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![[Post New]](/s/i/i.gif) 2009/01/26 01:01:29
Subject: Zombies?
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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dancingcricket wrote:Headshots I'm ok with, though I'd also say flame weapons, meltas, plasma, templates, incendiary missiles, etc., should be very effective.
I agree with the effectivness in games play of all the above mentioned wepons (if a zombie is blow to pieces it dos'nt matter if his heads still alive,he's down) except for the flame wepons,as seen in many zombie films,a flaming zombie is not an out of commision zombie,so perhaps somthing of this nature could work for flame wepons
roll D6,on 1-2 zombies halted (unit may not move next turn) 3-4 zombies rage (zombie unit charges 2D6 add +1 attack to every zombie under template to represent that they are on fire) 5-6 Brain burn (zombies removed from play)...just a rough idea.
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"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.
 I am Red/Black Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent. |
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![[Post New]](/s/i/i.gif) 2009/01/26 01:22:09
Subject: Zombies?
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Pyromaniac Hellhound Pilot
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Actually Commissar Yarrick was painted white because Commissar Yarrick is traditionally painted white. Not to mention your logic has nothing to do with racism.... if I painted him any other color would it still be racist? Or perhaps, knowing that Yarrick will be the target to kill in a battle, I'm racist against white people.... who's to say what race I am? Do you know? I've never said what the color of my skin is or my ancestry. Or are you assuming I'm white? Which is very racist....
FNP covers "We'll be back" fairly well, but I think a 2+ armor save covers it better, and keeps things universal.
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2009/01/26 01:36:43
Subject: Zombies?
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Longtime Dakkanaut
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Skinnattittar wrote:Well, I suppose with racists and bigots who think that sort of "thing" is a-okay, then things haven't come as far as I thought this country had....
Wow. At this point it would be best for you to calmly and quietly walk away from this thread and pray that people forget how dumb you just made yourself look.
I bet you hated Blazing Saddles, didnt you?
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![[Post New]](/s/i/i.gif) 2009/01/26 14:34:14
Subject: Zombies?
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Rough Rider with Boomstick
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Someone has to add the special rule.
"Shotguns rock against zombies" Zombies get no save, or will be back, or any other rule that helps them survive when taking fire from shotguns...
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![[Post New]](/s/i/i.gif) 2009/01/26 14:45:11
Subject: Zombies?
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Flashy Flashgitz
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Skinnattittar wrote:That's one heck of a cop out...
I apologise wholeheartedly if I failed to assist you in reaching your pointless argument quota for the day. Tempting as it was to start a big ol' ruckus, I thought I'd just let it go. We disagree. You dislike the book you didn't finish: I enjoyed it. It's possible that this means you now have me pegged as an illiterate, racist half-wit.
I guess I'll just have to find some way to live with that.
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"Hello? You'll have to speak up, I'm wearing a towel." |
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![[Post New]](/s/i/i.gif) 2009/01/27 15:21:35
Subject: Zombies?
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Nigel Stillman
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Skinnattittar wrote:Actually Commissar Yarrick was painted white because Commissar Yarrick is traditionally painted white. Not to mention your logic has nothing to do with racism.... if I painted him any other color would it still be racist? Or perhaps, knowing that Yarrick will be the target to kill in a battle, I'm racist against white people.... who's to say what race I am? Do you know? I've never said what the color of my skin is or my ancestry. Or are you assuming I'm white? Which is very racist....
I didn't know that such a thing was possible; but I've actually become dumber by reading this. You pretty much just insulted my intelligence by posting this...
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![[Post New]](/s/i/i.gif) 2009/01/27 16:30:56
Subject: Zombies?
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Pyromaniac Hellhound Pilot
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I have a preference for smaller, harder to kill units, mobile armies then large unruly mobs. A low WS is okay (they would still hit on a 4+ for the most part, but be hit on 3s and 2s by others), it fits an idea that they are slow, individually poorly co-ordinated, and dim witted, no BS is an obvious idea, but the possibility that some are wandering around still holding a weapon would be humorous and fun for some other units (maybe one or two max per mob, or one in ten?) with BS2 and an anti-armor weapon that will also count as a powerfist if they assault a vehicle (maybe at the cost of a model it can be used, showing that one of the models was too close to the blast), that way an armored army wouldn't be immune to their attacks. T3 or 4, I'm not opposed to either idea. S4 I think is a must, idea being that they are always on an adrenile high or since pain doesn't bother them they could be using their muscles to the max. I do think they should be fearless, as they're zombies, who don't know fear! Except maybe against fire... if you follow Romero's idea.
Now, I think a 2+ save makes sense because only a headshot should kill a zombie, or something powerful enough to shatter their bodies to something completely immobile. FNP is okay, it is essentially a 4+ armor save that is unaffected by a weapons AP except in Instant Death and when armor saves aren't allowed. With a 2+ armor save however, things are a bit simpler, which I prefer and I think most people prefer. I think FNP is more useful for models that already have a 4+ or better armor save (such as Necrons), otherwise, it's just an additional armor save.
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2009/01/27 16:59:29
Subject: Zombies?
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Longtime Dakkanaut
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My personal take:
Zombies should be high toughness and have no armor save. Nowhere in any of the classic Zombie movies do you see them putting on Flak Vests or anything like that. They survive through sheer toughness. Make them T3(5) with no save and give them We'll Be Back.
While a single Zombie is no threat at all to vehicles, in large numbers they could be. Let them inflict a single attack equal to the half the number of Zombies in base to base with the vehicle, rounded up. Twenty would have a chance to inflict a single S10 attack IF they hit. This represents flipping over light vehicles and clogging gears and gun barrels on heavier ones. All hits would count as glancing, so -2 on the Vehicle Damage Chart.
Otherwise, slow, shambling and stupid.
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![[Post New]](/s/i/i.gif) 2009/01/27 17:31:30
Subject: Zombies?
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Pyromaniac Hellhound Pilot
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My 2+ save isn't any armor they are wearing, but a representation of rounds hitting their body instead of their head or something terribly vital (like the spinal cord). While yes, bolters and shotguns would be more dangerous than a lasgun or a solid slug weapon, they would still be far less effective against zombies. Remember, the rolls to wound are not necessarily representative of a mortal shot, but also of crippling or hindering injuries, such as a gut wound, or even lighter, but debilitating wounds such as leg or arm injuries, which would prevent someone from effectively continuing in combat. So while these wounds might still be sustained by a zombie, they may not hinder them, hence a 2+ armor type save. Weapons that would penetrate that armor value are typically instant death to T3 and usually T4 (I can't think of any AP2 weapons less than S8 off the top of my head), anyhow, but power weapons and the like would still be slicing through blocking arms in a way weapons like clubs or swords wouldn't (can't really represent chainsword scenarios anyhow), which would cause less injury to the walking undead.
As for "We'll be back," I think that rule should be removed in totality. Feel No Pain could easily replace it. However, Feel No Pain and We'll Be Back doesn't really represent what is happening to a zombie as they sustain injury (well, FNP if you take the title litterally), which is more of either a "temporarily injured" as with Necrons or "Did that take my arm off? No? I'm fine then!" attitude you'll see with Orks. Zombies will just keep moving until dead.
Moving on to vehicles, you can't really bog down a tank with bodies, not unless you have a ridiculous number at least, and most of the bores of the weapons they bear are too small for limbs anyhow, so you're not clogging any of those, and those that are, their munitions are so large and powerful they'll just blast any soft obstructions clear out (with modern weapons catastrophic clogs typically only occur when hard debris or dud rounds are jammed in the barrel). Not only that, but clogging weapons or tracks would need to be prepresented by taking massive casualties, and you're not going to flip a 10 or more ton vehicle just by putting a bunch of bodies into it, and that's probably the lightest armored vehicle you'll find. Not only that, but you'll need to take account for skimmers, which would be immune to a massed number of zombies. Lastly, with -2 on the Vehicle Damage Table, you can't destroy the vehicle, you would need a 6 just to immobalise it, and many armies have protections against that, so you might just be taking away their movement or shooting for a turn without ever getting a chance of destroying the vehicle!
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2009/02/05 03:26:09
Subject: Re:Zombies?
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Graham McNeil
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I dont believe that a 2+ armour save should really be applied to zombies, I dont know about you, but i can't see a zombie shrugging off a blast from a Basilisk shell or a shot from a russ's battle cannon....
I would say that the zombie should have a fairly high toughness and and perhaps a save against all weapons below a certain strength (say 5), to represent that the sheer force of the weapon rips apart the zombie, it may not be dead, but being in many pieces kind of damages your fighting abilities
Obviously fearless, there mindless after all, maybe a special rule like the tyrannid "without number" as there are always more dead bodies to turn into zombies...
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DC:90-S+++G+MB-I+Pw40k02#++D+A+++/aWD-R++T(T)DM+
I refute you're reality and substitute my own!
"He who laughs last, thinks the fastest" |
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![[Post New]](/s/i/i.gif) 2009/02/05 23:34:51
Subject: Zombies?
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Hardened Veteran Guardsman
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well how bout' the zombies get the necrons special gauss rule in close combat against vechiles to reprsent them swarming onto it and trying to rip the hatchs off and such. just a thought.
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"Give me my men and let me show you arses how you assult Orks."-Col. Veros
win-loss ratio:
24-17-6
i play:
orkursk 82nd crimson guard |
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![[Post New]](/s/i/i.gif) 2009/02/05 23:49:24
Subject: Re:Zombies?
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Reverent Tech-Adept
The grim darkness of the far future
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Heres a thought for the zombies anti tank capability, have the option to upgrade one zombie in the squad to a big zombie (ie:body builder, fat guy horribly mutated freak etc.) They get a toughness of 4(5) and a str of 5, that way they can take out a few light tanks and stuff
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![[Post New]](/s/i/i.gif) 2009/02/06 00:00:34
Subject: Re:Zombies?
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Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
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1) Zombies only die by head shots.
I don't think this is addressed enough by the no armour save and FNP save they receive. I've thought about auto-killing a zombie on a roll of 6 to hit or wound (head shot), but leaving it just like that would be a serious imbalance. Something I've thought about was that rule combined with FNP and some sort of WBB? What about assault?
I think that FNP allready enforces the idea that they dont die easily, plus you dont want to complicate it too much with more and more rules.
2) Leadership.
I don't think that zombies should be affected by morale, leadership, psychic powers forcing morale or leadership or pinning tests and will never fall back from combat or from shooting...which leads me to my next issue.
anything that involves LD should be ignored
3) Squads?
With no leadership/morale/pinning tests required, should the zombies just be in loose formation? Meaning squads shooting at a giant mob of zombies would just take models off as desired.
lose formation would slow it down alot, maybe just large unit sizes? as most zombies tend to band together into groups when following enemies.
4) Anti-tank?
Should zombies be able to disable vehicles? If so, that would mean their base strength would be 4, which I don't agree with seeing as they're shambly undead with rotting limbs.
just a random idea here, but a rule i just thought of:
"pile in and swarm"
when a unit of zombies attack a vehicle they only make 1 attack at S1
each zombie in contact with a vehicle adds +1 to the str of that single attack.
against a vehicle with the open topped special rule +2 is added to the Strength of that attack
could also add in more modifiers for the speed the vehicle moved in its last turn.
could also get carried away with ramming special rule doing damage to zombie units, but ill stop there XD
simply to represent that zombies would pile into and ontop of a vehicle, the more there are the more chance of getting into it.
5) Brainsssss
Should zombies automatically move towards the closest squad? Should they be easily distracted by a squad that just shoots at them?
nearest squad would work very well, or, to represent thier smell for blood they could move towards the nearest unit that has lost atleast 1 model, not too sure, but that was my oppinions anyways
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Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
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![[Post New]](/s/i/i.gif) 2009/02/08 08:59:56
Subject: Zombies?
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Grisly Guild Autopsy
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I'd go with...
Zombie Pack - 3pts per model.
Unit size: 10-50 models.
WS-2 BS-0 S-3 T-4 W-1 I-2 A-1 LD-10 SV-5+
Special Rues:
Feel No Pain, Fearless, Slow and purposeful.
Weapons: Teeth and claws (hand weapon)
Braindead: Zombies must move towards the closest visible unit without an armor value and charge if able. In any turn that an opponent breaks from combat involving a zombie unit, that unit may not persue, if it has caused a casualty that turn. It must remain stationary and consume the corpses.
Swarm: In any turn were Zombies charge, the unit inflicts an additional 1D6 S3 hits on the unit it has charged, distributed as shooting.
Infection: For each casualty cause by melee attacks, roll 1D6. On a 2+ add another zombie to this unit. If you do not have another zombie model, simply use the casualty though it does not keep it's previous profile.
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As for tank hunting.. something that can pop transports. Cause let's face it, zombies aren't going to be smart enough to fire at basilisks hiding at the rear of your enemy army. Depends if you want to take it to Resident Evil monsters or keep it simple.
Animalistic Infected - 12pts per model.
Imagine the Snorks from Stalker.
Unit Size: 5-10 Infected.
WS-3 BS0- S-5 T-4 W-1 I-4 A-2 LD-10 Sv-5+
Special Rule:
Feel No Pain, Fearless, Beasts, Rending, Move Through Cover.
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There is a thin semantic line between weird and beautiful. And that line is covered in jellyfish. |
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![[Post New]](/s/i/i.gif) 2009/02/08 21:19:46
Subject: Zombies?
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Excited Doom Diver
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Regarding the Headshot issue...
Make them T3(8).
And make every single attack against them have Rending.
Nice and simple. One in six hits will hit the head and knock them down, and the high-power stuff can take them down without hitting the head - but not easily.
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![[Post New]](/s/i/i.gif) 2009/02/08 21:46:07
Subject: Zombies?
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Tough Tyrant Guard
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should make them like te dark eldar grotqueest(sp) for the head shots that you can shot them to bits but only doubling them out will kill them. Make them toughness three and two wonds for close combat were you can cut them to pieces with out saves would give you the endles hordes of zombies
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![[Post New]](/s/i/i.gif) 2009/02/08 21:47:55
Subject: Zombies?
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Da Head Honcho Boss Grot
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People like a book I don't, they must be racist.
On a more serious note, this whole headshot thing is kind of ridiculous. How resilient are orks? It's nearly impossible to kill them without a head shot, or something that blows them to bits, if you read their fluff.
Then you have to remember that while zombies feel no pain or fear, they still can't move that arm with all the muscle torn off, they still can't walk with their back broken, etc. They still have to follow the rules of a regular creature, even if they're not bothered by pain or anything like that.
I'd say:
WS 2
BS -
S 3
T 3
W 1
I 1
A 2
Ld 10
Sv -
Fearless, Feel no Pain, Slow and Purposeful, Turn the Living, Jam.
Turn the Living: Every time a non-vehicle model is killed in close combat with a zombie, roll a d6. On a 5+ another zombie is added to the mob. This takes place at the end of combat, after combat resolution. This ability does not work if the combat ends before that time.
Jam: Zombies may attempt to jam up vehicles they come into contact with; and non-skimmer, non-walker vehicle that is in close combat with 12 or more zombies is immobilized on a d6 roll of 5+. Should this happen, 2d6 zombies are immediately removed from play.
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Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it. |
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![[Post New]](/s/i/i.gif) 2009/02/09 00:06:37
Subject: Zombies?
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Mutilatin' Mad Dok
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I think that the zombies should have fleet and a 4+ cover save since their is a lot of them and should go to the nearest enemy.weapons that are AP 3 and below kill a zombie. If the zombie horde comes in contact with a tank, the tank can attempt to mow the horde down. but fails a test of some sort the tank will not move.
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"See a sword is a key cause when you stick it in people it unlocks their death" - Caboose
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![[Post New]](/s/i/i.gif) 2009/02/09 14:11:32
Subject: Re:Zombies?
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One Canoptek Scarab in a Swarm
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here how about thisWS: 3
BS: -
S: 3
T: 4
A: 1
I: 2
W: 1
Ld: 10
Sv:5+
Unit30-as big as you want
Weapons: Limbs and teeth, count as two CC weapons
Special rules
Headshot:auto kill on the roll of a 6 when roll to hit (may take armour save as normal
Shambly: Zombies are Slow and Purposeful
Join us!: At the end of every assault phase, roll a D6 for every model killed by a zombie, on a 6 they are resurrected as a zombie model.
No fear: Zombies will never take morale/leadership/pinning tests, and will never fall back.
will be back
zombies that were killed in the previous turn come back to life on a roll of 5+
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i am starting another new army
95% of teens would go into a panic attack if the jonas brothers were about to jump off the empire state building copy and paste this if you are the 5% who would pull up a lawn chair grab some popcorn and yell JUMP BITCHES!!!!!!!!!!!!!
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![[Post New]](/s/i/i.gif) 2009/02/09 14:20:01
Subject: Zombies?
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One Canoptek Scarab in a Swarm
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i kinda took most peoples suggestion into acount an ya
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i am starting another new army
95% of teens would go into a panic attack if the jonas brothers were about to jump off the empire state building copy and paste this if you are the 5% who would pull up a lawn chair grab some popcorn and yell JUMP BITCHES!!!!!!!!!!!!!
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![[Post New]](/s/i/i.gif) 2009/02/09 14:47:20
Subject: Zombies?
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Pyromaniac Hellhound Pilot
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Headshot; Wouldn't be a fair rule. This would mean every hitting shot from a model with BS1 would be a headshot, even though at BS1 they are supposed to be the worst shooters in the galaxy. As opposed to a BS5 model who would only make a headshot 1 in 5 hits.
We'll Be Back; The poop in the pipe is that Necrons will be losing We'll Be Back and picking up "Feel No Pain," which is a lot easier and isn't a special rule. Much preferable.
Solutions?!; Feel No Pain, FEARLESS (instead of No Fear, which isn't a universal special rule, thus sending out a myriad of players seeking loop holes and back switches), and, I still stand behind it, a high armor save. Doesn't have to be 2+.
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2009/02/11 23:46:20
Subject: Zombies?
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Phanobi
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Vandez wrote:Skinnattittar wrote:That's one heck of a cop out...
I apologise wholeheartedly if I failed to assist you in reaching your pointless argument quota for the day. Tempting as it was to start a big ol' ruckus, I thought I'd just let it go. We disagree. You dislike the book you didn't finish: I enjoyed it. It's possible that this means you now have me pegged as an illiterate, racist half-wit.
I guess I'll just have to find some way to live with that.
This made my day.
Thank you!
Ozymandias, King of Kings
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My name is Ozymandias, King of Kings. Look on My works, Ye Mighty, and despair.
Chris Gohlinghorst wrote:Holy Space Marine on a Stick.
This conversation has even begun to boggle my internet-hardened mind.
A More Wretched Hive of Scum and Villainy |
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![[Post New]](/s/i/i.gif) 2009/02/16 19:46:21
Subject: Re:Zombies?
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Dakka Veteran
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I have a 2000 LatD zombie containing 90 converted zombies. I just want GWS to produce rules for LatD so I can play my army again.
The rules from LatD: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7 Sv 4+ 9 points
Fearless, shambling, and frag grenades.
The only thing I would change from the above is their 4+ armor save to “feel no pain”. Giving them frag grenades seems a bit weird, but it is a nice compromise to the vehicle problem (one strength 4 hit). It could represent the press of bodies clogging tracks and vents and how cover doesn’t offer much protection against an opponent with no sense of self-preservation.
My opinions on the special rules mentioned
Head Shot/ invulnerable save: I feel this is redundant considering their high toughness and feel no pain (or 4+ save from LatD). A lasguns hit “kills” a zombie 1 out of 6 hits a bolter 1 out of 4. If you want to say it just blow the zombie in half and it’s slowly crawling to you fine, but crawlers are basically removed from the immediate battle. Making them too resistant to harm would shoot up their point cost and what’s the point of playing zombies if you can’t horde.  The zombies would be tough enough with T3 (4) and feel no pain. Strength 6 and greater weapons can mulch them as they should.
Rage/ moves towards nearest enemy: This would be torture to play. I won’t want my army to be chasing around a vyper or chimera for whole game. This would be especially painful as zombies are already slow and not really threatening to vehicles.
Brains: zombies are all ready slow, having them stop to eat would be too much for the zombie player to stomach.
Anti-Zombie weapons: I feel that flamers would have enough going for them when facing a slow moving horde army. Plus most flame-based deaths are mosly from suffocation, collapsed airways, and shock.
Sniper rifles could get a rule that removes the zombies’ armor save (or feel no pain save). That’s fluffy and easy to incorporate into game play.
Keep it simply, allow for hordes, have fun.
Anyone else play ever zombies?
PS  I am also a Max Brook fan, while WWZ did depict racial tensions and conflicts during zombie outbreaks, there was not any point in the book where I felt the author was suggesting racist opinions. The Chinese government was depicted rather poorly as were others, but that’s hardly and example of racial bigotry.
While the book discussed issues of racism; the Indian captains who would only rescue one ethnic group, the anti-Semitic attitude of the Palestine teen taking shelter in Israel, or the heated international squabbling and finger pointing that took place, the book presents those attitudes as being both ignorant and in direct conflict with humanity’s survival. Not really important at this point, but one of the big heroes in the book was America’s African-American president.
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![[Post New]](/s/i/i.gif) 2009/02/16 20:01:49
Subject: Zombies?
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Pyromaniac Hellhound Pilot
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My concern has always been army size. I like droves, but if half the table is just swamped in models, setting up, moving, and coordinating the army would be a nightmare. LatD at least had more expensive units to sop up points and reduce their numbers, same thing with Guard, Orks, and 'nids. But I have a feeling a zombie army at 9ppm, would just make for a massive swamp. Fun and fluffy, but how many people could afford to buy, build, and paint such a thing? That's just my twice cents, though, otherwise I have no problem with what you have proposed, Grunt.
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2009/02/16 20:58:31
Subject: Re:Zombies?
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Dakka Veteran
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I have 90 zombies in my army they were made from kits of fantasy zombies, catachans, cadians, and other bits. It was not the hard to convert them – I actually thing I had the most fun converting them then any other model. They are primered but not yet painted – not much point at the moment. Besides you really could not play an army entirely out of zombies without being severely disadvantage against other armies with tanks, fast units, and monstrous creatures.
I don’t know how this helps this forum but like I said before I used to play a zombie LatD army. I only played two games with my zombie LatD (I don’t like playing with unpainted miniatures). One was verse imperial guard the other tyranid. My army was lead by a rouge psker (sorcerer lord in terminator armor), 1 obliterator(played as big zombie with guns), 2 squads of warhounds(psychically controlled), 2 basilisk (crewed by zombies), 2 squads of traitors(scavvies), 90 zombies in 2 squads of 30 and 2 squads of 15.
Tyranids: My opponent played monstrous creature heavy. My zombies had no problem taking out his swarms but suffered at the hands of his monstrous creatures. The game ended this two tyrants and a carnifex each standing in their own swarm of zombies. If we played it out it would have likely gone to turn 20. Game ended in a declared tie.
Imperial Guard: He came tooled up to zombie hunt. His army had lots of heavy bolters, flamers, blast weapons, and 3 tanks with ordnance. My army took a lot of punishment but I still managed to get a lot of zombies into hand to hand. Game ended in a tie. Hard to remember correctly but I believed that my zombies took out one of his tanks through its rear armor.
In terms of game play I liked how the zombies handled. The biggest upset was the impaired movement and large number of models really allowed my opponent to blow the snot out of them. But even under massive bombardment a lot of my army held. With 5th edition they would be able to run which would be a great boon to the army.
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This message was edited 1 time. Last update was at 2009/02/16 23:37:14
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![[Post New]](/s/i/i.gif) 2009/02/16 23:50:31
Subject: Re:Zombies?
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Dakka Veteran
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For those who really liked the zombie survival guide by Max Brooks. There is another book written in somewhat the same manner titled How to Survive a Robot Uprising by Daniel Wilson. If you liked the ZSG you will likely enjoy this book as well.
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![[Post New]](/s/i/i.gif) 2009/02/17 00:57:18
Subject: Zombies?
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Implacable Skitarii
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Another special rule idea - any members of a unit that are hit by a zombie, but are not killed have an initiative of one the next turn. This recognizes the the person reeling after breaking away from a zombie that has latched on for brain eating purposes.
I'm really interested to see where this goes.. I have been thinking of adapting the apoc zombie sheet for standard sized games for some time.
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This message was edited 1 time. Last update was at 2009/02/17 00:58:47
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![[Post New]](/s/i/i.gif) 2009/02/17 10:25:33
Subject: Re:Zombies?
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Apprehensive Inquisitorial Apprentice
The Labyrinth
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Having read through the thread and considered the various ideas presented, I feel that this might be an acceptable statline:
10 points per model
WS 2 BS 0 S 4 T 3(4) W 2 I 1 A 1 Ld 6 Sv 4+
Squad: 1-50.
Special Rules: Slow and Purposeful, Scent of the Living, Meat and Bone, Join the Undying
Scent of the Living: Within 24" of an enemy unit, zombies lose Slow and Purposeful and gain Rage.
Meat and Bone: Given the decreased chance of hitting a vital spot on a zombie, they ignore shooting wounds with a strength less than double their Toughness (meaning a strength 6 shot is required to harm them.) This means that any shot that can wound them will remove a zombie from the fight. In close combat, the enemy may wound the zombie freely, as it is quite possible to cut pieces out of them. Further all weapons with the Sniper rule are treated as having strength 6 when firing on a zombie, reflecting their precision in targeting weak points.
Zombies are also Mindless, as per the rule.
Join the Undying: When a zombie causes a casualty in close combat, lay the model on it's side. At the end of the assault phase, roll a d6 for every model left on its side. On a 4+, the model is replaced with a zombie. This zombie immediately moves up to 6" to form a unit. If they cannot join the unit that created them, these zombies will form their own unit.
A few rules I used and why:
-Meat and Bones is the Dark Eldar Grotesque version of Feel No Pain, with a few modifications to represent purely zombie traits. (ie the lethal 'headshot', built in Mindless)
-Scent of the Living represents the standard zombie reaction to the prospect of Brains.
-4 Str. To me, this just feels right. In every zombie movie I've watched, you leave the car, it gets trashed. The zombies can swarm over a vehicle and eventually break it. now, you get some of the better vehicles involved, and of course no zombie's gonna hurt it.
-4+ save. This, to me, represents the unfeeling nature of the zombie in close combat. See, any shot that could take them out is probably going to override this, so that remains in line, but this allows us to 'show' the difficulty of cutting or bashing anything that matters when you're fighting the damn things. Power weapons and fists are going to make it easier, as you more cleanly and easily destroy the flesh you encounter.
-3/4 toughness. taken from the LatD example, I immediately thought "of course!" This, combined with Meat and bones, allows us to rather cleanly show that it's easier to shoot these things, when you've got the right guns, than it is to try and take them down yourself, as they just seem to be tougher when they're battering at your face and arms.
Join the Undying is the rule I'm most uncertain of, and yet I feel it best captures the idea. I made it a half-chance, because, balance aside, when zombies bite you, you're done. But an always growing army's no fun to fight, so I gave it half. The new unit idea allows for such twists as: sweeping advance kills zombies, but your allies rise as the dead behind you! (another common theme in movies)
I decided on 10 points firstly for the relative balance. That makes a zombie equal in cost to a storm trooper. Representing, to me, the idea that a standard zombie will overwhelm a normal person not trained or prepared for such an occurrence.
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This message was edited 2 times. Last update was at 2009/02/17 10:31:22
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![[Post New]](/s/i/i.gif) 2009/02/19 01:45:47
Subject: Re:Zombies?
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Dakka Veteran
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I think there are two groups of thought represented in this forum. People who want to play a zombie scenario and people who want rules for zombies that can be incorporated into normal game play. The rules I put forward were for the lather – rules for infection and rage would not work well in typical game setting, just my opinion. But I am all for a zombie scenario with a bunch of fluffy rules.
ZOMBIE SCENARIO:
For people pushing a zombie scenario I feel some attention has to paid to the actual game mission, setting, and forces they are facing. For such a scenario a bunch of zombie rules could be played that were fluffy and benefited game play. Here is my idea for the zombie mission:
Armies: A bunch of zombies(50ish) verse 500 points of squads led by a low level IC held up in a barn, house, temple, or other fortified location.
Game Play: The zombies come in waves in which would be represented as 3 games/assaults that end on turn 5, results from previous games carry through to the next game/assault- see Casualties. When the first and second game ends it is assumed that the good guys rally and finish off the remaining zombies in dramatic movie fashion. The last game is played to completion. The zombies’ numbers are replenished after each game.
Zombies: As I stated in a pervious post, but with the addition of the following special rules: Rage, Infection, headshot, Zombie Fighters.
Casualties: Squad models “killed” during game play are not necessarily dead – they might not be alive either. Models killed in a previous game roll a D6.
1- Dead – model is removed from further games
2- Dead and Infected – model is removed from army – Arrives as per reinforcement rule as a zombie from behind enemies lines, from a basement, or other suitable point of arrival.
3- Infected - Played as normal, but zombie player secretly rolls a D6 to determine the turn they are zombified(might be an trust issue here) at which put he uses model as a zombie at the start of his turn, if a 6 is rolled the model functions as normal for the duration of that assault. Treat as if you rolled infected for the next assault.
4-6 Alive and well - The model completely recovers and is able to fight.
Rage: Zombies move with the slow and purposeful rule but lose this trait this when they get within sight of their enemy roll 3D6. They must then move toward nearest enemy and charge them if possible.
Infection: see Casualties
Head Shot: During the 2nd and 3rd game/assault all non temple/blast weapons gain rending. This rule represents the squads recognizing the value of targeting the zombies’ head, which they learned during the first assault.
Zombie Fighters: During the 3rd and final game/assault all models gain the preferred enemy verse zombies they also benefit from rending hand to hand attacks. This represents that the survivors are using their knowledge from the first two assaults to exploit the zombies’ predictable behavior and attacks, while directing their attacks on the zombie’s vulnerable heads.
Add-ons: The mission above is a mini game (about an hour) in its bare bones. Mine-fields, hidden zombies, rescue teams, or mission objectives for the players could be added to flesh out the game if it is needed. The game could also be played with orks, cultist, tyranids as the aggressor with some modification.
The original poster wanted zombies rules for a zombie based scenario. I provided the above game to allow people to play the movie zombies in a scenario tailored to their nature and loaded with zombie related rules to create a horror movie like battle – plus you only need 50 zombie models to play a battle that involves 150 zombies.
One of my main stances is that rules for zombies should not be over cluttered for normal game play. If you want to have a special zombie scenario with rules for infection and heatshots power to you – play the one I made or make your own. But, I feel there should be zombie rules for players to use in a normal game – that was my thinking behind my previous post.
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This message was edited 1 time. Last update was at 2009/02/19 02:34:21
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![[Post New]](/s/i/i.gif) 2009/02/19 02:11:38
Subject: Zombies?
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Fresh-Faced New User
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Orkeosaurus wrote:People like a book I don't, they must be racist.
On a more serious note, this whole headshot thing is kind of ridiculous. How resilient are orks? It's nearly impossible to kill them without a head shot, or something that blows them to bits, if you read their fluff.
Then you have to remember that while zombies feel no pain or fear, they still can't move that arm with all the muscle torn off, they still can't walk with their back broken, etc. They still have to follow the rules of a regular creature, even if they're not bothered by pain or anything like that.
I'd say:
WS 2
BS -
S 3
T 3
W 1
I 1
A 2
Ld 10
Sv -
Fearless, Feel no Pain, Slow and Purposeful, Turn the Living, Jam.
Turn the Living: Every time a non-vehicle model is killed in close combat with a zombie, roll a d6. On a 5+ another zombie is added to the mob. This takes place at the end of combat, after combat resolution. This ability does not work if the combat ends before that time.
Jam: Zombies may attempt to jam up vehicles they come into contact with; and non-skimmer, non-walker vehicle that is in close combat with 12 or more zombies is immobilized on a d6 roll of 5+. Should this happen, 2d6 zombies are immediately removed from play.
This is what I'd do too.
I think it most realistically represents zombies from the future.
Everyone else's ideas were sub-par, but yours rock.
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