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Made in gb
Beast of Nurgle






Nottingham, England

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]



BennyB

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Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

This looks amusing, might have to give it a whirl

   
Made in gb
Beast of Nurgle






Nottingham, England

jdjamesdean@mail.com wrote:This looks amusing, might have to give it a whirl


Cheers .. anyone who wants to use the rules is more than welcome, would love to hear about your games and any feed back or changes you made.

I did the ranged kill stats this afternoon and think maybe the number of zombies per SM player needs to drop down to around 20 ish!?!

BennyB

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Made in us
Longtime Dakkanaut





Washington DC

Would you be able to incorperate non-sm armies into this game type? (For example, IG/DE/Tau or even Orkz?

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Made in gb
Mindless Spore Mine






Sticking his nose into this thread

Loking very interesting... but i think you are right in saying that the number of zombies needs to be dropped. 30 per marine player which keep coming back seems a bit harsh

   
Made in gb
Fleshound of Khorne




Great Britian

Maybe the marines should have an objective?

I think it will add a bit more of the "space hulk" feel you were after.

I like where you are going with this, but maybe you could keep competitive point scoring with an objective also. Keep the 30 zombies per marine, plus only 10 rounds per weopon. But you are not allowed to buy more ammo! (Use the points to have more marines). Instead have ammo points scattered about toward the objective. This way teams are competing for points, getting to the objective, and ammo!

The objective could be an escape craft, or something you hold for so many turns which then ends the game, and the winner is the team with the most kills, or marines alive, if a draw on kills.

The zombies would then have something to stop the marines getting to(ammo and objective). Putting a wall of zombies in the way of something and having a squad of marines push through it with limited ammo may be fun!

Really good idea you have though, may have to give it a go. Glad someone came up with something like this. Resident evil in far future!

 
   
Made in ca
On a Canoptek Spyder's Waiting List



Vancouver, B.C.

this scenario looks dope. maybe it should be SW, Grey Knights anything other than Vanilla marines. Also each marine should be different from each other. for example, one assault marine, one tactical marine, a flamethrower marine, stuff like that

1500 Point Necron 
   
Made in gb
Beast of Nurgle






Nottingham, England

Kharn - I like the ammo objective idea, would make my mate pleased as he doesnt like the ammo idea though i see it as integral to the scenario.

Necronicus - Also not a bad idea to save that each marine must be different, much more of a Kill Team feel about that

The idea for this is definately that the marines aren't escaping.

I want the marine players to put time into their choices and care when 'Brother Azazel' bites it (pun intended! ).

So a a backs to the wall, Resident Evil type zombie horde, and as close to panic fire as SM's are capable of!

DAR - no reason the marines can't be substitued for another race/codex. Reckon I could think of a scenario for just about every race sending in an elite team to deal with the source of the zombies and then getting cut off....

BennyB

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Preacher of the Emperor





Michigan

Sounds like a cool idea, might have to try this with some friends. Might even be a good way to get a few more people interested in the game, with a bit of guidance.

   
Made in ca
Ambitious Space Wolves Initiate




Sounds great dude, however after giving it some thought, perhaps it would be a good idea to make TDA illegal for this?
For two reasons
1)From what i know of kill teams, i can't recall them ever using terminators, however i could be wrong
2)For us sons of russ out there, and other marine players, we may field them. I know with SW, you could field 2 Lone Wolves with TDA and powerweapon/Storm bolter (the PW is useless if you ask me), and they'd have 4 W + a 2+ armor save and FnP. I could see that as a cheesy way to play it (where's the fun in fighting waves of zombies if you're just sitting there cleaving through wave after wave and not taking hits too often?). Just pointing it out

Aside from that, looks great, i may give this a try with friends of mine

This message was edited 1 time. Last update was at 2010/11/19 21:49:23


 
   
Made in us
Anointed Dark Priest of Chaos






Necromunda had a scenario like this in which a bunch of gangers got drooped into the sumps and have to survive endless zombies as they try to get to the exit...

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Made in au
Devestating Grey Knight Dreadknight





If I was playing this, I would probably use scouts. Equal firepower, but more ammo! sure they die way easier, but your dead if your in combat anyway!

Also I have tried a similar zombie horde game mode, and I have to say heavy flamers on terminators are TOTALLY hax. you get up to 12 kills with them!

this would also be cool with tau. Crisis suits and firewarriors trying helplessly to stay out of melee combat. Perhaps zombies should be t3 str 3 tho...
   
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Rotting Sorcerer of Nurgle






Jacksonville, NC

Give the zombies FnP at least. I'd also make "uber" zombies, like Left 4 Dead. Kinda like your HQ zombies

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Made in au
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Australia

Could you please do a 1.3 with a list of restrictions?

Becuase it doesnt seem fair to let the amrine players have TDA or Bikes or 8 Ig soldiers with flamers that have 10 shots each and so forth.

Maybe restrict it to a single special and/or heavy weapon of each type.

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Quite interesting.

   
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If you use DE into this. In thhe long run they will have an advantage because of power from pain

   
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Not exactly sure this is a battle report?
More like a Scenario idea?

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