Switch Theme:

Necromunda zombies rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Hi guys, just thought I would post these rules up as someone passed them along to me in an email...If anyone has any experience and would like to pass any information along I would be grateful, and if not, I will let you guys know how it went since we should be playing next week some time. Anyways...enjoy!



Braaains!


The Zombie plague has spread to Hive Primus. Whether due to chaos tomfoolery, large-scale testing of biological weapons, or any other set of circumstances, the fact is there are Zombies about. By some twist of fate, a hodgepodge of Underhive denizens have found themselves cut-off and surrounded by Zombies. To survive, they must work together to stem the tide of undead until relieved.

Terrain
The scenario is played on a roughly 4’x4’ table, with the approximate 1x1 center of the table occupied by a large building and barricades to personal taste. Players should feel free to sparingly place scattered craters, wrecks and the like in “no man’s land” if all players agree.

Gangs
Braaains! is a multiplayer scenario – up to four players can participate. Each player’s gang consists of D3 random gang members plus a Ganger or the gang’s Leader, chosen by the player.

Zombies
Players do not play against each other (per se…), but instead against a mass of 10x Zombies controlled as a collective, where x is the number of players.

Zombies have the following rules:
M WS BS S T W I A Ld
2D6 2 0 3 4 1 1 1 5

Zombies are assumed to be armed with teeth, claws, etc., counting as a single knife.

Special Rules

Movement
Zombies always move 2D6” in a straight line towards the nearest enemy, including hidden models (the Zombies can sniff them out). Zombies always move 2D6 inches, but should this move allow a Zombie to engage a model in close combat, the Zombie counts as charging. Zombies are permitted to move around other Zombies in order to engage a model in combat and surround him. As there is no Zombie player, players simply take turns moving one Zombie each until all Zombies have moved.

Brainless
Zombies ignore pinning, ignore flesh wounds, and count as passing any leadership results they are called upon to take.

Endless Horde
This scenario represents a last stand against an endless horde of Zombies. Any Zombie taken down or OOA is immediately removed from the board and replaced within 6” of any board edge (chosen by the player responsible for the Zombie’s removal)


Spreading the Disease
Should a model taken out of action by a plague Zombie survive the battle, there is still a chance he comes down with the disease. After all serious injuries have been resolved, roll a D6 for the model taken OOA by a Zombie.

4 thru 6 Braaains! The model is now infected. Roll a D6: on a roll 4-6 the new Zombie wanders off to stumble around the hive with other Zombies or what have you. On a roll of 1-3 the new Zombie attacks! Immediately resolve a combat between a random gang member the new Zombie. The Zombie shuffles off never to be seen again should he take his opponent OOA.

2 thru 3 Mild Symptoms The victim feels ill and misses the next game.

1 No symptoms The Zombie Plague has no effect.

Deployment
Each player deploys his gang within 2’ of the table’s center. Each gang member must be deployed within 4” of another member of his respective gang, and no less than 12” away from an “opposing” gang member. Zombies start within 6” of a table edge, ideally as evenly distributed across the table’s edges as possible.
To determine deployment order and turn order, each player rolls a D6 – the player with the highest roll will deploy/play first, followed by the person to his right. Zombies always deploy and play last. Roll separately for deployment and turn order.

Special Notes
While the four players are nominally on the same side, they are nonetheless treated as four different factions. It’s probably in the players’ best interest to work together, as the scenario is designed to be difficult, but the opportunity for subterfuge and backstabbing is there…
Players may choose to ignore “friendly” gang members for targeting purposes.

Ending the Game
The gangs’ objective is to survive until rescue. The game lasts a random number of turns. Roll a D6 at the end of each turn starting at the end of turn four. A roll of 6 at the end of turn four ends the game, with the roll needed to end the game decreasing by 1 every turn (a roll of 5 at the end of turn five ends the game, a 4 at the end of turn six, etc.) A roll of 1 always means the game will continue.

Bottle tests are not made in this scenario – the gangs have nowhere to run and Zombies don’t particularly care about taking losses.

Experience
+D6 Surviving
+5 Per Wounding hit
10 Winning Gang Leader (note that this scenario will have up to four "Leaders")

Looking for games in Shanghai? Send a PM 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

The nice old times...

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Master of the Hunt





I think that scenario was the most fun I had playing Necromunda. I think it was in the Battles of the Underhive supplement and it was called "Hive of the Living Dead". Good times. I remember having a perfect ganger for that game. He was a sprinting hipshooting gunslinger and a lobochip. (explains why he fell down the hole )

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in au
Been Around the Block




Melbourne, VIC

Hew wow!.

This scenario sounds awesome. Thanks heaps for sharing this. Can't wait to give this a go next time.

thanks again.
   
Made in ph
Fresh-Faced New User




the zombies should have 2 or 3 wounds since 1 shot doesnt kill a normal zombie BUT in the case of a roll of 6 instant death to a zombie indicating a headshot or something
   
Made in au
The Dread Evil Lord Varlak





Sounds really cool, I thought I might add a few things if it helps...

Is there a problem with deployment, when you can't deploy with 12" of another gang? It seems that might result in the gang deploying last being stuck deploying a long way from the central building? Perhaps if this was cut back to 6"?

5 XP per wounding hit seems like a lot, considering the zombies are just running blindly forward. A heavy could pick up a crazy amount of XP in a single game.

The rescue rule could be explained more simply. Just say that you roll a D6 and add the turn number to it, when it totals 10 or more you've been rescued.


The scenario looks like a lot of fun, though.

This message was edited 1 time. Last update was at 2010/04/14 09:40:38


“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Have played this a few times and it's actually really fun.

A lot of the rules in place actually work quite well. Before chainging them I would suggest giving it a test run and see how you do. It becomes quite tense.

And yeah, heavies have an advantage, but you aren't defintely going to have 1. Only Gang leader or ganger may be chosen by you.

Looking for games in Shanghai? Send a PM 
   
Made in gb
1st Lieutenant





Because we’re here,lad...

Maybe it should be 5XP for the first wounding hit caused, or D6 XP for each wound caused. Just an idea.


This message was edited 2 times. Last update was at 2010/04/14 16:34:57


I love those little moments between the first kiss and the pepper spray... 
   
Made in us
Master of the Hunt





From what I can remember, zombies were a pain to bring down anyway even with 1 wound. We would hit them most of the time, but couldn't wound them and they ignored pinning. I don't know if we set up a house rule or if it was part of the original rules we were using, but we could only use gangers. Like they fell into this hole when collecting from territories.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in au
Frightening Flamer of Tzeentch







This is like Left for Dead crossed with Necromunda. I like it!!

When you call an intimate moment with your partner "the Assault Phase"

Is that followed by a pile-in move?

That brings a whole new meaning to the term "Hit and Run"

Can that be following a deep strike, or do you have to wait until the next round? 
   
Made in gb
Massive Knarloc Rider





Exeter

Ive played this scenario

Its actaully harder than you would think. wounding a zombie, let alone killing it, is very difficult from what i remember.

Check out my (new) blog at https://neonrust.home.blog
 
   
Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

lol just read this fir the 1st time, I'll really play test this one sometime.



 
   
 
Forum Index » Other 40K/30K Universe Games
Go to: