Ask and ye shall recieve, also i was sorta playing with the idea in my head about the final boss being nurgle, thoughts?
Do you mean Nurgle itself, or Nurgle-themed? Because, even for sillyfuns, nooooo. Nooooooo. A low-tier Great Unclean One or Daemon Prince of Nurgle would be serious enough.
Welcome back Ocean glad to have another Brit on the job
Merc what in the Hell? Nurgle? Really?!? Besides being a GOD no one knows why he looks like, and the size would be insane. A GUO or DP is enough, and plausible ish
Good work with DunX, that's the character and traps now done, all going to plan.
Automatically Appended Next Post: Oh and DunX I numbered the rooms not to pre-generate them, just to show an idea of how they would find things. The layout would be random, I was just bouncing out where the power would be there's still lots of scope for change
Ok, now I just gotta write that down and upload, mitranekh, can you do a latest version section on your first post? Just so that we don't need to search the whole thread?
Also if we finish in the next 9 hours I can use word to make a pdf, no guarantees past that though
I wanted to write a nice prosaic description of reality breaking as Nurgle rips into the Materium, creating a new Eye of Terror and causing a new Age of Strife, but... I haven't slept in like 24hrs, so whatever.
Alright....
DunX you haven't factored in the wall guns or the player built traps, or door traps if we are going to use them. Regardless, that docx will be on page 1 later unless a new one comes up. Actually, if I can I'll do it myself.
Merc, was kinda hoping to see the Nurgle daemons on here by now so we could create bosses or HQs.
Ocean, after you've had some sleep and slightly regained your sanity (you said it was tiredness talking, not me), have you got any other ideas?
Automatically Appended Next Post: Ok, so I've updated things, added in wonder weapons player made traps and things. It's on page 1
Ok, so I got some feedback from someone who didn't like the game, immersion was his biggest issue, do you think we need some work there? If so, what do you think we can do? Add more customisation? Where?
Well I've allowed the zombie player to set up the rooms, meaning they can create the atmosphere for the game. The perks allow the survivors to personalise their player, but I know from playing that there are issues, especially in the early rounds when it can get monotonous. I'm not sure what we can do though, often the early rounds of games like this are easy and become hard work in the later rounds. Hmmmm......... When it's tabletop you almost have to tell the tales yourself... I don't know
Oh hell yeah!
Me and my friend are converting the original characters from CoD (Dempsey, richtofen Nikolai etc). Richtofen is done, tank will be harker with a new head, takeo looks good, Nikolai WIP. If I can buy some more flesh I'll post them up, haven't painted the skin ATM.
I certainly think converted survivors, grizzled veterans or just awesomely posed
Actually I'll put up my richtofen conversion now. The colours are for my guard army rather than his actual clothes, but I can sort that
hehe nurgle... surprisingly there is an old picture of nurgle in one of the old rt era chaos books, a guo times a hundred pretty much. And while i was working on some daemons i made up a personalized character for yours truly. Its a chaos cultist.
Thanking you. I showed one of my zombie-bumming friends the rules. They hate my wonder weapon names (meh), want to take power ups out of the box (hmmm), and are dreaming of camping with a plasma gun
All the traps are included.
Wonder weapons introduced.
Explaining board set up
Wall guns
Suggestions for magazine sizes
There could be other little things but they're the main ones
Automatically Appended Next Post: And agreed, 3000+ views to 330 posts, hello dakka some extra contributors wouldn't go amiss!
Awesome, i love the rules for wonder weapons, especially the cryogenic beamer, the traps sound like they work well on paper but i will see in game. also what happened to the base profile for the survivors?
I have no problem whatsoever with the weapons, is think they are all viable substitutes for the weapons you have down. i would definitely say that this has come a long way from an idea and a post of dakka dakka, how long have we been working on this?
Oi! I'll have you know I'm technically still a South African.
Also I ditched the thing because all 3's + two 4's is actual pretty decent
______________________________________________________________
Ok, I read it, it's pretty good, I think I'm going to have a day off from this though, it's tough only thinking about 40k zombies, so you'll probably hear from me tomorrow
Alright I suppose we can take a day off. Thanks for all the work so far, couldn't have done it without you.
I'll let you off the survivor thing, you have a point. I'll see if I can do any fluff work today though.
See you boys whenever
Ok so I got very busy (thank goodness for no school) with things in the book, I'll put in on pg1 tomorrow (damn computers in my 40k hating brothers room). Spoke with another one of my mates, one who helped with the original concept in my head, who got this ball rolling, I'm going to put an Acknowledgements page on the end because without them we have nothing.
I'm still thinking we could publish this....
Yeah.... Just seems a shame, we have the 3rd most popular thread from yesterday at least here and we've got a great piece of work that's nearly finished, just a shame it would have to stay between us.
Aaaaanyway, melancholy moment over now. You got any c+c on the book DunX?
Sorry if i cant get on more often now, now that school is starting up it'd be wise to have my attention undivided, but i'll pop in like this for a few minutes.
It happens merc. I'm back in next week so I've taken a step. I've contacted GW. Just an email asking if our concept interests them, and if they would like to see the rules. I know we said it could be giving up our project, but if they change it loads we still have the real rules. Plus, if they like it we've created the next 40k expansion
Fair 'nuf
Sorry for being gone so long, I was taking a romcom anime break.
As for c&c on the book, I can't really remember much except that everything was pretty much fine, I'll reread and add later.
It's fine no problem, everyone deserves a break. Thanks for whatever you change/add. I haven't heard back yet, so we've got time to make this the best we can
Ok, just to keep you in the loop I'm going to attach the email I sent GW.
Spoiler:
To whom it may concern,
I, along with a group of like-minded hobbyists, have been working on a new game mode/expansion for Warhammer 40k. The working title is Warhammer 40,000: Zombies. As the title suggests, this is a horde survival game in which a small team of players must survive against insurmountable odds and numbers, with some assistance possibly in the form of special weapons etc. The game was dreamt up as a fusion of 40k and Call of Duty; Zombies, and is now a near-finished set of rules with all the bells and whistles.
Anyway, my friends and I have decided that we should share this idea with the world, and what better way than to go through the creators of 40k itself?
This message is simply a test of the water, so to speak. Do you think our game would be a viable sales option for yourselves and for hobbyists? If so, I am happy to send you the most up-to-date version of our rulebook.
I look forward to hearing from you soon.
Regards,
Mitranekh the Omniscient (i used my real name but for privacy I'll use my dakka name here)
Possibly but there's no harm in trying is there? If we get nothing, we keep the rules to ourselves. If they say C+D, we keep the rules. If they like it, we're in business. There's no risks, just a potentially big gain
Automatically Appended Next Post: Oh btw Ocean, have you got any c+c on the book?
Thanks, nice to see someone on the thread thought everyone gave up!
Deviantduck, as nice as your suggestion is we have a rules set of our own on here? It's nice to see another rules set, perhaps we can factor parts of it into our game.
Joseph Porta, you may need to be a bit more specific. I agree that CoD zombies is awesome hence this thread. Do you have any other comments?
Just a quick post to let you know - you guys have done an awesome job on this. The rules are relatively simple (though - I haven't used traps yet), and the game itself is just plain fun! Congrats.
Well, I've only played one game so far, and we didn't even use the full rules, so I'm not really in any place to offer suggestions for improvement.
But thinking about it... I can't see anything wrong with the gameplay, it was just a whole lot of fun! I love how the game lends itself towards home-rules, and of course, when you're both on the same side rules disputes are settled much quicker!
Anyway - gotta have another game of this next weekend. I'll let you know if I spot anything that needs improvement - but otherwise, two thumbs up!
Aside from everything involving call of duty that sounds decent. However, Call of duty is a terrible game, which was poorly executed, produced and maintained and should never be compared to the likes of Warhammer ever.
Why not. Typhus has zombies for csm so their could be massive hordes of them and then like a daemon prince plus typhus as like ultimate boss. And hell hounds could be tyranids. Your mystery box could be based on rolling like a d20 matched with a chart. Then having it move to another room like a d6 if you have 6 rooms. Reviving could be base contact or up to an inch away, an you just give up your shooting phase. It'd be very fun I think!
Thanks, you do that, look forward to hearing from you!
Mountain-Breaker I understand not everyone loves CoD, but the whole game spawned from me and my mates trying to put the games together, the whole thing owes its existence to it. Hence why many CoD-esque features are included.
That BT guy, that was what we thought, it all got watered down. We haven't considered using nids we looked at Daemons, if 40k pirate wants to try in the playtest?
Anyway, if you read the book we already have reviving, box, box movement etc in there, read those, see what you think
Turns out I won't actually be able to fit in a game this weekend. However, I'm toying with the idea of some sort of table to introduce tougher zombies - maybe I could slip a few nids or something in it as well. I'm thinking along the lines of rolling a d6 at the beginning of each wave or set, and on the roll of a 6, a 'tough' zombie (or unit of zombies) comes in. There could be a table to roll on for this, and modifiers depending on what turn it is.
Anyway, when I do get around to it (could be a couple of weeks), I'll let you know how it goes.
No matter how long it takes, this project can rest on the backburners for a while. Tough zombies/nids would be fun, not sure how to work it because 1 in 6 is a lot in the big waves
Trygon? Flipping heck that's hard, and it would have to be soooo slow if you want to make it like George, especially on smaller maps. Regardless it's a great idea, will need some work though to make it beatable
as per the 'zombie bit', it follows your rules for zombie shuffle, until its shot. Then unless its killed outright, it goes full speed of Trygon. (6" move, MTC, Fleet etc)
Tbh, it's far easier to read it now than to explain, but in brief there is;
-Mystery Box Table(s)
-Traps
-Full rules for movement shooting etc
-2 game modes (we were going to do a campaign too)
-Wonder weapons (wunderwaffe thundergun and wintershowl)
-Power switch
-Wall weapons, with ammo for all available weapons
-Profiles for the zombies and a HQ round (Plaguebearers of Nurgle), we had stats for a survivor but that got shelved
There's a jet turbine gun that I never built (you build them now) and this one called the sliquefier, there's the blundergat/acid gun and there's a time-stopping gun called the paralyzer, plus these elemental staffs in the last one. It'll be easy enough to find on YouTube, I never got to use them so I can't tell you how they'd transfer
2 Friends of mine and myself started working on setting this up on Vassal, it seems a bit complicated to pull off, you guys have done a GREAT job of it. Not to nitpick, but near the beginning of the weapons section in your rules, it states that your weapon is "Out of ammunition, cannot be fired again and must be discarded" does this mean an empty weapon is instantly thrown away and you cannot gain Max Ammo for it?
Ah, didn't see that, I should have changed that, cheers for pointing that out we need nitpickers! I've never used Vassal so I don't know how it works (or what the heck it is, but never mind), let us know how that goes and if there are teething problems. Thanks for the support as well.
Damn! Missed that, I think EW and any non-survival eg RP rules, so ATSKNF is ok, counter attack, furious charge. This is why I wanted a survivor rules set...
Ill add a page on the bottom with a rough draft of a Character statline, so not to mess things up too much, and then Ill let you do with it what you will.
Automatically Appended Next Post: Ok, what Ive done is added he character drafts and the Wonderweeapons drafts to a new couple of pages at the bottom...
Will attach once it's finalised (as far as drafts go anyway)
Ok, well here it is. As I said in the document, I don't know the Black Ops 2 ones well enough to call rules. theres an empty page at the bottom, then the two pages with my stuff on are after that. Hope it helps.
Awesome, the scavenger and VR11 (humaniser) are badass. The nova crawler idea is cool, the speeder zombie works. I like your survivor too, it works for me at any rate, and adds to the CoD feel that I like. The ray gun is good I'd take it, there's now a ray gun MK2 which is like a rifle version, perhaps 30" PG with Assault 2? Just I dunno how to work them into the box...
Did this a few years back at my LGS for a Halloween party. During the day we had an IG customization contest where a bunch of sprues were thrown on a table and everyone got to build two IG models of their choice. Some zombie sprues were opened as well and everyone had to make 3 zombies. Throught the course of the day they had to be painted and there was a painting contest. Then that night the organizer handed out stat sheets for the IG guys based on how you built them and we had a big game.
You controlled your own guys and tried to get to the landing pad where a Valkyrie waited to lift everyone off. The zombies were controlled by a game master and every time his would come around they moved to the nearest IG guardsman. Reserve zombies would come off the board edges. Zombies only died on a 6 to wound, any other wound simply knocked them down. At the end was a PLague Marine Aspiring Champion. Turns simply rotated around the board clockwise.
Was a really fun night. I had a sgt with a power weapon make it off, my sniper did not. We were not informed of the states matching the model rule until after the competition, in order that the competition would be based off of rule of cool instead of straight power and effectiveness.
That actually sounds like fun, that sort of mission would be great for a campaign if we worked our rules around it. Thanks for suggesting/mentioning that, do you still have the model? And can we see it?
And, since your here, do you have any c+c on the rules, either on pg1 or the one IHateNids put in just before?
I'll have you know I've not given up, I'm just taking an extended rest, I've also been making a paper mache mountain. I'm going to start drawing up some maps and fun things soon.
I'm thinking I'll make an agri-world map amd a mountain range map first
"Blood-harvest"
"The Mountains of Madness" (yes that's on purpose)
also, no need for apologies, it's best to assume that anything I say is never 100% serious, you are talking to the guy who dreamed up teenage mutant ninja tau while hanging out in a dairy fridge
I mean I renamed the few wonder weapons we had before, I can do it again. Same with the zombies, the rules for them are good but the names need some doing.
Any others?
Well, it's been a while, but I've finally got around to play-testing this for a couple of games.
As it stands, I think the core rules are fairly solid (keep in mind that I'm no games designer) - however, after our first game we introduced a couple of home-rules to balance it out a little. Feel free to include any of these in the 'official' game - you don't need to credit me. Alternately, feel free to 'consider' them, and completely ignore me - I haven't actually played COD Zombies, so the rules we use might not have the 'feel' you're looking for.
Spoiler:
Home rules:
- We wanted close combat to be at least a semi-feasible option. Currently, going into combat with any more than 2 zombies was pretty much a death sentence, so we toned the basic zombie down a bit by:
*Getting rid of Zealot, and replacing it with Fearless *Giving zombies 1 close combat weapon instead of 2
- Horde:
If two or more zombies (or zombie units) end their move within coherency, they 'merge', and become a single zombie unit.
(It becomes a little tiresome keeping track of individual zombie units - it's much easier, and more firepower efficient, to shoot at a large blob of zombies. This rule is especially useful in the higher sets, when there can be in excess of 50 zombies on the board at once!)
- Slow:
Zombies are slow. Any zombie unit without the Fleet special rule cannot run, and can only assault 6''.
(You covered this in the main rulebook, however I took it a little further and restricted the zombie assault distance to 6''. We found the survivors we overwhelmed a little too easily if the basic zombies had an assault range larger than that.)
- Brainless:
Zombies are brainless, and have trouble adapting. All zombie units cannot move, run or assault the turn they spawn. Zombies that attack a barricade cannot move or assault for the rest of the turn, however, if there are other zombies nearby (which have not attacked a barricade) they may move through the broken barricade and assault as normal.
(We found the survivors were overwhelmed a little too soon if we didn't restrict zombie movement like this. This way, the survivors have a chance to adapt to the increasing number of zombies.)
- Re-enforcements:
A single model can be purchased for 10x it's codex points cost, and comes armed with either a laspistol and ccw, or lasgun. If it is a single-wound model, it receives an additional wound. (e.g- Guardsman would come with 2 wounds instead of 1) The model must spawn at a weapons cabinet, mystery box, or shop point.
(Just for fun!)
- Wire transfer:
Survivors can share points freely. It does not cost AP or MP to give and/or receive points from another player.
(Encourages teamwork)
- Shop point:
Survivor's can use MP to buy listed weapons. It's somewhat like your weapons rack, only with a larger selection. We made a weapons list for a variety of Halo weapons - I could send you stats and prices if you like.
- Catch!
Survivors can 'throw' weapons to team-mates within 4'' for 1 MP. The thrower removes the weapon from his/her model (not literally - but I'm not stopping you!), and 'passes' it to a survivor within 4''. The recipient can either equip the new weapon immediately, or place it in his/her inventory for free - no cost to MP. If the survivor's inventory is full, he/she must choose to drop one of his/her weapons, or not catch the weapon thrown to them. This can be done immediately after a survivor is downed (it is assumed they quickly throw their weapons to a team-mate before going down and drawing their pistol).
(This just seemed logical to us - and came about when I found myself with a gun I didn't need, and my brother did.)
- Automation:
When there is no zombie player:
*All fleet zombies must run, and must re-roll their run if the result is a 3 or less. Fleet zombies do not run if they are within 9'' of a survivor, instead they must try and assault the survivor. Fleet zombies must re-roll any charge roll of a 3 or less.
*All zombies move towards the nearest survivor.
- Tough Zombies:
When rolling for zombie spawning, for each roll of a 1, roll on the zombie table instead of placing a standard zombie. (See the word document attached)
(We've play-tested this table a bit, and I'm satisfied with it at the moment. Having tough zombies spawn on the roll of a 1 means that the survivor's aren't completely overwhelmed by large numbers and tough zombies, it also adds a bit of a challenge and some variety to the horde. Again, we haven't played COD zombies, so the zombies in the table may not quite be what you're looking for.
Again, feel free to use, ignore or assimilate as much or as little of this as you like. Undoubtedly we'll end up creating more home-rules as we play more games and run into different situations, so I'll keep you posted if we find anything.
The horde thingy is interesting, in high rounds though you're right it'll be key. Good call
Slowing them down will do me fine
The brainless thing is similar to what CoD does, if it worked for you it may be worthwhile
Reinforcements... Bad idea. If you're not careful in early rounds it'll be a cakewalk and until you hit mega numbers of zombies it'll be a bit easy.
Sharing points; I'm unsure tbh. While teamwork is key yes, we don't want one player (or 2) doing all the scoring and letting the others have it easy with basically free box rolls and weapons. I'll think about it, you keep running it though for now
I'd be keen on some new weapons, but not a 'shop'. The weapons have always been scattered loosely round the map, you never know what you'll get where that way. Post up those halo options, we'll check them out.
No throwing weapons, see points sharing for why; it can give players an easy ride if a teammate is on a roll. If we HAD to implement it make them take an initiative test to realise it's actually heading for them and catch it
Automation; there is always a zombie player if you can help it, and I youths I wrote some movement rules dictating moving towards survivors? Oh well, it works either way.
That table works. I had so many early on wanting a boss zombie, and that will suffice just fine.
I owe you a lot of thanks for the testing on this, I'll get to work when I can
Mitranekh the Omniscient wrote: Zone Mortalis board.... God that would be fun. I like the idea of multiple arenas but if the map gets too big and the guard get split up, they're dead especially in the boss levels. However, 2 or 3 with things like flames of hot shot las guns on the wall would be enjoyable, great idea.
As for a name.... I have got no idea whatsoever.... Anyone got a psychic line to the Emperor? Or failing that Jervis and Rick at GW?
Automatically Appended Next Post: And let us know how the game goes, considering this was an idea with a couple of mates in a particularly boring lesson of double chemistry I'm amazed its been at least run with
They do have a name for it i belive it is called "Space Hulk"
Automatically Appended Next Post: lol just kidding but it seems like an interesting concept. of course this sounds alot like the board game "Doom"
Can't say I've heard of it, got to be honest. And while yes Space Hulk is quite similar that was terminators v genestealers not normal troops vs zombies.
Are there any elements in the book (or in the thread that have yet to be added) that you would edit/change?
The horde thingy is interesting, in high rounds though you're right it'll be key. Good call
Slowing them down will do me fine
The brainless thing is similar to what CoD does, if it worked for you it may be worthwhile
Reinforcements... Bad idea. If you're not careful in early rounds it'll be a cakewalk and until you hit mega numbers of zombies it'll be a bit easy.
Sharing points; I'm unsure tbh. While teamwork is key yes, we don't want one player (or 2) doing all the scoring and letting the others have it easy with basically free box rolls and weapons. I'll think about it, you keep running it though for now
I'd be keen on some new weapons, but not a 'shop'. The weapons have always been scattered loosely round the map, you never know what you'll get where that way. Post up those halo options, we'll check them out.
No throwing weapons, see points sharing for why; it can give players an easy ride if a teammate is on a roll. If we HAD to implement it make them take an initiative test to realise it's actually heading for them and catch it
Automation; there is always a zombie player if you can help it, and I youths I wrote some movement rules dictating moving towards survivors? Oh well, it works either way.
That table works. I had so many early on wanting a boss zombie, and that will suffice just fine.
I owe you a lot of thanks for the testing on this, I'll get to work when I can
I see what you mean with the point and weapon sharing rules. There have been a couple of cases where one player basically just cruised along while another racked up the kills with his big guns. However, the point and weapon sharing system tends to even out the wealth a little (assuming the 'rich' player shares), preventing those situations where one player is racking up kills with a grenade launcher, and the other is still stuck with a lasgun (this seems to happen 50% of the time, mainly because of insane bad luck!).
Really, it all comes down to preference. If you're going for a more dark, gritty, struggle-to-survive atmosphere, then it makes more sense to scavenge for weapons (using your weapon rack and 'mystery box' system). We'll try a couple of games without the shop, point and weapon sharing system.
Ah, yes, I hadn't thought about the reinforcements issue in early rounds. Usually we go for bigger guns instead of reinforcements in the early rounds. In the later rounds however, reinforcements really come in handy. Come to think about it, it doesn't make loads of sense either - if the planet is overrun with zombies, where are the reinforcements coming from?
I've attached the Halo weaponry we've been using. Feel free to steal, modify and/or disregard as you see fit.
- A quick idea, is there c4 in COD Zombies? My brother's been dying to line a hallway with c4 (or frag grenades with a tripwire), then trigger it as the horde moves through. Feasible? Overkill?
We're gearing up to move in the next 7 weeks, and unfortunately we'll have far less time for playtesting - so there's no rush to 'get to work'.
Realistically, I'll only get another 2-4 games in for the rest of the year, so communication from me will probably become sporadic - and I may disappear for a few months near the end of the year.
The weapons look good, similar to the 40k profiles but some are new, I'll see if I can work them in as options.
There is no c4. However.... We have a trap system as I'm sure you know. An explosive trap (one use only of course) could actually be quite fun... Leave it with me.
It's no bother if updates become sparse the thread has gone dark and returned before so you just do what you're doing and I'll see about updates.
My preference is as grimdark as possible so I'll not be sharing, let's see how I goes.
And you're welcome on the rules, can't just thank me though DunX and wolfmerc did loads and plenty of others chipped in
Hi guys,
I'm in a test play with the "basic rules" (no traps/power for me yet), but I must say I enjoy the rule set now on the OP. There are a couple places where rules are ambiguous (how do zombies break barricades? I decided 1 hp per zombie in base contact during assault) but most things stated clearly enough I'm good with. I'm not sure CCW should have limited uses (see below)
P.S. My IG sarge used the gambler perk, but the first thing he rolled using the d3 2d6 box was an eviscerator(5, 6+6), and a guardsman got instakill (1, 5+6) the turn after. My luck is simply the best.
I'm assuming the rules at the beginning of the thread are the most recent. Page 20, Armoury, power maul has [20], power sword [17], combat shield [18], heavy chainsword [15], master crafted chainsword [15], enviscerator [17]. The number in brackets is "ammo", at least with ranged weapons.
Yeah I see what you mean. I think when DunX(?) wrote that in he meant how many rounds of cc the weapons would last before they jam/run out of power/other, to keep the game shooty. After all, if you have a power maul you're very likely to use it exclusively if it won't break IMO. Why what are you suggesting?
They already do. Most are 1 slot the maul and the eviscerator are 2. Usually they're at the rarer end of box rolls. And I think everyone is equipped with a ccw in an ideal world, if only someone hadn't shelved the survivor idea....
And I agree. Perhaps we introduce a jamming/shortcurcuiting mechanic instead? Every character has 2 attacks, if they roll snake eyes to hit the weapon fails .
Automatically Appended Next Post: Woohoo 400 replies!
considering the fact that you charge the horde, the hord attacks you, Im not sure many people ewill try and melee it to death unless theres like 2 of them left
Ammo runs down so quick if you use it more than once a turn (that probably needs changing). So if you have 1 gun with 4 ammo, and 2 zombies at end of wave, you'll charge. 3 attacks, likely a kill or maybe 2.
Plus, if you have a friend nearby the choice becomes easier especially with the power maul
There will be at some point, but when that point is, I cant say unfortunately. ive got a lot to do, and by all rights I shouldn't even be posting on here...
Ok never mind. A quiet thread is nothing new, you sort whatever you have to do (I'll just drop the last comment). Thanks for all your help I'll do something on the new ccw rules if my studies let up
My main concern was that breaking down barriers wasn't in the rules (I printed out a copy ). I was going to mention the zombies' base mutations, but I found those.
One last thing: only 2 of 6 trap chart spaces have any detail of what they do. 3+ does not detail anything.
Automatically Appended Next Post: Double post...?
Automatically Appended Next Post: Triple post?!?
Automatically Appended Next Post: Holy Feth, a legendary triple post. This darned mobile...
That's possible actually. Good shout, I'll run with that. So in terms of wording...
"Any close combat weapon the player is using does not have an ammunition counter; this means it will never 'run out'. However, there is a chance that the weapon will jam or shortcurcuit if used.
If the player is in close combat with a zombie, and is using any close combat weapon, if they roll a 1 to wound, the weapon jams or cuts out. The survivor cannot use the weapon next turn. The turn after, the weapon will be usable again on a 4+. If this roll is failed, the weapon is usable again the following turn (ie the 3rd turn after the blockage"
Be thorough, nitpick like an Inquisitor on steroids Maybe even note everything down, and most of all good luck surviving!
Oh btw, I'm planning an expansion/campaign using the and warbands playing in teams of an inquisitor and a warband member or 2. Last team alive wins! Special rules for distrust etc as well
One other ambiguity that I remembered: there's a description of how consumables work, but no consumables available or even examples in the rules.
On a side note, I'd personally like a page just for point costs, like doors, power, traps, levers, upgrades, all in one spot for handy reference. This is a bit more of a nit-pick, though. Heck, I may just do that for myself, maybe share it if it's worth it.
The consumables are the power ups from the box I think, plus something about a repair tool? Idk I'll look into it. If you wanted consumables what would they be?
And thanks for the cost page if you do it, much appreciated
I was hoping consumables could give you a certain special rule for a given number of turns, like Relentless (shoot and assault with 1 AP), Furious Charge or Rage or something.
Right that's settled, and it just so helps that many of the perk machines are the colours of the Big 4;
Juggernog (health boost)-red (Khorne)-obviously Big Red's machine would almost imbue them with bloodlust for rage and Furious Charge (I think I'll call this one the Bloody Mary)
Speed Cola (reloading boost and faster) is green for Nurgle, I know it won't increase speed but relentless and perhaps one other USR too (Anyone for a Grandfather's Gin?)
Tzeentch has the blue Quick Revive machine, which gets you up on solo and aids getting up teammates in co-op. Perhaps that would work?
Slaanesh... Pink... There isn't one... Hmmm....
Oh yes, the good ol' nuke machine. Never used it hence I forgot.
That rule idea would work and the flash/explosion would appeal to Slaanesh's love of intense sensations (hence noise marines use and wear what they do). Name... "Atomic Amasec (is that the drink that pops up in some fluff?)"
It's not, it's a guard liquor. I'll keep it, I think it's in Wrath of Iron.
Just need to work out Nurgles in full, plus how to implement the Quick Revive
Hey, I'm back.
For quick revive have the player get back up at the end of the game turn on which they went down and give them Twin linked bolt pistols as long as they are down.
I will also bring you the mission "City of Death" within the next 10 or so days
Welcome back Dun'X.
That definitely works. But it also encourages "gung-ho" mentality with no penalties if you go down. I think they should lose a perk or weapon(?) if they 'die'
I look forward to your mission. I mentioned an Inq supplement idea a few posts ago too...
It only lasts for 1 down so it shouldn't really, the perkade should be expensive enough to deter gung ho-ery.
Are you hinting at something? I don't pick up on hints well. Two campaigns may still be valid if they are varied enough, what I'm doing is very open ended, if your campaign is story driven with you designing the characters they could end up being very different and both worthwhile.
The Inquisition has heard tell of the zombie plague ravaging world X. Not knowing what kind of threat (xeno, Daemonic or heretical) they face, an agent of each of the Holy Ordos has been dispatched. However, to prevent the Inquisitors following the same lead by pooling resources, each agent is completely unaware of the others (assume the ships are orbiting out of LoS)
After gathering information and reaching their conclusions, the Inquisitor and the survivor of their warband are ordered to the main hive for extraction. However, with the zombies on their tail, they are forced into the main square, where they stumble across one another
Automatically Appended Next Post: And on the perk-ade note, what costings should we use?
It's more a lone mission than campaign if I'm honest. I had a few rules in mind:
To represent the distrust the Inquisitors have for each other due to the fact they didn't know about their new allies..... Something. Treat them as enemies? Or Desperate Allies? Idk
The fact that the zombies have already converted the population has made their master (and thus themselves) stronger. They have +1 FNP, and perhaps also are all treated as fast?
I want to introduce the crawlers. If any zombie is hit but not slain by a blast weapon, they are 'crawlered'. Halve their movement, and reduce attacks by 1 (iirc they usually have 2)
This hasn't been touched for a while, but it's worth noting: Since the human turn is less rigid and based off of AP, what advantage do assault weapons give a human player who will shoot then assault? I'd imagine that they simply save an AP, but the rules don't really say. Otherwise, assault weapons would really lose their value.
Hey! Nice to see a face on here, it's been lonely :/
Yeah you have a point, they lose out to heavier ones. I think I'll put in the rule of "firing heavy prevents assault" and maybe "RF weapons halve assault range"?? It's a valid spot, thanks for it
Just while you're here... What do you think to the Inq mission idea? And to the introduction of crawlers?
The crawlers sound like a good idea but maybe make it a little more common? Like say you manage to hit it but roll 1 to wound, it becomes a crawler. That or if a zombie with multiple wounds is down to 1, it becoms a crawler. Also, you could lower the initiative a bit for them (it's hard to strike quickly without legs)
Standard Zombie statline with this rule: Gas Cloud
When killed, a Nova Crawler explodes into a cloud of corrosive gas.
EDIT: the rule itself... At the end of each player phase, every Nova Crawler killed explodes as if it were a frag grenade, and anyone wounded by it has a -1 modifier to their Initiative and moves as if in difficult terrain in their next turn
For the inquisitor scenario, if it's several people playing as inquisitors, you could make it a last man standing sort of thing with the inquisitors fighting each other while trying to avoid being beat down by zombies. A little off from the usual CoD zombies thing but it can work a little like a CoD... erm... give me a sec...
EDIT: Deathmatch! there we go! Don't know if that works though...
If it's a one vs one thing with one person playing as the inquisitors and another playing as the zombies, the inquisitors being desperate allies also sounds like a good idea.
My plan was...
Every player controls an Inq (except the zombie player). They also control 1 or 2 henchmen (maybe). Each team is trying to survive the hordes, whilst collecting data packets to get one ups on the other teams. Each team is treated as Desperate Allies with another team; they can't kill them, but they can steal power-ups for themselves or whatever else. It could work Inq v Inq alone but the henchmen gimmick could add extra flavour
I thought use the ones from C:GK so Assassins, crusaders(?), acolytes, Arco-Flaggellants but not servitors or Jokaeros. That allows the players to customise their 'team' more than just a guardsman
It's not got to follow CoD at all I only stated that in the title because I understand it. Besides, the mechanics are so far from it. I might compile the CoD elements (perks, crawlers, maybe traps and wonder weapons) into an expansion "for those who wish to expand their zombie experience".
And please, expand on that. You mean pay for the henchmen and gear? Yes, I was going to give each team say 100pts for upgrading their Inq and adding henchmen
Arco-Flagellant - 25 points
Vindicaire Assassin - 40 points
Crusader - 35 points
Eversor Assassin - 30 points
Death cult assassin (Wow the inquisition has a lot of assassins) - 40 points
Inquisitor may take power armor (unless they already have it in which case ignore this bit) - 30 points
Inquisitor may take an Eviserator - 20 points
Inquisitor may exchange it's bolt pistol for an inferno pistol - 15 points
I don't have C:GK so I don't know how strong they really are (maybe the points values in the codex may be even better?).
Besides the DCA the other assassins are WS and BS8. And cost 160+pts. So the DCA we can use, the others no.
The Inqs have their own entries, each with different upgrades depending on the faction.
Has anyone got a copy of C:GK for some points values of Inq upgrades/henchmen costs, then we can pick the ones to use
Ah, I was thinking no servitors. They need to be near the inquisitor to be sure to work no matter how nasty, and if the Inq goes running off for the box or whatever, or is downed, poor robo-slave is a bit stuffed me thinks. I also am unsure if a storm shield is too OP. Beyond that I reckon anything in the henchmen goes (except Jokaeros, too many guns and they're a booster not a fighter)
As for the actual Inqs, I think no TDA or NDH... It gives the Malleus boys a HUGE one up if they have a 2+ sv and a thunder hammer is just... Ow. Other than that idk if anything is either "too good" or just useless so would be pointless putting in eg psyocculum
yeah. I would say wave the Servitor's Mindlock, seeing as how they are 'a unit', irrelevant of distance.
I also see no problem in TDA, but agree on the no NDH. I would probably go TDA, Psycannon, that would be about it. trouble is TDA comes with the NDH, so unless you state it is at a -15 points cost, theres no point ever.
I would also bring 2 Warrior Acolytes with PA & 2 Storm Bolters, just for maximum bullets
If it was me...
Xenos would have a Needle Pistol and Venom Talon (extra attacks + poison 2+ is great at range), possibly rad grenades too. A SBPA acolyte for firepower, and then a DCA and possibly a Daemonhost too.
I think waiving Mindlock will do. And dropping the NDH would be -15 yeah good shout
It's a phrase in my house, but well played *sarcastic applause*
What would be a good "team limit"? Obviously the basic Inq is free, but how much would you allow for upgrading/henchmen? I say 100 pts per team but idk if that's excessive
Henchmen are about 10-15 pts before any upgrades, acolytes are only 4! So methinks while 3 is sensible, it won't fill the cap on pts without upgrades (hence why me and Nids take PASB acolytes.
Ow. Ow ow ow ow ow! That is just wayyyyy too OP Nids, hence the idea of a cap is kinda vital (I say 3, that way you have teams of 4 like the main game in a way)
Thanks, read the last couple of pages to see the advancements from the last PDF as well. If you have any feedback you haven't seen in the thread, post away, or just echo everyone else whichever
Well here are a few ideas...
1. You mentioned data files earlier right? How about the inquisitor(s) have to find said data files before the zombies get to them?
2. If you would like to make it more competitive, try to have scoring for kills (ex. Killing a zombie through shooting is 1 point. Killing a zombie in melee is 2 points. You get less points if the henchmen do it)
3. He zombie player pre plans several waves (has a limited amount of zombies to use in total). The inquisitor(s) must defeat all of the zombies to win.
4. Your usual "protect the building" style mission
Hmmmm...
The data files were like the mission, collect the data. If a player goes down they drop it. The teams get no. of filesx10pts extra.
We have a point-per-kill system already. Melee being extra could work actually... Giving the henchmen less points is pointless, because I'm planning for a team total not individual.
Limited zombies falls down near instantly, because to make the game work it has to be an astronomical number of zombies to deal with a lot of survivors. It's a nice thought but it doesn't quite work for me.
Protect the building, could work actually as "a" mission, the others would be data retrieval, destroy key location then try to fight out, then the finale would be every man in, last team alive wins though if the Inq is dead the team can't win
Let's get the basics of each mission first, leave the fancy extras till later when we have concrete foundations.
So, what would you have as a mission? Or even a series of them in a sort of campaign order?
Protect the building, could work actually as "a" mission, the others would be data retrieval, destroy key location then try to fight out, then the finale would be every man in, last team alive wins though if the Inq is dead the team can't win
Maybe you meant flesh out the missions more (add the basics for each of these missions)?
1. Data must be carried by either an inquisitor or a henchman (if a henchman dies, the data is dropped where it dies)
2. Data gives a bonus to whichever side is holding it but the benefit is different for each data pickup (ex. +1 BS against Zombies or +1 Initiative against zombies
3. Data is randomly placed at the start of the game so find 6 pieces of scenery to use and designate a number to each from 1 - 6 roll a D6 and place the data in the piece of board corresponding to the roll.
Yeah, I always wanted to implement the perk machines from CoD (look them up). The idea was that the player who finds/holds the data first receives a random perk, but Nids me and everyone else never sorted it
Should see the jingles, they're awesome, plus the character in-game.
Anyway... I want Jugger-Nog. I think Quick Revive will work. PHD (the nuke flop machine) maybe. Deadshot Daquiri is a BS booster. The others idk, what do you reckon?
(To anyone who doesn't know what the the heck I'm on about, look up the CoD Zombies Perk Machines)
Mule Kick... Yes that works, extra 2 weapon slots (rifles are 2 slots)
Double tap works.
Speed Cola is the official name. We don't have a reload system it felt clunky
Let's see...
Jug, Double Tap, Speed Cola, Quick revive, PHD, dead shot... Stamin-up!!! The sprint perk. There's also who's who, vulture aid, tombstone and electric cherry from BO2 but they're a bit weird
That works for me.
Just so you catch up with us BO2 owners...
Tombstone-downed players can choose to die, then come back with their perks intact (bit useless)
Who's who-downed players enter a spirit mode to revive themselves
Electric cherry-electric shock around player when reloading (useless)
Vulture aid-ability to see perks/box/PaP machine through walls (again, pointless)
Very true, I never used DSD and the Custom maps I've seen give it a laser sight instead. We sound like such nerds XD
Surely though if it's 'aiming' for you it makes your aim more accurate, so BS is better?
Could do with SkavenLord or another poster to break is Double Tap deadlock, otherwise you make a pistol assault 2 and a lascannon heavy 2, which screams wrongness
They were sodas or booze in CoD. So we can nick that, put some 40k ones in (Atomic Amasec for PHD, for example) I think religious-Imperial isn't gonna work. You see at one point I hoped to get this published so had to avoid treading on Treyarch toes
We got distracted XD
And while now you say it yes they would.... Wait, bugger. We just got carried away with it. These perks would be for general games as well as the missions, perhaps the data gives out a random perk instead from the knowledge it contains (unless it's corrupted)
Well for general games, how about making them implants? (A little weird selling implants but it's an idea). Maybe if they were requisitioned from an outside source?
That's pretty much it (though we scrapped Speed Cola because there's no reloading system). They will work, just don't sound... What's the word... 40k-ish, which is hard I have to say
It does, now you say it.
There's the progenoid I know that. And who says they have to be drunk? They could be injected to give the effects of those organs
When we do finally agree on these shenanigans, could someone do the honors of transcribing all this onto some electronic document and share it? Heck, I'll consider doing it, given enough time and peer review.
Yeah I think there's been 5 pages (mostly useful) since the
last update was posted. The campaign things aren't for that book, there have been minor tweaks suggested since then, I'll try and put them on a page together when I can, an Errata of sorts. Then we can finish perks.
If you want to do it Kiln be my guest, take your time.
Well here goes nothing. this may take a lot of edits...
- Secondary heart - Quick Revive
- Haemastamen - Juggernog
- Ossmodula - Pdh Flopper
- Biscopea - Mule Kick (Sort of. It increases the Space marine's strength so it can be Stamin-up instead)
That's all I could find from my codex. Any others you would like me to add? (The fluff from earlier editions may have other space marine organs)
On a side note (and more or less unrelated one), did you know they have not one but several organs used for surviving toxic hazards?
Impressive, good work. These will work. As regards Biscopea, Stamin-up is all about endurance rather than strength, so mule kick would work. I doubt you'll find anything for double tap or deadshot daiquiri but you're free to look.
The only one I have an issue with is the Second Heart. Quick Revive allows players to get each other up faster. In Solo that name would work fine, but if it's larger games I'm unsure
Hmmm.... Perks, box... The only CoD trick I know we've missed is Pack-a-Punch, which for a rather large fee will upgrade your weapon in some way or other. However, there is no 'universal upgrade' and I can't see a way of working it in
Exactly. Hence the problem. We don't have a reload/clip system. RoF isn't included I thought, besides we have Double Tap for that in a way. Dmg boost would be lovely, but +1 Str on a boltgun is FAR better than that would be on a HB, for example (it's still wounding on 2+ after all)
I hadn't actually got round to that... In game they're 1500-2500 (4000 for Mule Kick). So if we say simply divide the perk cost by 100 (so 15 for QR, 25 for Jug, 50 for PaP)
That's 0.1 ppk...
5ppk still feels like a lot, because to do that increases the cost of everything in the book, box is only 10 after all. I'd say 2 tops, but if you fancy testing with 5 feel free, I just think it'll be too.... Quick to buff your guys if the box is 2 kills and perks are 10
Yeah. Jeez I need to update this book, or was KommisarKiln doing that...? Oh well, if I get time I'll go searching for everything that changed. I think the perks, PaP etc need to be optionals/supplement style just because not everyone wants CoD
It is now you say it. Even with the fancy 'storyline'...
And yes we did, when it was me wolfmerc and La'DunX. Haven't been touched since the last update. Neither has the feats system that DunX did; it's a great idea but tweaks could be needed...
Oh, just on a whim, would it be worth creating a profile for the 4 heroes from CoD:NZ (Dempsey, richtofen, etc)?
Oh Mitranekh why did you have to say that... Can we shelve that for the night, this feats thing could need some work. I like them but it seems... Iffy in some way I can't place. What do you think?