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Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

Um i think that will be a minor action, but im pondering whether minor actions should be free but limited, say buying a wall gun is a minor action but does not use mp instead uses points for the gun.

Edit: Oh! page 7!

This message was edited 1 time. Last update was at 2013/08/23 22:58:01


The Black Hand

 
   
Made in gb
Rough Rider with Boomstick





England

Very loosely. I suggested a player can use their mp to repair a barrier if they are within 2", on a 3 or 4+ the barrier gains a HP lost to zombies earlier in the game.

While I remember and before I sleep, what are we gonna do for no. of zombies per wave?

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

well we should play test first, but id say 20 zombies for the first wave?

The Black Hand

 
   
Made in au
Water-Caste Negotiator





australia

(setD6 zombies) + (set * players) + round per barricade

so
round 1: 1d6+4+1 zombies/barricade
round 2: 1d6+4+2
round 3: 1d6+4+3
round 4: 1d6+4+4
round 5: 1d6+4+5
round 6: 2d6+8+6
round 7: 2d6+8+7

and so on, note a set is 5 rounds

This message was edited 4 times. Last update was at 2013/08/23 23:08:41


   
Made in gb
Rough Rider with Boomstick





England

But round 6 that's 6D6+8' min 14 max 44! The CoD format is 6 in wave one, then +5 every time. Less random but if one player doesn't fix the barrier in round 10.... Uh oh, he's in bother, as I found in the test where one guy was fighting 8 off with a shotgun and knife... In round 5!

This message was edited 1 time. Last update was at 2013/08/23 23:09:22


"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

It seems complicated at first but i follow, also Can i change fast zombies to I 3? since they are fast it seems they would be striking "fast" hence the name.

This message was edited 1 time. Last update was at 2013/08/23 23:09:24


The Black Hand

 
   
Made in gb
Rough Rider with Boomstick





England

Yeah I guess though the player is now at the same speed and so incredibly vulmerable

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

The point is that you can have a really safe or really dangerous round, D increase is per set, not round. 6d6 would be rounds 26-30. Again, a set is 5 rounds. Makes sense, do it. also post it I have more updates.

Update: woo! I have friends!

Also, maybe in hard core we make repairs 1ap
Also also, morale check then 1d3 to see how many hp are restored

This message was edited 2 times. Last update was at 2013/08/23 23:19:35


   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

ok hold still working on the "codex" section.

The Black Hand

 
   
Made in gb
Rough Rider with Boomstick





England

Oh yeah my bad, misread... Derp Mitranekh x_x
So yeah yours works now.
Well I'm beat, great work gents keep it up I'm off for a sleep

This message was edited 1 time. Last update was at 2013/08/23 23:16:47


"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

Alright nighty night!

The Black Hand

 
   
Made in au
Water-Caste Negotiator





australia

You have 3 hours, I'm timing XD

Wolfmerc, why not add some nurgle demons from codex chaos demons for some squad leaders and bosses?

This message was edited 1 time. Last update was at 2013/08/23 23:22:53


   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

As profiles? Sure, but the link system for the table of context is really confusing. ill post it with the profiles and can you do the links for the last 2 pages?

The Black Hand

 
   
Made in au
Water-Caste Negotiator





australia

Oh right, what program are you using?

Also as a media student the table of context sounds like an interesting feature

This message was edited 1 time. Last update was at 2013/08/23 23:35:41


   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

um just regular word 2011? on a mac.


Automatically Appended Next Post:

PlagueBearer : HQ
Ws Bs S T W I A Ld Sv Unit type Unit composition
3 3 4 4 2 3 2 10 5+ infantry (character 1 Zombie

Mutations: Plagued Armor (5+), Plague sword (poisoned +4, shred)
Special Rules: Feel no pain, shrouded, Slow and purposeful, fearless


first boss profile (you probably knew i had the codex didnt you? oh yeah its in my profile)

This message was edited 1 time. Last update was at 2013/08/23 23:44:51


The Black Hand

 
   
Made in au
Water-Caste Negotiator





australia

I dunno, styles and table of contents is usually pretty simple

   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

So here is some edits to the rulebook:

table of contents for the last 2 entries is wonky.
 Filename Warhammer 40000 Zombies.docx [Disk] Download
 Description
 File size 1235 Kbytes


The Black Hand

 
   
Made in au
Water-Caste Negotiator





australia

Actually, don't worry, I can see al the differences

Also, thanks

Your wonky entry seems to have come right as soon as I updated the table

This message was edited 3 times. Last update was at 2013/08/24 00:06:25


   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

awesome possom. any opinions on the hq entry?

The Black Hand

 
   
Made in au
Water-Caste Negotiator





australia

It's good, maybe next add other nurgle things for boss rounds?
Have you read feats yet? I could do with some help coming up with those.
I'll start adding more of the stuff we've discussed, but right now I gotta run.

   
Made in gb
Rough Rider with Boomstick





England

Dunx we have 7 feats I think we're ok on that one. Merc they're on page 6 mainly
I know we covered evasive and DBNO on here but it isn't in the book, neither is barrier repair?
No. Of zombies per round is missing too, and the box list.
I'm not having a go you've done a great job, just some observations, the rules in themselves are excellent

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

Yeah I'm working on that and a couple other things and no, just 7 is not enough, I understand your concern of having too many, but right now there are too few, there must be a better spread of cheaper feats, I have listened to you though and have dropped the total I hope to finish with, what about upgrades for zombie players though, I started with mutation slots to limit units so that they are never invincible, 2 for troops, 3 for hqs maybe more for bosses, but probably none as they will probably be special enough already.

Also upped ap to 4 and mp to 2 with the catch that weapon sets cannot be changed twice in a turn

By the way, I seem to have barriers down in environmental rules, anyone know what we were talking about, barriers anyone?

This message was edited 2 times. Last update was at 2013/08/24 09:47:03


   
Made in gb
Rough Rider with Boomstick





England

Alright for some cheap ones, perhaps one that gives an extra ap for a turn, only usable every 3 or so. Perhaps scavenger, allowing them to refill half a magazine if they run out of ammo, maybe for 2pts or even 1. Perhaps a feat if they go down, drop a frag grenade at their feet and take the undead with them?
For zombies, upping FNP to 5+, or perhaps rending too, would be good as one attack one defence
For the hq like plaguebearers, an extra attack, a speed boost for movement eg a run move, and in the insane region, the ability to teleport in instead of using barriers.
We have 2 barrier options, mine with 3HP glance on 5, mercs with 4Hp glance on 4. Repairs, you wrote something.
Btw, should the survivors have frag grenades?

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

Survivors have whatever Wargear their entry gives them

That's barricades, nothing on barriers?

Any mutation can be bought for any unit, but units can only have so many

Those aren't great feats, feats are actions, you don't need to 'appease' the stubborn Aussie (I'm not even Australian), but don't worry, I won't go out of the way to think of them, I'll just put them down as they come to me

Finished traps I have: snare, ceiling drop, poison dart, crushing walls, spike pit and mechanism failed

This message was edited 2 times. Last update was at 2013/08/24 12:25:56


   
Made in gb
Rough Rider with Boomstick





England

I was always on about the barriers on the edge where zombies spawn behind, not sure what you're on about but the same system can work for both.
We need to cost the mutations too, with destroying barriers being a scorer the zombies can't upgrade too easily.
I look forward to further feats from the non-Aussie, and the trap rules should be fun.
I ask again, should we give the survivors frag grenades? They're a great way to get out of a jam as I found out in the playtest

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

frag grenades for buying from wall slots?
if the model that the player chooses' unit entry says they have frag grenades then they get frag grenades, or are we talking about the custom imperial soldier in our book?
or do you think all survivors should get frag grenades as standard?

I think I have traps down, I just need to write out the final effects for each of the traps

merc seems to have put down barriers and barricades, it's more specific to refer to what we're talking about as barricades, I also think 4 hp glancing on 4 is better purely because we can give credits per hp just to get the zombie player earning more
 Filename Warhammer 40000 Zombies Actual.docx [Disk] Download
 Description ignore the 'actual' suffix
 File size 1258 Kbytes

This message was edited 2 times. Last update was at 2013/08/24 14:35:41


   
Made in gb
Rough Rider with Boomstick





England

I think all should have it, especially in high rounds when a sniper rifle against 4 or 5 zombies just won't do. The traps look good I must say, still missing the explanations for DBNO and evasive, and revives.
We'll use the 4HP system I tried it and it fits.
The map names are fun we just have to nail down what the differences are.
Also, are we going to have wonder weapons? Freeze rays, lightning gun, compressed air launcher (thundergun op flamer) one on each list?

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

wonder weapons yes,
those are plague modes not maps, except nurgle's playground, which is both
reviving was under gameplay, looks like merc removed it
dbno was basically you can be revived

   
Made in gb
Rough Rider with Boomstick





England

Ok, so what are the rules for them to make them different?
Well we know it so in the next update it can go in.
Could you move or shoot whilst down?
I think for the wonder weapons....
Wunderwaffe (lightning gun) [2] magazine 10
R24 S6 AP4 assault 1, Arc (4+), beam of death
The wunderwaffe always hits every member of a zombie squad as the lightning arcs between them. The lightning arcs to the nearest zombie within 12" of the targeted squad, and can arc a maximum of 3 times
Winters howl (freeze gun) [2] magazine 15
R18 S5 AP5 assault 2, cryogenic ray
Any zombie hit but not killed by the winters howl moves at half speed next turn.
Thundergun [2] magazine 12
R Template S7 AP3 assault 1, rending, knockback
Any zombie hit but not killed by the thundergun is sent flying 2D6". If it collides with another zombie, both take a S4 AP- hit. If it collides with a terrain piece, it takes a S6 AP- hit

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

I probably uploaded a slightly more patched up version

   
 
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