Thanks!
So here's what I've come up with so far.
Morkheim AKA Da Walkin Ded
Setting: A blasted urban and semi urban wasteland that is over run with zombies and other spooky chaos things. A massive ork space hulk crash landed here, destroying the chaos dominated civilization. Now the ork survivors are carving out a new frontier in the blasted wastelands as mobs battle each other and zombies for scrap.
Rules: Same as Gorkamorka with the Following Modifications
No Vehicles: Sorry!
Starting Mobs: Starting Cash is 70 Teef Instead of 100.
Eavy Weapons: Up to two members of the mob may carry an eavy weapon. These weapons function the same as their vehicle mounted counter parts, however if the model moves, than they can’t shoot the heavy weapon. You can also purchase the extra ammo gubbins but you will need to have another model carry the ammo with them. (Preferably a grot).
Available Factions: Same as Gorkamorka. Diggas would require some more in depth modifications since they would effectively be chaos cultists but the rest of the factions fit into the setting just fine without modification.
Zombies: Non Player Faction
M: 3 WS: 3 BS: 0 S: 3 T: 3 W: 1 I: 1 A: 1 LD: N/A
Special Rules:
Hard to Kill: Count any downed result for injuries as a flesh wound: This means you will either need to get 3 wounds or roll a 6 on the injury chart to get that “head shot” and take the zombie out.
Note: Zombies can still be knocked back by kannons, making these good weapons against the undead.
Other Note: If a zombie catches on fire from a skorcha, it will continue to move as normal even it it continues to stay on fire. Zombies will not help each other put out the fire.
Attracted By Sounds:
Any time a model fires a firearm/skorcha, stick bomb, or other noise heavy device after resolving the shot, roll a dice. If you roll a 1, your opponent deploys D3 zombies, at least 8 inches away from the model that made the shot AND at least 8 inches away from any non zombie models.
Note: Hand to hand combat, bows, and cross bows will not cause enough noise to attract zombies.
Picking up Scrap: Model picking it up must pass an initiative test. If failed, deploy D3 zombies in same way as above.
Once the first zombie is deployed, the zombies will form an NPC third faction that will take their turn immediately after the current player’s turn ends.
Zombie Actions: Will always run or charge toward the nearest model. (As long as it doesn’t involve climbing or falling). Zombies will attempt to climb and charge or fall off a building toward the nearest model if there are no other enemy models within 18 inches of the zombie.
Climbing: Follow same rules as Mordheim (initiative test for climbing, and falling).
Falling: See Mordheim. Zombies always fail the fall test and take damage.
Moving around corner and shooting at target that could not be seen at start of movement phase: Initiative test to shoot. Follows same rules as Mordheim.
Moving with Scrap: Same rules apply, Max 4 inches. However you can choose to drop scrap off the side of a building and in doing so you can “pass the scrap” to another one of your models waiting below.
Scenario: We Woz Ded First
Follows same rules as We Woz Ere First. Take out the rule for Nobs Issuing a Challenge. (They’ll be too busy fighting zombies to worry about that).
Play Testing:
Having played a couple of games, I can say that this has been a lot of fun and for fans of the walking dead and other zombie horror it’s even more enjoyable. Game play proceeded as expected, the two sides started shooting at each other, mostly missed, and ran out of ammo, then zombies showed up and the two sides had to do what orks do best, hack them apart!
My Favorite moment: An ork climbs up to the second floor of a building, grabs some scrap, attracts zombies. The zombies are placed on the second floor of the building. (It was a big building). So the ork jumps down and the zombies all fall down the building trying to chase him.
I also loved watching the zombies get knocked down by kannons but they would just get up and keep coming!
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