≫ GATEWAY ROLEPLAY'S PLANS FOR BUILD 41 ≪

  • As of today (12/20/2021), Build 41 of Project Zomboid has been pushed to the stable branch!

    Everything written in our Build 41 FAQ posted 12/19/2021 still stands—Gateway Roleplay's applications will not be opening up again until What We Become Part II: What Remains concludes. Notes have been added to the FAQ to clarify this.

    We are still deep in the development stage of our next lore and need more time to make it as great as we possibly can for you all. We also don't want to cut short a lore that's been running for nearly a year and a half for the few players that have stuck it out with us.

    We're expecting to be finished with What We Become Part II: What Remains sometime in March, but that's not a hard date. It may be earlier, it may be later. So, stay tuned for the announcement on our next lore! If you join our Discord, you'll be notified as soon as our announcement drops.

    We're also looking for new admins! If you're interested in joining the team, don't hesitate to send in an application here. All new admins will be added to the team once our current lore has concluded.

    Thanks for your understanding!!

Turn Actions

Turn Actions

This is a complete list of actions that you may perform during your turn in combat.

It is heavily recommended that you keep this page open as a reference during combat scenes.

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Attacks

  • Melee (Fist) | 2 AP | DMG: D4
  • Cut (One-Handed) | 3 AP | DMG: 2D8 + Effects
  • Cut (Two-Handed) | 4 AP | DMG: 2D10 + Effects
  • Smash (One-Handed) | 4 AP | DMG: 2D10
  • Smash (Two-Handed) | 6 AP | DMG: 2D20

  • Shoot (Pistol - Semi) | 3 AP | DMG: 3D10
  • Shoot (Pistol - Burst/Full Auto) | 4 AP | DMG: 3D10

  • Shoot (SMG - Semi) | 2 AP | DMG: 2D20
  • Shoot (SMG - Burst/Full Auto) | 3 AP | DMG: 3D20

  • Shoot (Rifle - Semi) | 3 AP | DMG: 3D20
  • Shoot (Rifle - Burst/Full Auto) | 4 AP | DMG: 4D20

  • Shoot (Crossbow) | 3 AP | DMG: 3D20 + Bleeding Effect
  • Shoot (Longbow) | 4 AP | DMG: 4D20 + 5

  • Shoot (Shotgun) | 4 AP | DMG: 4D20 + 5

  • Shoot (Sniper) | 6 AP | DMG: 5D20

  • Shoot (Heavy/Special) | 6 AP | DMG: 3D20 + Effects (20 Tile Radius) | Damage will changing depending on weapon.

  • Use a Throwable (Grenades/Molotovs/etc.) | 4 AP | DMG: 2D20 + D10 for Burn Damage (10 Tile Radius)

Combat Abilities

  • Aim (Out-of-Cover) | 2 AP | You focus your next shot. | +2 to ensuing aim roll.
  • Aim (In-Cover) | 2 AP | You focus your next shot from in cover. | +3 to ensuing aim roll.

  • Hunker Down (Out-of-Cover | Ends Your Turn) | 2 AP | You hunker yourself down. | -1 to aim rolls against you.
  • Hunker Down (In-Cover | Ends Your Turn) | 2 AP | You hunker yourself down in cover. | -2 to aim rolls against you.

  • Overwatch (Ends Your Turn) | 2 AP | You ready yourself to fire on the first thing that moves. | If someone makes a movement action within your range, you will take one shot at them with a -2 to hit.

Misc./Passive Actions

  • Reload (Any Gun) | 2 AP
  • Use a Healing Item (Bandage) | 2 AP | Restores 15 HP
  • Use a Stimulant/Drug | 2 AP | Gives passive effects.
  • Use a Non-Lethal Throwable (Rocks/Flares/Glow Sticks) | 2 AP
  • Let Them Loose | 2 AP | Allows your pet to enter combat.
  • Call Them Back | 2 AP | Allows your pet to exit combat.
  • Put Yourself Out (While suffering from the BURNING status) | 6 AP
  • Escape (While BINDED by an enemy, or any trap) | 6 AP
  • World Interaction (Doors/Moving Items/Other) | 1 AP
  • Movement | 1 AP per tile
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