Zombies seem to get everybody talking..!!!
This is because zombies are cool.
1. Zombies will have low Agility, say a -1 so they are easy to hit...
Makes sense.
2. Give them a Armour rating based on the fact that bullets go though them
Which is why armour didn't seem right; an armour piercing round is going to go straight through a zombie, rather than lodge in it, but it won't do that much more 'organic damage', which is what you need.
Shotgun>AP bullets
3. Shotguns have powershot thats a + 1 damage extra upto 6"
Which is irrelevant if 'zombie-ness' is represented by armour.
4. Shotguns also have blast, for knocking back with the force, like in the games and films etc
Yes (although
Power Shot and
Blast are the other way around). Given that you need to be within 6" to get the benefit of a harder hit, 'knock-back' is going to be very important to stop the zombie chowing down on you if you don't kill it.
5. Chainsaws slice though armour, so a armour score of a zombie will drop - Even that they are nosey and will make the zombies come closer to you
Chainsaws have damage 2, though, which is as important as their AP.
6. If you give zombies 2 Hits, the above chainsaw and shotgun at close range is better then bullets, so that works..
Problem; if using zombies there should be a lot of them. With a pack of 20-30 zombies, do you really want to be keeping track of odd hits? A mechanic which leaves the zombie (un)dead or not is probably better.
7. a 10 rolled removes the zombies armour score..
As noted, not convinced it should be armour.
8. We don`t have a special action for Aiming at the moment, and maybe its a special extra when aiming at zombies, maybe a 9 or 10 instead of 10 for a critical hit, or a extra -1 to agility for shooting them...
There isn't an action for aiming generally. Okay, you have to hit a specific point on a zombie, but on the other hand aiming would reduce a normal target's agility, too.
If it's a small scale skirmish game with just a few models per side (can't recall if it's OK to mention other brand names on this board or not so I won't), the dice used provide for high granularity (d10 is a little low for this, think d20 or even d100)
One other brand name I can think of does fairly well despite only using a D6. D10 is fine.
There is also something to be said for the opponent involvement especially if the game has a mechanic typical of the most popular miniature games where each player activates his/her entire force at a time (commonly known by the acronym IGOUGO), so one prefers some kind of anti-damage roll. Still there is little reason to saddle either player with a further roll as in the A-to-hit/A-to-wound/B-to-save solution.
That's not what's being suggested. It resembles Modern Combat a great deal, except that (a) the 'target' score varies from turn to turn (based on an agility roll with a bonus or penalty) and (b) the 'kill' score is replaced with a weapon doing a fixed amount of damage. If anything, the 'opposition' makes more rolls in each shooting action because it's B-to-dodge/A-to-hit/B-to-save.