Hi there folks...
For absolutely ages I've wanted to do a zombie horde scenario and never got around to it! Well, now I have
I'm still in the play testing and development stage at the moment and wanted to get the community feed back to aid this - bat rep to follow once the rules are set.
The concept behind this is to give the space marine players a wide range of choice in the few models they take - balancing the strength of choice against those of your fellow marine players. I also wanted to get that 'Space Hulk' style panic in the Marine players, as the horde gets closer and ammo runs low ... please let me know what you think;
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Version 1.2
KILL TEAM: ZOMBIE
The Inquisitor is dead. Slain at the same moment he decapitated the deviant Necromancer. Leaving your Kill Team, a group of assorted elite Space Marines, chosen for their individual skills in this mission, to escape a zombie infested Necropolis. Low on ammunition, vastly outnumbered, how many will you take with you before the inevitable end…
SPACE MARINE PLAYER EXPECTATIONS
“For the Emperor…” Your aim is simple; to destroy as many zombies in the name of the Golden Thrown before their sheer weight in numbers drags you down. The Kill Team was chosen from the elite of many Space Marine Chapters involved in prosecuting this campaign, so pick a Chapter and Codex and have fun painting and naming those few special models who will enter your Kill Team.
ZOMBIE PLAYER EXPECTATIONS
“Urghhuh rarrar…” Feast on the living flesh, keep throwing zombies into the meat grinder until you have killed every Space Marine. You’re going to need a lot of zombies, so getting modelling!
SCENARIO
The table should be set up with a ‘normal’ level of scenery, agreed on by all players.
The Space Marine players may then choose their deployment zone and sets up first.
The Zombie player sets up opposite the Space Marines with 24” between the opposing deployment zones. The zombie player takes the first turn, a ‘Seize Initiative’ roll may not be made.
A turn by turn Ammunition and Kill Count should be kept by each Space Marine player (see below). The game ends when the last Space Marine is killed.
LIMITED AMMUNITION
“Brother, we run low on ammunition, wrap your soul in the steal of the Emperor’s divinity… ” Each Marine you purchase for your Kill Team has a limited amount of ammunition, due to being deep in enemy territory and cut off from any supplies.
For any ranged weapons the Space Marine is equipped with, they begin the game with 10 rounds of ammunition (eg. a Tactical Marine has a Bolt Gun and Bolt Pistol, each with 10 rounds of ammunition).
Additional rounds of ammunition can be purchased using your points allocation (see below under the ‘Space Marine Forces’ heading). Once you have run out of ammunition, you will no longer be able to use that weapon – ammunition expenditure should be tallied by each player, for each Space Marine, as it is used and recorded on your ‘Turn Record’ sheet (see below).
One shot weapons, such as Combi weapons, start with a single round of ammunition. Additional rounds of ammunition can be purchased using your points allocation.
Melee weapons do not have an ammunition allocation and will never run out. Pistols used in melee, whether as a sole melee weapon, to gain an additional attack dice, et al do use up ammunition at a rate of 1 round of ammunition per round of combat.
Grenades do not have an ammunition count.
Special Weapons (eg. flamers, plasma guns, melta guns, et al) have 5 rounds of ammunition due to the highly power nature of the weapon. Additional rounds of ammunition can be purchased using your points allocation (see below under the ‘Space Marine Forces’ heading).
Psychic powers start with ‘5 rounds of ammunition’ – this represents the Librarian’s reserve of psychic strength and balances the strength of their powers against that of the lowly Bolter. Additional ‘rounds of ammunition’ can be purchased using your points allocation (see below under the ‘Space Marine Forces’ heading), representing the Librarian meditation before the mission to replenish his psychic strength.
KILL COUNT
“Glorious dead…” The ‘winner’ will be the Space Marine player with the highest total Kill Count at the end of the game. Each player is responsible for recording individually how many ranged and melee kills each Space Marine they control accrues – this is entered on your ‘Turn Record’ sheet. Bragging is optional, but encouraged.
SPECIAL RULES
“Lock and load Brothers…”
No break tests for anyone.
No unit coherency.
Multiple ranged wounds take down multiple targets – multiple melee wounds only affect engaged combatants, but do kill multiple targets.
Squad abilities granted by Chaplains, Apothecaries, et al have a 6” radius effect.
SPACE MARINE FORCES
“Sergeant Arthus reporting for duty sir…” Each Space Marine player has 120 points to spend (and not a point more!), you may ignore the usual Force Organisation restrictions with the below exceptions;
Choose a Space Marine Codex, all of your purchases must come from this one Codex.
Once you are happy with your choices, note your purchases on your Wargear sheet (see below).
Each Marine is purchased individually, ignoring the usual unit restriction on squad numbers, Force Organisation options, etc. If an individual costing is given you should use this, with the relevant weapon options for that unit type also being available (weapon exchange options remain however – eg. if you choose to replace a Bolt Pistol then this weapon is removed along with it’s ammunition from your Wargear sheet). Where an individual cost is not given (eg. you choose a Veteran Sergeant from a Tactical Squad) then make a sensible mathematical decision on how many points that model should cost you – this must be ratified by all of the other players before playing.
No unit choices may be taken that have an Armour Value (
AV) or Heavy Weapon.
Additional rounds of ammunition may be purchased at a cost of;
Point Cost Rounds of
Ammunition Description
1 1 All ranged weapons *
10 1 All single use weapons
10 1 All Special Weapons
10 1 All Psychic powers
* Not including single use weapons
There is no limit to the amount of additional ammunition you can purchase; however, you must note additional purchases on your Wargear list and ensure you do not use more rounds of ammunition that you have bought.
FOR THE EMPEROR…
“…Arghhhh…” To replicate the elite nature of the Marines you have chosen and their superhuman physiology, the Wound value given in the Codex is doubled. Cut off and surrounded, your Marines will fight until their last dying breath!
ZOMBIE FORCES
“..ROOAAAR…” The Zombie player receives 30 Zombies for each Space Marine player (eg. 3 Space Marine players will face 90 Zombies).
Zombies have the following stats;
WS BS S T I A W
Ld Save
3 - 2 3 2 1 1 10 -
Type: Infantry
Special:
Title Description
Slow and Purposeful [add text]
Without Number Each time a Zombie is destroyed, remove the model from play. At the beginning of the next Zombie turn, recycle all destroyed Zombies – these ‘reinforcements’ start play from the Zombie deployment zone (eg. at least 24” away from the Space Marine deployment zone).
[add ‘Turn Record’ sheet]
[add ‘Wargear’ sheet]