gun
---Shotguns---54%-71%
Benelli M1 3.703 27 weapons
Benelli M3 Super 90
Benelli M1014
Beretta M3P
Daewoo USAS-12
Double-Barrel 10-Gauge
Double-Barrel 10-Gauge Sawn-Off
Double-Barrel 12-Gauge
Double-Barrel 12-Gauge Sawn-Off
Franchi SPAS 12
Franchi SPAS 15
Idiot Gun
Idiot Gun (Chainload)
Idiot Gun (Caltrop)
Idiot Gun (Ball-Bearings)
Ithaca Stakeout
"Killmaster" 6-Gauge Shotgun
Model 6 "Jack Murder" Plastic Shotgun
Neostead
Pipe-Organ Shotgun
Reutech Protecta
"Rippergun" Heavy Mounted Auto-Shotgun
Saiga 12
Saiga 20
Steissner Combat Shotgun
Winchester 1887
Zlotny-Grushka 12 Gauge Light Combat Shotgun
---Machine Guns---72%-89%
M2HB 4.761 21 weapons
H&K MG3
H&K MG36
H&K MG43
H&K 21E
Handheld Chain-Carbine
L4A4
L7A2 GMPG
L86A1 LSW
MG-34
MG-42
M1919A1
M60E3
M240 GMPG
M249 SAW
Type 95 Light Support Weapon
PKM
RPD
RPK
RPK-74
Steyr AUG HBAR
---Sniper Weapons---90%-100%
---Marksman---1-70
Arms Tech Super MAtch interdiction 5 20 weapons
AW
AW Covert
AWM Super Magnum
Barrett M98
CZ 700
Dragunov SVD
H&K PSG1
H&K SL8
H&K SL9SD
M21
M24
M40
QBZ Type 95 Sniper Rifle
Remington Model 700
SIG SSG 3000
Steyr Scout
SR-25
UR Intervention
WA2000
---Anti-Materiel---71-100
Barrett M82A1 "Light Fifty" 8.333 12 weapons
Barrett M95
Barrett M99
Gepard M1
Gepard M3
LAR Grizzly 50
Mechem NTW-20 (14.5mm)
Mechem NTW-20 (20mm)
OSV-96
RT20
RZ-7 "Southern Cross" .75 Hunting Rifle
Superheavy Caliber Sniper Rifle
---Archaic Weapons--- 81%-100%
Crossbow, Hand 33.33 3 weapons
Crossbow
Longbow
---Arrows---
Aluminum Arrow 11.111 9 weapons
Depleted Uranium Arrow
Exploding Arrow
Exploding Arrow, Fragmentary
Exploding Arrow, Shaped Charge
Acid Arrow
Electroshock Arrow
Incendiary Arrow
Napalm Arrow
---Bolts---
Aluminum Bolt 10 10 weapons
Exploding Bolt
Exploding Bolt, Fragmentation
Exploding Bolt, Shaped Charge
Acid Bolt
Boreworm Bolt
Electroshock Bolt
Incendiary Bolt
Superheating Bolt
Frost Bolt
===Explosives=== 61%-85%
---Grenades---1-50
Cloudkill Grenade 4.545 22 weapons
Cryonic Grenade
Discombobulator Grenade
Disruptor Grenade
Dissolver Grenade
Electrostatic Grenade
Fireflush Grenade
Flechette Grenade
Flechette Grenade, Cone
Fragmentation Grenade
Fusion Grenade
Gravitic Grenade
Molotov cocktail
Napalm Grenade
Plasma Grenade
Single-Plane Grenade
Singularity Grenade
Sonic Pulse Grenade
Stielhandgranate
Superadhesive Grenade
Superlube Grenade
White Phosphorus Grenade
---Propelled Explosives---51-85
Colt M203 (Launcher System) 8.333 12 Weapons
Colt M79
H&K HK69A1 Granatepistole
Light Antitank Pistol
Milkor MGL Mark 1
M3 Carl Gustav
M72A3
M136 AT-4
Panzerfaust
RPG-7
SK12 Shoulder-Mounted ROcket LAuncher
SMAW
---Launched Grenades---(Roll for Propelled Weapons)
---40mm Grenades---
40mm Cryonic 7.142 14 weapons
40mm Discombobulator
40mm Dissolver
40mm Electrostatic
40mm Fireflush
40mm Flechette
40mm Fragmentation Grenade
40mm Fusion Grenade
40mm Gravitic
40mm Napalm
40mm Plasma
40mm Shotgun/Beehive Round
40mm Sonic Pulse
40mm White Phosphorus Round
---M3 Carl Gustav---
HEAT 751 20 5 weapons
HEDP 502
HE 441B
ADM 101
FFV 597
---RPG-7---
PG-2 9.090 11 weapons
PG-7
PG-7M
PG-7N
PG-7V
PG-7VL
PG-7VR
OG-7V
GTB-7G
TBG-7G
Iraqui Ghost Munition: Napalm
---SMAW---
HEDP Rocket 25 4 weapons
HEAA Rocket
FTG Rocket
Thermobaric Rocket
---Demolition---86-100
Claymore 11.111 9 weapons
C4
Discombobulator Mine
Dynamite
Electrostatic Discharge Mine
Fragmentation Mine
Proximity Mine
Sonic Disrupter Mine
Shaped-Charge Directional Mine
===Energy Weapons=== 86%-99%
Antimatter Launcher 6.25 16 weapons
Cryonic Rifle
Disintegrator
Energy Bow
Gauss Gun
Heavy Laser Cutter
Laser Pistol
Laser Rifle
Laser Sniper Rifle
Lightning Gun
Plasma Pistol
Plasma Rifle
Pulse Maser
Pulse Rifle
Sonic Beam
Thump-Rifle
===
Reroll 100%
The game involves holding one's position against an endless horde of zombies, and seeing how long the group can survive. I wrote this up mostly for the elimination of boredom for myself and anyone interested.
The game also has, for those that do not know, a special crate known as the "random weapon crate," which players can spend points earned killing zombies to gain a random weapon. It could be anything from a useless-as-garbage weapon to the OMGWTFBBQ zombie repellant.
Having been extremely bored during break, I compiled a humongous list of weapons from across the d20 system from an extremely vast amount of materiel, and I have come up with a percentage system capable of producing these weapons (still under construction, but mostly solid).
I was thinking of two ways to operate the random weapon crate:
1.) The crate can be acessed any number of times, with the maximum number of weapons acquired from the crate 2 weapons (until they are completely expended--no ammunition remaining which can be fired from the weapon--or the player willingly discards the weapon as a free action, in which it and all ammunition disappears). If the player already has two weapons from the crate then the crate may not be activated until they have either completely run out of ammunition or the weapon is discarded. If the weapon is not taken either immediately or in the next round, the crate closes and the weapon is lost. After the crate is used, it will require 1d4 rounds to "recharge" until it can be opened again. The use of this crate is a full-round action, but an action can be readied to take the weapon as soon as it appears.
Or...
2.) The crate will require 500xp to open and acquire a weapon, but the crate can be used an unlimited number of times per round from any players. A single player may take up to two weapons from the crate--the crate will not activate if they already have two crate weapons. The crate weapons must be wither discarded willingly as a free action, in which it disappears along with all ammunition for that weapon, or the weapon's ammunition is completely expended. THIS XP EXPENDITURE WILL NOT RESULT IN LEVEL LOSS.
(This option was going to be used as part of a "dynamic XP" system, where each zombie gave 100xp to whoever killed it, and the XP could be used to either advance levels or operate the crate)
I was thinking about this be the options as to how the random weapon crate may be activated. What do you think, and could there be other options. If you think there are, then your suggestions would be appreciated.
Current Edition of the Random Weapon Crate:
RWC 1.0
===Mundane Weapons===1-80%===
===Melee Weapons=== 1-20%
---Modern/Futute Melee Weapons--- 1%-30%
Beam Sword
Chain Saw
Chain Sword
Concussion Rod
Energy Lash
High-Frequency Sword
Metal Baton
Tonfa
---Archaic Melee Weapons--- 31%-70%
Battleaxe
Chain, Spiked
Club, Spiked
Cutlass
Dagger
Dagger, Punching
Flail, Heavy
Flail, Light
Gauntlet
Guantlet, Spiked
Greataxe
Greatsword
Longsword
Mace, Heavy
Mace, Light
Machete
Quarterstaff
Rapier
Scimitar
Shortsword
Sickle
---Exotic Melee Weapons--- 71%-100%
Bastard Sword
Kama
Katana
===Ranged Weapons=== 21%-60%
---Modern Non-Ballistic Weapons--- 56%-80%
Buzzsaw Gun
Chain Sweeper Gun
Flamethrower
Idiot Gun (Napalm)
Razorgun
Steam Gun, Backpack-Mounted
---Modern Ballistic Weapons--- 1%-55%
---Handguns---1%-17%
---.357 and Smaller---1-50
APS Stechkin 4/100 25 Weapons
Beretta M9
Beretta M93R
Colt King Cobra
Colt Python
Charge Pistol
Drel
FEG Model P9R
Flechette Pistol
FN Five-seveN
Glock 17
Glock 18C
Glock 26
H&K P2000
H&K USP
H&K USP Match
Luger P-08
Mauser C96
Mauser M32
Needle Pistol
OTs-33 Pernach
PMM Makarov
Tokarev TT-33
Walther PPK
Walther P-38
---.38 and Larger---51-100
AMT .44 Automag 5.263 19 Weapons
AMT Longslide Hardballer
Bolt-Pistol
Colt Anaconda 4-inch
Colt Anaconda 8-inch
Colt M1911A1
Colt Mark V Series
Colt Mustang
Colt SOCOM
Derringer
Desert Eagle
Falcon .45
Falcon .55
Gyrojet Pistol
H&K Mk23 SOCOM
Norinco Type 80 Machine Pistol
S&W Model 29
Shotgun Pistol
.60 Caliber Pistol
---Submachine Guns--- 18%-35%
A-9 3.703 27 Weapons
Beretta Model 12
Bizon
FN P90
MAT-49
MPE
MP40
MP5A3
MP5 Navy
MP5SD
MP5K
MP5K PDW
MP5/10
MP7 PDW
M3 Grease Gun
UMP 45
Mini-Uzi
PPSh-41
PP-2000
TEC-9
Thompson M1921
Type 79 SMG
Type 85 Suppressed Submaachine Gun
Spectre M4
Sten Mark II
Steyr AUG-9
Steyr TMP
---Rifles---36%-53%
---Smaller than 7.62mm---1-50
A-91 Compact 3.225 31 weapons
AN-94
Charge Rifle
Daewoo K1A1
Daewoo K2
F2000
F2000 (Grenade Launcher)
FA-MAS G1
Flechette Rifle
FN FNC
Galil ARM
H&K G11
H&K G36
H&K G36C
H&K G36K
AK-74
AKS-74U
L85A1
M14
M16A2
CAR-15
M4
Needle Rifle
Norinco QBZ Type 95 Carbine
Norinco QBZ Type 95 Rifle
OICW
Parker-Hale M82
Rail Gun
Ruger Mini-14
Steyr AUG
TAR-21
---7.62mm and Larger---51-100
A-91M 4.545 22 weapons
Alexander Arms Beowulf
AS Val
DSA SA58 OSW
Elephant Gun
FN FAL
Galil ARM
Gyrojet Rifle
H&K G3A3
Kar-98k
Lee-enfield No.4
Model Q-90 Autogun
Mosin-Nagant 1930G
M1 Garand
M1 Carbine
M14
AK-47
Simonov SKS
Superheavy Caliber Bolt Gun
Springfield M1903
Winchester 1873
10mm Thunder Gun
---Shotguns---54%-71%
Benelli M1 3.703 27 weapons
Benelli M3 Super 90
Benelli M1014
Beretta M3P
Daewoo USAS-12
Double-Barrel 10-Gauge
Double-Barrel 10-Gauge Sawn-Off
Double-Barrel 12-Gauge
Double-Barrel 12-Gauge Sawn-Off
Franchi SPAS 12
Franchi SPAS 15
Idiot Gun
Idiot Gun (Chainload)
Idiot Gun (Caltrop)
Idiot Gun (Ball-Bearings)
Ithaca Stakeout
"Killmaster" 6-Gauge Shotgun
Model 6 "Jack Murder" Plastic Shotgun
Neostead
Pipe-Organ Shotgun
Reutech Protecta
"Rippergun" Heavy Mounted Auto-Shotgun
Saiga 12
Saiga 20
Steissner Combat Shotgun
Winchester 1887
Zlotny-Grushka 12 Gauge Light Combat Shotgun
---Machine Guns---72%-89%
M2HB 4.761 21 weapons
H&K MG3
H&K MG36
H&K MG43
H&K 21E
Handheld Chain-Carbine
L4A4
L7A2 GMPG
L86A1 LSW
MG-34
MG-42
M1919A1
M60E3
M240 GMPG
M249 SAW
Type 95 Light Support Weapon
PKM
RPD
RPK
RPK-74
Steyr AUG HBAR
---Sniper Weapons---90%-100%
---Marksman---1-70
Arms Tech Super MAtch interdiction 5 20 weapons
AW
AW Covert
AWM Super Magnum
Barrett M98
CZ 700
Dragunov SVD
H&K PSG1
H&K SL8
H&K SL9SD
M21
M24
M40
QBZ Type 95 Sniper Rifle
Remington Model 700
SIG SSG 3000
Steyr Scout
SR-25
UR Intervention
WA2000
---Anti-Materiel---71-100
Barrett M82A1 "Light Fifty" 8.333 12 weapons
Barrett M95
Barrett M99
Gepard M1
Gepard M3
LAR Grizzly 50
Mechem NTW-20 (14.5mm)
Mechem NTW-20 (20mm)
OSV-96
RT20
RZ-7 "Southern Cross" .75 Hunting Rifle
Superheavy Caliber Sniper Rifle
---Archaic Weapons--- 81%-100%
Crossbow, Hand 33.33 3 weapons
Crossbow
Longbow
---Arrows---
Aluminum Arrow 11.111 9 weapons
Depleted Uranium Arrow
Exploding Arrow
Exploding Arrow, Fragmentary
Exploding Arrow, Shaped Charge
Acid Arrow
Electroshock Arrow
Incendiary Arrow
Napalm Arrow
---Bolts---
Aluminum Bolt 10 10 weapons
Exploding Bolt
Exploding Bolt, Fragmentation
Exploding Bolt, Shaped Charge
Acid Bolt
Boreworm Bolt
Electroshock Bolt
Incendiary Bolt
Superheating Bolt
Frost Bolt
===Explosives=== 61%-85%
---Grenades---1-50
Cloudkill Grenade 4.545 22 weapons
Cryonic Grenade
Discombobulator Grenade
Disruptor Grenade
Dissolver Grenade
Electrostatic Grenade
Fireflush Grenade
Flechette Grenade
Flechette Grenade, Cone
Fragmentation Grenade
Fusion Grenade
Gravitic Grenade
Molotov cocktail
Napalm Grenade
Plasma Grenade
Single-Plane Grenade
Singularity Grenade
Sonic Pulse Grenade
Stielhandgranate
Superadhesive Grenade
Superlube Grenade
White Phosphorus Grenade
---Propelled Explosives---51-85
Colt M203 (Launcher System) 8.333 12 Weapons
Colt M79
H&K HK69A1 Granatepistole
Light Antitank Pistol
Milkor MGL Mark 1
M3 Carl Gustav
M72A3
M136 AT-4
Panzerfaust
RPG-7
SK12 Shoulder-Mounted ROcket LAuncher
SMAW
---Launched Grenades---(Roll for Propelled Weapons)
---40mm Grenades---
40mm Cryonic 7.142 14 weapons
40mm Discombobulator
40mm Dissolver
40mm Electrostatic
40mm Fireflush
40mm Flechette
40mm Fragmentation Grenade
40mm Fusion Grenade
40mm Gravitic
40mm Napalm
40mm Plasma
40mm Shotgun/Beehive Round
40mm Sonic Pulse
40mm White Phosphorus Round
---M3 Carl Gustav---
HEAT 751 20 5 weapons
HEDP 502
HE 441B
ADM 101
FFV 597
---RPG-7---
PG-2 9.090 11 weapons
PG-7
PG-7M
PG-7N
PG-7V
PG-7VL
PG-7VR
OG-7V
GTB-7G
TBG-7G
Iraqui Ghost Munition: Napalm
---SMAW---
HEDP Rocket 25 4 weapons
HEAA Rocket
FTG Rocket
Thermobaric Rocket
---Demolition---86-100
Claymore 11.111 9 weapons
C4
Discombobulator Mine
Dynamite
Electrostatic Discharge Mine
Fragmentation Mine
Proximity Mine
Sonic Disrupter Mine
Shaped-Charge Directional Mine
===Energy Weapons=== 86%-99%
Antimatter Launcher 6.25 16 weapons
Cryonic Rifle
Disintegrator
Energy Bow
Gauss Gun
Heavy Laser Cutter
Laser Pistol
Laser Rifle
Laser Sniper Rifle
Lightning Gun
Plasma Pistol
Plasma Rifle
Pulse Maser
Pulse Rifle
Sonic Beam
Thump-Rifle
===
Reroll 100%