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![[Post New]](/s/i/i.gif) 2009/02/23 05:11:57
Subject: Zombie Scenarios Long
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Dakka Veteran
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I wrote these scenarios after participating in the Zombie? thread started by orchewer; where we were discussing rules for zombies in 40K. I felt it deserved its own thread rather then being buried on the third page of the Zombie? thread.
Add-ons: These are extensions of the standard mission; some favor the zombie player, others favor the protagonist. The players should decide which if any add-ons are played, if a mutual decision can’t be reached then don’t play any add-ons (ex. I get mine-fields and you can get hidden zombies)
Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain
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ZOMBIE SCENARIO 1: Zombie Assault
Armies: 50 zombies in 5 squads of 10 verse 300 points of squads led by a low level IC (total points must by under 100 points) held up in a barn, house, temple, or other fortified location.
Game Play: The zombies come in waves in which would be represented as 3 games/assaults that end on turn 5, results from previous games carry through to the next game/assault- see Casualties. When the first and second game ends it is assumed that the good guys rally and finish off the remaining zombies in dramatic movie fashion. The last game is played to completion. The zombies’ numbers are replenished after each game.
Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain.
Casualties: Squad models “killed” during game play are not necessarily dead – they might not be alive either. Models killed in a previous game roll a D6.
1- Dead – model is removed from further games
2- Dead and Infected – model is removed from army – Arrives as per reinforcement rule as a zombie from behind enemies lines, from a basement, or other suitable point of arrival.
3- Infected - Played as normal, but zombie player secretly rolls a D6 to determine the turn they are zombified (might be a trust issue here) at which put he uses model as a zombie at the start of his turn, if a 6 is rolled the model functions as normal for the duration of that assault. Treat as if you rolled infected for the next assault.
4-6 Alive and well - The model completely recovers and is able to fight.
Infection: see Casualties
Head Shot: During the 2nd and 3rd game/assault all non-temple/blast weapons gain rending. This rule represents the squads recognizing the value of targeting the zombies’ head, which they learned during the first assault.
Zombie Fighters: During the 3rd and final game/assault all models gain the preferred enemy verse zombies they also benefit from rending hand-to-hand attacks. This represents that the survivors are using their knowledge from the first two assaults to exploit the zombies’ predictable behavior and attacks, while directing their attacks on the zombie’s vulnerable heads.
Add-ons:
Zombification: When one of the protagonists becomes a zombie the simplest way to handle the transition is just play the model as a typical zombie but it may be more fitting to use the stats below:
X = same state as model
Turned Zombie: WS 3 BS 0 S X T X (X+1) W X I X A 2 Sv. X Ld 7
Fearless, shambling, feel no pain,
Example:
Zombie ork: WS 3 BS 0 S 3 T 4 (5) W 1 I 2 A 2 Sv. 6+ Ld 7
Fearless, shambling, feel no pain,
Zombie Space marine: WS 3 BS 0 S 4 T 4 (5) W 1 I 4 A 2 Sv. 3+ Ld 7
Fearless, shambling, feel no pain,
Mine-fields: laid by the defenders: 3 patches 2 by 6 inches
Doors: The fort has doors with an armor value of 9. The zombies must beat down the doors access the people within. Each wall of the fort has one door that zombies must beat down in order to enter the fort. Any glancing or penetrating hit destroys the door. Doors that are broken in one assault remain broken in the previous assaults.
Hidden zombies: The shelter might have other rooms that contain hidden zombies. Place 3 doors throughout the fort. The zombie player rolls one dice each turn for reserves with a success a zombie emerges from an unchecked corner roll to see which portal the zombie enters from. The lone zombie must break down the door in order to “enter” the fort.
Rescue teams: A small squad under 60 points comes at any table edge during the assault decided by the protagonist. Roll for them as reinforcements.
Night Fight: See Rulebook
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ZOMBIE SCENARIO 2: Rescue
Armies: 10 groups of 5 zombies verse a kill team
Kill Team: the team can be composed from numerous units as long as the following rules are obeyed; no IC characters with more then two wounds, no 2+ armor, no bikes/jump packs, no vehicles, only three weapon upgrades can be taken, and team is under 200 points. A kill team can be divided into smaller units as long all units have at least 3 models. The team can merge and divide during their movement phase.
Examples of kill teams:
Witch Hunters: Inquisitor with 1 Arco-flagellant, 1 sister repentia, death cult assassin 2 battle sisters, 2 storm troops about 200 points with upgrades
Tau: 1 stealth team, 4 fire warriors, 3 kroot, 2 kroot hounds, 2 gun drones, 2 crisis suits about 200 with upgrades
Imperial Guard: Senior officer, 1 commissar, 1 S. Psyker, 1 priest, 2 harden veterans, 1 ogryns, 1 storm troopers, 2 ratlings, 3 imperial guards
Game Play: There is a single objective in the game a piece of technology or very important individual trapped in a zombie apocalypse. The kill team has retrieve the objective and escape from their table edge. They try to use stealth or take the guns blazing approach.
Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain.
Casualties: Squad models “killed” during game play are not necessarily dead – they might not be alive either. When a kill team member is killed leave him on his back. The zombie player then gets to roll a D6 for them at the start every one of his turns. On a roll of a one they are normal dead remove model, on a 6 zombie player gets one more zombie.
Detection: The zombies move randomly until they detect the kill team at which point the zombie player has full control of them. Zombies move by rolling the shatter dice and a 2D6. A hit allows the zombie player to move the unit as he desires. At the start of the zombie turn before movement the zombie player can roll to see if he can detect the kill team. How easily detected the unit depends on their actions during their turn.
3D6 – squad did not move, fire, or engage in combat last turn
3D6 times 2 - squad moved normally
3D6 times 3 – squad, engaged in combat, ran, fired weapons
Infection: see Casualties
Add-ons:
Zombification: When one of the protagonists becomes a zombie the simplest way to handle the transition is just play the model as a typical zombie but it may be more fitting to use the stats below:
X = same state as model
Turned Zombie: WS 3 BS 0 S X T X (X+1) W X I X A 2 Sv. X Ld 7
Fearless, shambling, feel no pain,
Example:
Zombie ork: WS 3 BS 0 S 3 T 4 (5) W 1 I 2 A 2 Sv. 6+ Ld 7
Fearless, shambling, feel no pain,
Zombie Space marine: WS 3 BS 0 S 4 T 4 (5) W 1 I 4 A 2 Sv. 3+ Ld 7
Fearless, shambling, feel no pain,
Rock throw: One model per turn can throw a rock to divert the zombies’ attention this is a risky move. One model throws a rock instead of firing a weapon. Measure a distance up to 3 times throwers strength. Place a marker within that location and roll a D6 during the zombie player’s movement phase for the nearest zombie squad to the marker, on a roll of a 1 the zombie player moves the zombies as he wishes if not the zombies must move towards the marker
Sniper Rifles: firing sniper rifles does not count as firing a weapon when rolling for detection
Mine fields: See rulebook, but effects both zombies and kill team.
Hidden Zombies: Swamps/forest are havens for trapped/cripple zombies treat these areas as dangerous terrain. Remember to leave the killed models on the board and roll for infection.
Robison Crusoe: Being the sole survivor of a zombie apocalypse might cause someone to be a little off. Place him in a elevated location of in relative safety. Instead of welcoming the kill team as potential rescuers he attacks them as invaders – he is controlled by the zombie player.
Crusoe WS 3 BS 4 S 3 T 3 W 2 I 3 A 2 Ld 10 Sv. +5 Sniper rifle
Silent take Down: If the kill team charges a zombie unit and is able to cut down all the zombies that combat round then they don’t count as having fought in combat for the purpose of detection.
Night Fight: See Rulebook
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ZOMBIE SCENARIO 3: Scavenge
Armies: 10 groups of 5 zombies verse a kill team
Kill Team: the team can be composed from numerous units as long as the following rules are obeyed; no IC characters with more then two wounds, no 2+ armor, no bikes/jump packs, no vehicles, only three weapon upgrades can be taken, and team is under 200 points. A kill team can be divided into smaller units as long all units have at least 3 models. The team can merge and divide during their movement phase.
Game Play: The kill team is desperately hunting for items that will help them survive the zombie plague, they are running low on supplies so they don’t have the luxury of special weapons or equipment. Scatter 6 numbered loot counters randomly across the table. When the team comes across a counter they may immediate utilize the item if it will help them in the battle. Game is played using victory points – points are not assigned for destroyed zombies, but are assigned to the individuals making up the squad (a 20 point model awards 20 points to the zombies player if he is killed 10 if he is wounded).
Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain.
Casualties: Squad models “killed” during game play are not necessarily dead – they might not be alive either. When a kill team member is killed leave him on his back. The zombie player then gets to roll a D6 for them at the start every one of his turns. On a roll of a one they are normal dead remove model, on a 6 zombie player gets one more zombie – play as an independent zombie unit.
Detection: The zombies move randomly until they detect the kill team at which point the zombie player has full control of them. Zombies move by normal shatter dice. A hit allows the zombie player to move the unit as he desires. At the start of the zombie turn before movement the zombie player can roll to see if he can detect the kill team. How easily detected the unit depends on their action during their turn.
3D6 – squad did not move, fire, or engage in combat last turn
3D6 times 2 _ squad moved normally
3D6 times 3 – squad, engaged in combat, ran, fired weapons
Infection: see Casualties
Counters:
1 sniper rifle – equip one model with weapon
2 Flamer – equip one model with weapon
3 med kit – designate on model to be a medic as long as this model is alive the kill team may reroll one failed toughness test a turn.
4 Demo charge – one use only
5 Food – plus 100 victory points
6 Supplies – plus 100 victory points.
Add-ons:
Rock throw:
Sniper Rifles:
Mine fields:
Hidden Zombies:
Robison Crusoe:
Silent take Down:
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ZOMBIE SCENARIO 4: Breakout
Armies: 10 groups of 5 zombies verse a kill team
Kill Team: the team can be composed from numerous units as long as the following rules are obeyed; no IC characters with more then two wounds, no 2+ armor, no bikes/jump packs, no vehicles, only three weapon upgrades can be taken, and team is under 200 points. A kill team can be divided into smaller units as long all units have at least 3 models. The team can merge and divide during their movement phase.
Game Play: The survivors must cross through zombie-infested terrain in attempts to escape the legions of the dead. Roll a shatter dice and follow the arrow and mark the location on the table edge it gestures to. This is the escape point; the kill team has 8 turns to reach the end point to win this game.
Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain.
Casualties: Squad models “killed” during game play are not necessarily dead – they might not be alive either. When a kill team member is killed leave him on his back. The zombie player then gets to roll a D6 for them at the start every one of his turns. On a roll of a one they are normal dead remove model, on a 6 zombie player gets one more zombie.
Detection: The zombies move randomly until they detect the kill team at which point the zombie player has full control of them. Zombies move by normal shatter dice. A hit allows the zombie player to move the unit as he desires. At the start of the zombie turn before movement the zombie player can roll to see if he can detect the kill team. How easily detected the unit depends on their action during their turn.
3D6 – squad did not move, fire, or engage in combat last turn
3D6 times 2 _ squad moved normally
3D6 times 3 – squad, engaged in combat, ran, fired weapons
Infection: see Casualties
Add-ons:
Rock throw:
Sniper Rifles:
Mine fields:
Hidden Zombies:
Robison Crusoe:
Silent take Down:
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ZOMBIE SCENARIO 5: Assassinate zombie master
Armies: 10 groups of 5 zombies lead by the master with retinue verse a kill team
Kill Team: the team can be composed from numerous units as long as the following rules are obeyed; no IC characters with more then two wounds, no 2+ armor, no bikes/jump packs, no vehicles, only three weapon upgrades can be taken, and team is under 200 points. A kill team can be divided into smaller units as long all units have at least 3 models. The team can merge and divide during their movement phase.
Master: WS 2 BS 2 S 3 T 5 W 2 I 3 A 2 Ld 8
Psker, fearless
Laspistol, close combat
Lighting strike: Range 18 Strength 4 AP 4 D6 Assault 18inches
Game Play: The kill team is attempting to slay a psker who is controlling the zombies. With his death the zombie menace might be halted. Place the master in the center of the table in a unit of 5 zombies. The kill team wins if they kill the master.
Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain.
Casualties: Squad models “killed” during game play are not necessarily dead – they might not be alive either. When a kill team member is killed leave him on his back. The zombie player then gets to roll a D6 for them at the start every one of his turns. On a roll of a one they are normal dead remove model, on a 6 zombie player gets one more zombie.
Detection: The zombies move randomly until they detect the kill team at which point the zombie player has full control of them. Zombies move by rolling the shatter dice and a 2D6. A hit allows the zombie player to move the unit as he desires. At the start of the zombie turn before movement the zombie player can roll to see if he can detect the kill team. How easily detected the unit depends on their action during their turn.
3D6 – squad did not move, fire, or engage in combat last turn
3D6 times 2 - squad moved normally
3D6 times 3 – squad, engaged in combat, ran, fired weapons
Infection: see Casualties
Add-ons:
Zombification: When one of the squads becomes a zombie the simplest way to handle the transition is just play the model as a typical zombie but it may be more fitting to use the stats below:
X = same state as model
Turned Zombie: WS 3 BS 0 S X T X (X+1) W X I X A 2 Sv. X Ld 7
Fearless, shambling, feel no pain,
Example:
Zombie ork: WS 3 BS 0 S 3 T 4 (5) W 1 I 2 A 2 Sv. 6+ Ld 7
Fearless, shambling, feel no pain,
Zombie Space marine: WS 3 BS 0 S 4 T 4 (5) W 1 I 4 A 2 Sv. 3+ Ld 7
Fearless, shambling, feel no pain,
Rock throw: One model per turn can throw a rock to divert the zombies’ attention this is a risky move. One model throws a rock instead of firing a weapon. Measure a distance up to 3 times throwers strength. Place a marker within that location and roll a D6 during the zombie player’s movement phase on a roll of a 1 the zombie player moves the zombies as he wishes if not the zombies must move towards the marker
Sniper Rifles: firing sniper rifles does not count as firing a weapon when rolling for detection
Mine fields: See rulebook, but effects both zombies and kill team.
Hidden Zombies: Swamps/forest are havens for trapped/cripple zombies treat these areas as dangerous terrain. Remember to leave the killed models on the board and roll for infection.
Robison Crusoe: Being the sole survivor of a zombie apocalypse might cause someone to be a little off. Place him in a elevated location of in relative safety. Instead of welcoming the kill team as potential rescuers he attacks them as invaders – he is controlled by the zombie player.
Crusoe WS 3 BS 4 S 3 T 3 W 2 I 3 A 2 Ld 10 Sv. +5 Sniper rifle
Silent take Down: If the kill team charges a zombie unit and is able to cut down all the zombies that combat round then they don’t count as having fought in combat for the purpose of detection.
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![[Post New]](/s/i/i.gif) 2009/02/23 14:21:14
Subject: Zombie Scenarios Long
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Skink Chief with Poisoned Javelins
Belgium, political ass-end of the old continent
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Sounds like a heap of fun, but also, the FnP on the Z's will make it a very hard fight for the living player...
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I can bend minds with my spoon...
KingCracker wrote:PanzerSmurf, you win the trophy for most accident posts ever. Dear lord man!
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![[Post New]](/s/i/i.gif) 2009/02/23 21:14:32
Subject: Zombie Scenarios Long
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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I like what you have come up with,I'll have to test play a few games and see how they play out, but they look like they will be fun.
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"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.
 I am Red/Black Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent. |
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![[Post New]](/s/i/i.gif) 2009/02/23 21:32:18
Subject: Zombie Scenarios Long
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Sinister Chaos Marine
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I really love how detailed this is, lol. Sounds like a lot of fun.
btw, does 'shambling' mean 'slow and purposeful?'
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I was a kid now AND a squid now before it was cool. |
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![[Post New]](/s/i/i.gif) 2009/02/23 21:33:48
Subject: Zombie Scenarios Long
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Dakka Veteran
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Karoline Dianne wrote:I really love how detailed this is, lol. Sounds like a lot of fun.
btw, does 'shambling' mean 'slow and purposeful?'
Yes, sorry if that wasn't made clear.
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![[Post New]](/s/i/i.gif) 2009/02/23 23:19:57
Subject: Zombie Scenarios Long
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Hardened Veteran Guardsman
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hmm...now how to transfer it into a battle larger than 400 pts...
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"Give me my men and let me show you arses how you assult Orks."-Col. Veros
win-loss ratio:
24-17-6
i play:
orkursk 82nd crimson guard |
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![[Post New]](/s/i/i.gif) 2009/02/23 23:42:09
Subject: Re:Zombie Scenarios Long
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Dakka Veteran
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For those who like what they see here, you might want to check out the Zombie? thread. It could answer some of your questions.
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![[Post New]](/s/i/i.gif) 2009/02/24 00:07:02
Subject: Zombie Scenarios Long
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Longtime Dakkanaut
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Might be fun to combine Zombie movie rules with the old Movie Marine rules for some cinematic showdowns...
Jack
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The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. |
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![[Post New]](/s/i/i.gif) 2009/02/24 01:14:00
Subject: Re:Zombie Scenarios Long
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Drone without a Controller
The place over there.
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These scenarios look pretty fun. Do the normal zombies have armor saves?
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This message was edited 1 time. Last update was at 2009/02/24 01:23:18
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![[Post New]](/s/i/i.gif) 2009/02/24 03:28:31
Subject: Re:Zombie Scenarios Long
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Dakka Veteran
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No just feel no pain. There are rules for models getting zombified in which case they keep some of their stats including armor- check out the add-ons at the end of scenarios for more info.
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This message was edited 1 time. Last update was at 2009/02/24 03:29:01
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![[Post New]](/s/i/i.gif) 2009/02/25 19:34:03
Subject: Re:Zombie Scenarios Long
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Dakka Veteran
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Added another Scenario and some rules for increasing the point value of the the game - enjoy.
ZOMBIE SCENARIO 6: Survive
Armies: 10 groups of 5 zombies with retinue verse a kill team
Kill Team: the team can be composed from numerous units as long as the following rules are obeyed; no IC characters with more then two wounds, no 2+ armor, no bikes/jump packs, no vehicles, only three weapon upgrades can be taken, and team is under 200 points. A kill team can be divided into smaller units as long all units have at least 3 models. The team can merge and divide during their movement phase.
Game Play: The kill team is just attempting to survive. They must holdout for ten turns at the end of which roll a scatter dice in the middle of the table. Follow the arrow and place a mark on the table edge. If the squad reaches the marker they successfully escapes. Place a jeep (see below) in the middle of the table and roll for a shatter dice with a 2D6 move jeep to location directed by the dice.
Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain.
Casualties: Squad models “killed” during game play are not necessarily dead – they might not be alive either. When a kill team member is killed leave him on his back. The zombie player then gets to roll a D6 for them at the start every one of his turns. On a roll of a one they are normal dead remove model, on a 6 zombie player gets one more zombie.
Detection: The zombies move randomly until they detect the kill team at which point the zombie player has full control of them. Zombies move by rolling the shatter dice and a 2D6. A hit allows the zombie player to move the unit as he desires. At the start of the zombie turn before movement the zombie player can roll to see if he can detect the kill team. How easily detected the unit depends on their action during their turn.
3D6 – squad did not move, fire, or engage in combat last turn
3D6 times 2 - squad moved normally
3D6 times 3 – squad, engaged in combat, ran, fired weapon
Loud: When the squad fires a heavy/blast weapon, or moves a vehicle they are creating a lot of noise – enough to attract distant zombies to the battle field. Next zombie turn after the kill team drives a vehicle (it has to move) or fires a heavy/blast weapon one squad of 5 zombies moves on to the table. Zombie player can set up on any table edge he desires.
Jeep: A civilian vehicle left behind when the zombies moved in, it has a heavy shudder mounted on its frame. It has a transport capacity of 12 but one model must be designated the driver, and one model can be designated a gunner for the heavy studder.
9/9/9 transport (12), fast, open - topped
If the tank is destroyed the crew is not immediately killed if they can’t safely disembark from the vehicle. Instead leave the models on the wreck and have them fight their way free from the zombies.
Run down: Zombies don’t know to get out of the jeep's way when it comes baring down on them, and in fact they tend to run into the vehicle. When the a tank moves through a zombie unit move the zombies to the side to free the path for the vehicle. The drive gets to decide if he is attempting to avoid the zombies or plow down as many as he can.
Evades: D6 zombies are hit by the vehicle, they take a strength 5 power weapon hit.
Plows: 2D6 zombies are hit by the vehicle, they take a strength 5 power weapon hit.
Every zombie hit inflicts a strength 3 hit on the vehicle, making running down zombies dangerous for the crew.
Out of Gas: Every time the kill team drives the vehicle roll a D6 if the roll is equal to or over then the total amount of times the vehicle moved during the game it continues to function as normal. If the roll is over less then the total number of times the vehicle moves normal but becomes immobilized at the end of its movement.
Infection: see Casualties
Add-ons:
Zombification: When one of the squads becomes a zombie the simplest way to handle the transition is just play the model as a typical zombie but it may be more fitting to use the stats below:
X = same state as model
Turned Zombie: WS 3 BS 0 S X T X (X+1) W X I X A 2 Sv. X Ld 7
Fearless, shambling, feel no pain,
Example:
Zombie ork: WS 3 BS 0 S 3 T 4 (5) W 1 I 2 A 2 Sv. 6+ Ld 7
Fearless, shambling, feel no pain,
Zombie Space marine: WS 3 BS 0 S 4 T 4 (5) W 1 I 4 A 2 Sv. 3+ Ld 7
Fearless, shambling, feel no pain,
Rock throw: One model per turn can throw a rock to divert the zombies’ attention this is a risky move. One model throws a rock instead of firing a weapon. Measure a distance up to 3 times throwers strength. Place a marker within that location and roll a D6 during the zombie player’s movement phase on a roll of a 1 the zombie player moves the zombies as he wishes if not the zombies must move towards the marker
Sniper Rifles: firing sniper rifles does not count as firing a weapon when rolling for detection
Mine fields: See rulebook, but effects both zombies and kill team.
Hidden Zombies: Swamps/forest are havens for trapped/cripple zombies treat these areas as dangerous terrain. Remember to leave the killed models on the board and roll for infection.
Robison Crusoe: Being the sole survivor of a zombie apocalypse might cause someone to be a little off. Place him in a elevated location of in relative safety. Instead of welcoming the kill team as potential rescuers he attacks them as invaders – he is controlled by the zombie player.
Crusoe WS 3 BS 4 S 3 T 3 W 2 I 3 A 2 Ld 10 Sv. +5 Sniper rifle
Silent take Down: If the kill team charges a zombie unit and is able to cut down all the zombies that combat round then they don’t count as having fought in combat for the purpose of detection.
Loot counters: See Scenario 3: Scavenge
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Larger Games:
Generally if the protagonist wants to field a higher point value game just add more zombies.
Ever 100 points added to a kill team can either give the zombie player an extra 3 zombies to the zombie their squads (5+3=8 zombies in a squad), allows the zombie people to take a few zombie favored add-ons, or allow the zombie player to take a few Potential critters (see below).
Potential Critters: Certain units in the game might be right at home in a zombie owned landscape.
Chaos Spawn, daemon host, screamers, zealots/ cultist, obliterators,
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This message was edited 1 time. Last update was at 2009/02/25 19:34:32
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![[Post New]](/s/i/i.gif) 2009/02/25 20:50:33
Subject: Re:Zombie Scenarios Long
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Water-Caste Negotiator
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Grunt13 wrote:
Ever 100 points added to a kill team can either give the zombie player an extra 3 zombies to the zombie their squads (5+3=8 zombies in a squad), allows the zombie people to take a few zombie favored add-ons, or allow the zombie player to take a few Potential critters (see below).
Potential Critters: Certain units in the game might be right at home in a zombie owned landscape.
Chaos Spawn, daemon host, screamers, zealots/ cultist, obliterators,
I feel I might as well some of the statblocks I had from my resident evil thread, as they could add some delicious resident-evil flavored madness to these games.
Hunters: 30 points.
Type: Infantry
WS 5 | BS 0 | S 4 | T 4 | I 5 | W 2 | A 2 | Ld 7 | Sv: 4+
Organization: 1-3.
Wargear: Claws
Universal Special Rules: Fleet, Hit and Run.
Special Rules:
Pounce: Hunters count as having frags when assaulting into cover. Furthermore, they may reroll to hit on the charge.
+++
Bandersnatchs: 45 points
Type: Infantry
WS 4 | BS 0 | S 5 | T 5 | I 3 | W 3 | A 2 | Ld 5 | Sv: 5+
Organization: 1-3.
Wargear: fists
Universal Special Rules: Feel No Pain, Counter Attack, Slow and Purposeful, Stubborn.
Special Rules:
Long-Limbed: Bandersnatchs are malleable, and can extend their arms to strike targets as far as 10 meters away or more. Bandersnatches count as having both offensive and defensive grenades for assault purposes. They automatically hit vehicles in close combat regardless of how far they moved.
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This message was edited 1 time. Last update was at 2009/02/25 20:51:12
...Rule 37. There is no 'overkill.' There is only 'open fire' and 'time to reload.'
-From "The 7 Habits of Highly Successful Pirates" |
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