mardaddy
May 27 2006, 09:53 PM
OK, I've been toying with something to do a little different - get out of the norm for a one-shot game.
So I've combined VOID and Zombies. Why not? It can even be a solo game.
4x4 table, generous city ruins terrain. Zombie deployment is units (however many the point cost requires) random 4d10 x inches from the center of the board (allowing for terrain.)
The VOID Player is trying to get as many units (infantry only) as he can to traverse the board from one side to the other.
The Zombie Player is obviously trying to stop him (while still remaining "true to Zombie form")
How do you find out who wins? Does it matter? Seriously, though, ANYTHING surviving reaching the other side should spell victory for the VOID Player, anything else is defeat.
"So, what kind of zombies," you ask, "the classic slow relentless zombies, or fast zombies ala 28 Days Later?"
AH! you try it both ways with two games - because I drafted values for each!
"Fast Zombies"
AS 4
SH 1
ST 4
T 6
W 1
CD 6
SZ 2
MV 5
Unit Size: 1-20
Cost: 11
Skills: Impetuous, Strike First, Fast, Shock Trooper, Swarm, Immune to Panic, Fearless
Weapons - Bite, fist & scratch (ST+0)
Special Rules:
Zombies cannot evade.
Zombies mill about in units of 1-20 until a potential victim is spotted; the unit will then run at full speed+ towards that potential victim. Once a potential victim has been swarmed and cannot have any more Zombies in Base to base contact, the remaining Zombies continue to mob around the CC unless another potential victim comes into LOS. If another potential victim does come in to LOS, the Zombies not in base to base with a potential victim will split from the unit to create another unit, making quickest speed towards
that victim.
While in CC, if a model in base to base with the Zombies is killed, all Zombies that are base to base remain in base to base for one complete turn as they feast on the victim.
Zombie deployment is throughout the 4x4 board, randomly placed using the directional and 4d10. Unit cohesion applies only for initial deployment, zomies mill about until a potential victim comes into LOS.
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Traditional Zombie
AS 3
SH 1
ST 4
T 4
W 1
CD 6
SZ 2
MV 3
Unit Size: 1-20
Cost: 5
Skills: Swarm, Immune to Panic, Fearless, Terrifying
Weapons - Bite, fist & scratch (ST+0)
Special Rules:
Zombies cannot evade, cannot run.
Zombies mill about in units of 1-20 until a potential victim is spotted; they will then shamble towards that potential victim. Once a potential victim has been swarmed and cannot have any more Zombies in Base to base contact, the remaining Zombies continue to mob around the CC unless another potential victim comes into LOS. If another potential victim does come in to LOS, the Zombies not in base to base with a potential victim will split from the unit to create another unit, shambling towards that victim.
Incindiary effects have no carry-over dmaage to other zombies in the unit - they fall burning where they are.
While in CC, if a model in base to base with the Zombies is killed, all Zombies that are base to base remain in base to base for one complete turn as they feast on the victim.
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Obviously, feel free to alter and develop on your own.
Rich
Saramin
May 27 2006, 10:27 PM
shoudln't they have improvised weapons? -1 to hit Str -1 dam ?
mardaddy
May 27 2006, 11:36 PM
Oh, come on. You're going to pick them apart as soon as I post them?
I erred on the side of rules for natural weapons (hand and bite) instead of the rules for picking up a rock or using a lamp as a club.
If a zombie should be using the Improvised Weapon stat, then terrasaurs, behemoths and sandrunners should also (and they don't.)
(that's my story and I'm sticking to it.)
Saramin
May 28 2006, 02:48 AM
ok.. I was just asking...
don't get so jumpy rich... this age thing is getting to you
celtoslegion
May 28 2006, 09:09 AM
Looks like a fun game and a good variation for multiple players.
The traditional Zombies seem to be OK, but the fast ones are too much to have a balanced game. T6, Fast and Shock trooper for 11 points means the opposition doesn't have a chance to win IMO, as you can't shoot them and you can't run away from them with a normal foot trooper.
Against an army of Shock Marines lead by Trask, this might be fun however...
abukii
May 28 2006, 01:48 PM
This actually looks like alot of fun.Im always up for a challenge.
The fast Zombies do look tougher than coffin nails tho

I would,at the very least have them T5 and reduce their CD to lets say 1 or 3...they are zombies after all.
Overall...my group will get a kick out of this
Thanks for posting
mardaddy
May 28 2006, 03:12 PM
OH! Forgot to add one more special rule...
There should be no restriction (or bonuses to the CD check) for firing into CC, I mean come on, if the guy is swarmed, 90% chance he's most likely dead.
I thought the T rating was good because recall, only head shots kill. So the slow zombies have a small target I kinda equated that to "body armor" (T4), and the fast zombies are running full speed and chaotic combat, which would make the head shot even tougher (T6).
The key to winning for the VOID player in any case should be going unnoticed, not actively seeking and engaging.
Maybe adding something where if past 24in away, the Zombies have to make a CD check to spot the VOID unit as it moves from cover to cover instead of making them automatically spotted?
abukii
May 28 2006, 03:24 PM
That makes perfect sense.
Perhaps adopt the sentry rule if over 24".
I also thought that it may be valuable to use SPOMM rules instead.That way you can bait the buggers
celtoslegion
May 28 2006, 05:21 PM
Maybe a totally different approach does the trick:
Remember the Moviescenes, where Zombies get shot but stand up as soon as the heros turns its back to them (I think in Resident Evil they do this a lot)
You can only kill Zombies with a head shot, but hitting them with firearms slows them down. When a Zombie is hit, but not wounded, lay it facedown.
The next activation it has either use all his movement to stand up again or has its MV halved (you have to test what works better)
mardaddy
May 28 2006, 10:44 PM
All great input - like I said, feel free to alter or develop on your own!
Hoarfrost
May 29 2006, 01:18 PM
Shouldn't the Zombies also be Impetuous, just like e.g. Suicide Bombers?
...wait a minute...
I have a great idea. Two words: EXPLODING ZOMBIES....
Vulture
May 29 2006, 01:49 PM
QUOTE (Hoarfrost @ May 29 2006, 03:18 PM)

...wait a minute...
I have a great idea. Two words: EXPLODING ZOMBIES....

Yeah... if you kill a zombie you have to throw a D10 and on a 8+ the carcass explodes (small template, DAM 3, chain reactions possible if explosion kills other zombies)!

Vulture
Maximus
May 30 2006, 08:31 PM
Very cool idea....

Hey what if ya created a scenario where you had say Junkers, Viridians, and VASA all trying to get out alive, but they also needed to kill each other - player would have to fight zombies and another VOID faction..
mardaddy
May 31 2006, 01:41 AM
Another good call - I see Lictor-motivated (from the rear of course) squads of suicide bombers acting as a shielding force as other Junkers run for their lives... only to have their numbers culled down by Syntha Androsynths... and the tables edges
so far away....
Maximus
May 31 2006, 02:33 PM
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