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2013/09/10 16:43:11
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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)
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2013/09/10 16:47:27
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
What sort of stuff have you done/not done already?
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2013/09/10 17:02:33
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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
"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'"
ok, ill take a look at the most recent one, and ill have a look at whats where in terms of completeion.
I will probably have a look at the Wonderweapons, assuming that's an 'incomplete' list, rather than a 'complete' list
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2013/09/10 17:07:26
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
I know what all of them from up to black ops one do.
So, if theres any new ones in BO2, I need telling
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2013/09/10 17:12:19
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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
"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'"
sounds like Ill need to find a description of them somewhere...
Ill sort it before too long
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2013/09/10 17:14:55
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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?
2013/09/10 17:22:13
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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.
Thanks 'Nids
"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'"
your rules say a model keeps any special rules it has.
I play Necrons.
I think Ill be out-zombie-ing the zombies...
does that work?
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2013/09/10 17:56:28
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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...
"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'"
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)
This message was edited 1 time. Last update was at 2013/09/10 18:55:43
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2013/09/10 18:57:36
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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.
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
2013/09/10 19:31:53
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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...
"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'"
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.
If you dont short hand your list, Im not reading it.
Example: Assault Intercessors- x5 -Thunder hammer and plasma pistol on sgt.
or Assault Terminators 3xTH/SS, 2xLCs
For the love of God, GW, get rid of reroll mechanics. ALL OF THEM!
2013/09/10 20:06:32
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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?
"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'"
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
This message was edited 1 time. Last update was at 2013/09/12 15:17:47
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?
"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'"
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
"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'"
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"
This message was edited 1 time. Last update was at 2013/10/01 08:03:18
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Why would you deep strike a lander raider?
Because i can and hey it worked didn't it?
BA-4k+ Gaurd 4K+
Tau 4k+
2013/10/01 19:56:09
Subject: Just a thought... Could you "merge" 40k with CoD Zombies?
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 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'"
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.