ok i'll ut up some rules they're quite simple first the stats-

PA-Phyisical ability

PR-Physical resistance

VR- Viral resistance

M-Marksmanship

MA-Mental ability

MR-Mental resistence

so i bet you can work out what the stats are for they're pretty obvious.

the turn

in a turn PC's have two action points to use they may:

Move-action

Action-move

Action-Action

Humans movement is 6 inches- around normal for a person

A common or garden zombie moves 8 inches- there are most centainly no shamblers here

A brute which is a massive mutated zombie moves 4- It does't shamble!!!!

Actions include

Looting a corpse

shooting

fighting in combat

or any thing else the GM deems to be an action.

Shooting

To shoot you must declare the amount of times you wish to fire then add your marksmenship to the modifier of your weapon and roll under it on a numericly coresponding dice for as many shots as you declared earlier rolls above the total of your M and Mod are ignored and count as misses. For as many times as you hit subtract your targets PR (and armour if any) the total is then the amount of Hp damage you have inflicted. For every point of damage you inflicted add 1 to your exp.

Combat

deciding who attacks first in combat is very simple it is worked out like this- the model that charged into combat attacks first. If no one charged in this turn the model with the highest PA attacks first. i fthe PA of the modelks are the same then the model with the highest MA attack first if the models MA is the same it goes down to a d6 dice of the highest attacking first. To attack you add your PA to ther mkodifer of your weapon and roll under the total with the numericly coresponding dice. if you hit you subtract your weapons strength from your opponents PR (and armour if any) the difference is the ammount of HP damage done to your opponent. again the amount of Hp damage inflicted to your opponent is transfered to exp. To run from combat add your PA and M together and roll under it with a numericly coresponding dice if you fail you stay in combat if not you may move 6 inches, running from combat counts as an action.

Ranged Weapons

Ranged weapons have four

Rng- range in inches

Strength the weapons strength

Mod- the modifier to hit

spe- special

When a character is made the current GM gives it weapons and items. Pc users may give ideas and secialisation and some special unique weapon.(gms be kind but not to generous to begining players (apart from the odd chainsaw

!!))

Amunition

pistols- Magazines of 10

Machine guns-mags of 30

Shotguns, grenade launcher etc- single shot

Other-gms descresion

changing magazine or reloading counts as an action.

specials

machine guns- when dertermaning how many shots a machine gun is fiering roll a d20 the total is how many shots the gun has shot.

Armour piercing- minus N to the your targets armour.

Combat weapons

strength- you can guess

mod- no guess again

spe- to hard?!

does what it says on the tin!!

*Character/hero creation*hazzard.xpsto create a character you must decide a name and class (class is a description of what you are it dosent actualy give you anything) for him/her.

work out the HP by rolling a d20 and a d10 and add them together.

Work out the stats- you have 30 exp to spend on your stats here is some quik help- VR, Ma and Mr are set you may not change them until you are at level 5 to represent the small knowledge of most of mankind and even if you did know where would you get the equiptment.

so 30 points 3 stats- here are the numbers

Pa- 4 exp

Pr- 4 exp

M- 5 exp

also you must have at least one of every stat. any exp left over is recorded in the exp section of your sheet. your character may carry a maximum of 2 ranged weapons and three combat weapons (braces of pistols count as 1 slot and you may shoot twice with each pistol)

i think that is abnout enough rules writen down my hands are hurting

.

say if you need more!

Dreamer

ps-- the model for my charac ter arrived in the post to day yay!!!!!!