ATZ Evolution weapons

ATZ, horror and Post Apoc

ATZ Evolution weapons

Postby rzunke » Sat Feb 23, 2019 5:00 pm

Just received my copy of ATZ and the Big I(thanks ED) can’t wait to give this game a go. I was looking over the weapons table and decided I’m going to add a bow/ crossbow, target one test against rep to reload pass 2 reloaded and ready pass 1 fumbled try again next round pass 0 and something happens( bow string breaks, can’t cock the crossbow etc.) unable to use rest of the encounter. Any thoughts about this would be appreciated
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Re: ATZ Evolution weapons

Postby rzunke » Sat Feb 23, 2019 5:01 pm

Oh it doesn’t make noise so don’t count the shot
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Re: ATZ Evolution weapons

Postby stryderg » Sat Feb 23, 2019 5:09 pm

That sounds harsh, one failed test and you don't have a weapon.

This may be better:?
pass 2: loaded and ready now
Pass 1: fumbled, test again when next active
Pass 0: dropped it, cannot use when next active, may test again after that (ie. skip an activation and try again)

Or the old standby challenge test:
pass 2: loaded and ready now
Pass 1: immediately test again, but treat pass 1 as pass 0 instead
Pass 0: fumbled, test again when next active

That's my 2 cents, and worth every penny!
Diplomacy is the weapon of the civilized warrior.
-- A. T. Hun (Robert Aspirin)
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Re: ATZ Evolution weapons

Postby rzunke » Sat Feb 23, 2019 5:13 pm

Yep the first suggestion is better thanks
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Re: ATZ Evolution weapons

Postby THW » Sat Feb 23, 2019 6:18 pm

Or.
Shoot -
Reload when Active -
Pass 2d6 - Can shoot right now.
Pass 1d6 - Can shoot in reaction.
Pass 0d6 - Not loaded, try again when next Active.
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Re: ATZ Evolution weapons

Postby rzunke » Sat Feb 23, 2019 6:51 pm

Yep that’s even better, thanks
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Re: ATZ Evolution weapons

Postby THW » Sun Feb 24, 2019 6:25 pm

rzunke wrote:Yep that’s even better, thanks


The funny thing it's the Loader mechanic for NUTS. :D Figure doing the same thing so why not.
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Re: ATZ Evolution weapons

Postby rzunke » Sun Feb 24, 2019 7:29 pm

Okay one more thing I have a mini armed with a chain saw, I thought there was some rules for it in a different set but can’t seem to find it any thoghts( I know it would be noisy)
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Re: ATZ Evolution weapons

Postby THW » Mon Feb 25, 2019 11:45 pm

rzunke wrote:Okay one more thing I have a mini armed with a chain saw, I thought there was some rules for it in a different set but can’t seem to find it any thoghts( I know it would be noisy)


Count a +2d6 in melee. Roll them separately, if hit doubles then out of gas, fill up after the Encounter.
Counts as six shots for zed generation.
See how these work.
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Re: ATZ Evolution weapons

Postby rzunke » Fri Mar 01, 2019 5:24 pm

thanks sounds good, by the way, loving evolution, so much easier to pick up and start playing, still like FFO though, so easy to switch between them
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