Doug, the Salaryman
Survivor #5
History
“On the plus side, no more TPS reports.”
4 hour commutes, 12 hour days, uncooperative colleagues and unappreciative bosses are a thing of the past for Doug. Sure, dealing with zombies is a little stressful, but frankly quite a pleasant change from the daily grind. An Uzi in each hand helps in dealing with troublesome ex-colleagues and ex-bosses, most of whom Doug is pretty sure were already zombies before any of this anyway.
Skills
- Matching Set!
- Slippery
- +1 Action
- +1 to dice roll: Combat
- +1 free Combat Action
- Ambidextrous
- +1 die: Ranged
Gameplay
• Doug is twitchy, has lots of guns and no fear. Doug is a dual weapons specialist, and has a great starting ability that assures that he finds all weapons in pairs! This works with ranged weapons and with melee weapons, so Doug quickly becomes the team’s armory. Doug doesn’t care, he is as proficient in ranged combat as in melee combat.
• Doug relies on what weapons he gets rather than on a predefined playstyle. Whatever he uses, dual Sub MGs, dual sawed-offs or dual machetes, he deals an amazing number of shots (or strikes) to destroy anything facing him quickly and efficiently. He can follow several paths but it always ends the same way, the graveyard! The first and most obvious choice has Doug search for ranged weapons having a high rate of fire. With his “+1 free Combat Action” at the Orange Level, the more dice he can throw, the more efficient the additional Action. The SMGs are the best choice in this case, but dual sawed-offs will work too. This logically leads Doug to choose “+1 to dice roll: Combat” at the Red Level. If he has two SMGs, he hits his targets on a 4+ instead of a 5+, which means he will really blast away; if he uses two sawed-offs, he hits on a 2+, which means that he will shoot down anything he’s aiming at. Alternatively, Doug can specialize in melee combat. In this case, his “+1 free Combat Action” is always useful, and a pair of machetes is the second best choice, just after the chainsaw.
In this case, “Slippery” will be a wise choice at the Red Level. Doug will be able to “snipe” Fatties or Runners at point-blank range before falling back unhindered by any surviving zombies. Two machetes, a chainsaw, a katana or Ma’s shotgun are Doug’s best friends if he should choose to fight this way. But Doug achieves his greatest potential if he manages to get TWO chainsaws at Red Level. With his “Ambidextrous” ability, he can throw FIFTY dice per turn (5 attacks with 10 dice each)!
Doug can do lots of fun things with “Ambidextrous”. For example, he can use two sniper rifles or two shotguns at the same time; in this case, “+1 die: Ranged” is a better choice at the Orange Danger level.
One final interesting combination of Doug’s abilities is that with Ambidextrous, Doug considers all weapons as being dual. “Matching set!” allows him to find all dual cards in pairs … You see what I mean?
• As you can see, whatever the weapon, Doug will deliver a huge number of attacks, but he needs the team to cooperate efficiently, at least to give him the weapons he will use! On the other hand, with the right weapons, he has the potential to take care of huge amounts of Zombies, which will be more than useful at Orange and Red Level.