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![[Post New]](/s/i/i.gif) 2011/09/08 15:05:05
Subject: Zombie apocalypse: Make your final stand! (Please Review and comment!)
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Brainy Zoanthrope
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These are the 3rd Edition Zombie Apocalypse rules. Comment, Criticize, and Suggest.
Zombies (3rd Revised Edition)
WS BS S T W I A Ld Sv Pts
Zombies 3 – 3 3 1 2 1 – 5+ Free
Super Zed 6 – 6 6 2 2 2 – 4+ Free
Zombie Titan 6 – 9 9 3 2 3 – 3+ Free
Hero Zombie 6 6 10 10 5 5 4 10 3+(I) Every 10 rds
Zupervillan 6 6 10 10 X 5 4 10 1+(I) Round 50
| ARMOR |
BS |Fa Sa Ra| Points
Zed Tank -- 12 12 12 Free
Zombies:
Special rules: Rending, Feel No Pain, Dead Men Walking, Brainless
-Dead Men Walking: Rather than removing a zombie as a casualty, place it on its side. At the start of the Zombie player(s)' turn, roll a dice for each zombie that is on its side. On a 5+, it stands back up and joins the nearest zombie mob.
-Brainless: Zombies may not take Leadership, pinning, or morale tests. After all, they don't have a brain, a will, or a mind of their own.
Super Zed:
Special rules: Rending, Feel No Pain, Dead Men Walking, Brainless
-Dead Men Walking: Rather than removing a zombie as a casualty, place it on its side. At the start of the Zombie player(s)' turn, roll a dice for each zombie that is on its side. On a 5+, it stands back up and joins the nearest zombie mob.
-Brainless: Zombies may not take Leadership, pinning, or morale tests. After all, they don't have a brain, a will, or a mind of their own.
Zed Tank:
Special rules: Rending, Vehicular Feel No Pain, Dead Tank Rolling, Spiritless
-Dead Tank Rolling: Rather than removing a Zed Tank as a casualty, place it on it's side. At the start of the Zombie player(s)' turn, roll a dice for each Zed Tank that is on its side. On a 5+, it stands back up.
-Spiritless: Zombies may not take Leadership, pinning, or morale tests. After all, they don't have a brain, a will, or a mind of their own.
Setup
Table Setup
Roll one D6 to determine table setup:
-1:Blank table. No terrain
-2:One base. Light fencing, No buildings
-3:Fort. Medium defenses.
-4:2Fort. Medium defenses, one on both end, longways.
-5:Citadel Heavy Defenses. one entry. Open.
-6:City City block system. One small base.
Players
Player setup:Each opposing player controls ONE (yes, ONE) character who is not a monstrous creature. It gains independent character. Each player may spend up to 200 points on his character. It may not be a Unique model. Additionally, when any character is removed as a casualty, place it on its side instead. At the start of the Zombie player(s)' turn, roll a D6. On a 5+, the dead character stands up as a zombie! Otherwise, he is removed as a casualty. The character player retains control-- essentially, he's switched sides. He retains all his equipment, including his armor save, but gains Rending, Fearless, and Feel No Pain rules and uses the zombie profile as given above. Furthermore, he is unable to use any psychic powers he may have had. At this point, he's essentially a really well-armed zombie.
After Hero Creation, players may spend any remaining points on vanilla troops choices.
Players always start in the defensible position. If there is none, they may chose anywhere to be deployed.
Reinforcements. When rolling to bring in drop pods roll deviation dice first. If it deviates towards the long side, roll 2d10, and if it deviates towards the short side, roll 3 d10. Also, if it direct hits, re-roll for scatter. This also applys to zombie drop pods.
Zombies
Place something that looks somewhat arcane. this is known as the pinnacle. It does not move, and is where the Zombies spawn.
Zombie summoning: Each turn, roll 2D10. place that many zombies by the pinnacle. If the zombie player wishes, he may place a super-zed into play at the cost of subtracting 2 zombies. He may not do this too often, and may not place too many at once (See Zombie Apocalypse for exceptions)
Zombie surge: Every five turns, add 1D10 to the zombie summoning pool (The dice used to summon zombies). these are cumulative, so on turn six, roll 3D10. on turn 23, roll 6D10.
Zombie Apocalypse: When players reach turn 50, Place a Vehicle/Drop pod on the table, behind the pinnacle.
Points
For every zombie a player kills, that player gains one point (2 for Super Zed, 3 for Zombie tanks, and 4 for a zombie titan). Those points may be spent at the merchant (Controlled by either the Zed player or the GM/Supervisor). He sells a variety of goods ranging from weapons and character upgrades, to fortifications and Bases, to vehicles and reinforcements.
Consult the following for prices.
Name
Price
when available
Stats
Use
Character upgrades / Reinforcement upgrades
Varies (See codex entries)
Anytime
--
Character upgrades / Reinforcement upgrades
Barricades
5pts
Anytime
Armor: 6
Defense
Bunker
10
Anytime
Armor: 8
Defense
Bastion (Small)
25
Turn 5
Armor: 10
Aggressive Defense
Bastion (Large)
50
Turn 5
Armor: 10, two heavy bolters.
Aggressive Defense
Weapon Emplacement
10
Turn 5
Armor: 5
Offense
Turret (Type varies)
Varies
One per Weapon emplacement
Varies (See turret entry below)
Offense
Medium Turret
25
One per Bastion (Small)
S:8, AP:4, Heavy 2
Offense
Heavy turret
50
One per Bastion (Large)
S;10, AP:1, Heavy 1
Offense
Dreadnought
100
Slain Player
Bring a slain player back to life as a dreadnought.
Armory
100
Turn 10
AV: 12
Upgrade Reinforcements
Manufactorum
250
Turn 20
AV: 12
Upgrade Salvaged Vehicles
Gaurdsmen Reinforcements
4pts Ea
Turn 10
Support
Space Marine Reinforcements
16pts Ea
Turn 10
Support
Stormtrooper Reinforcements
15pts Ea
Turn 12
Support
Terminator Reinforcements
40pts Ea
Turn 20
Support
Salvaged Sentinel
100pts Ea
Turn 15
Medium Support
Salvaged Leman Russ
150pts Ea
Engine piece, Turn 20
Heavy Support
Salvaged Predator
150pts Ea
Engine piece, Turn 20
Heavy Support
Turret Types
Firebat
Range: Template
S:8
AP: –
Heavy 1
Hurricane Bolter
Range: 36
S: 5
AP: 4
Heavy 9, Twin-Linked
Demolisher cannon
Range: 12
S: 9
AP: 1
Heavy 1
Autocannon
Range: 48
S: 7
AP: 4
Heavy 2
Twin-Linked Plasma Cannon
Range: 36
S: 7
AP: 2
Heavy 1, Blast, Gets Hot, Twin-linked
Random Events
Roll a d20 every 5 tunrs
1-3: Nothing
4: Lava chasm opens.(Roll 2 d10 and deviation form the center, 1 d10 if toward long side, scatter off main. If it hits a player made building it takes a strenght ten hit.)(Also counts as dangerous terrain.)
5: Meteor: Same thing as lava chasm but not dangeros and makes a crater.
6: Large Meteor: Larger crater
7: 1 Zombie hero space marine and five random friendly reinforcements enter the battlefield by the reinforcement system.
8: 10 additional zombies come in this round
9: 20 additional zombies come in this round
10: 3 additional super zeds come in this round
11: 5 additional super zeds come in this round
12: 1 additional zombie titan comes into the battlefield this round.
13:8, 9, 10, 11 and 12 all happen in place of any zombies coming in this round
14: 5 zombies spawn on every hero(Unless their in base)
15: Drop pod zombie titan
16: Drop pod with 5 guardsmen
16: Drop pod with three standard marines
17: Drop pod random space marine, tau, guardsmen, or nid hero.
18: Drop pod with one terminator
19: Gain a deathstrike missile launcher(1 use)
20: Skip ten rounds(Zombies get all bonuses they would normally get in these rounds, and two random events happen.)
If I made a mention to something that I did not explain, please tell me, and I'll fix it.
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This message was edited 2 times. Last update was at 2011/09/30 22:53:16
Current Armies:
~2500pts _--_--_--_~1750pts _--_--_--_~1000pts _--_--_--_~1300pts _--_--_--_~750pts _--_--_--_~2000pts |
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![[Post New]](/s/i/i.gif) 2011/09/08 15:19:18
Subject: Zombie apocalypse: Make your final stand!
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Guard Heavy Weapon Crewman
Hickory, NC
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Very interesting idea although for the charachter idea I see some issues because there is no way I can get 200 pts of upgrades on one guardsman  or will i be able to be a veteran and take all of the doctrines at once?
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This message was edited 1 time. Last update was at 2011/09/08 15:20:35
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![[Post New]](/s/i/i.gif) 2011/09/08 15:45:35
Subject: Zombie apocalypse: Make your final stand!
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Brainy Zoanthrope
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You may take any non-named character, so yes, you could be a veteran with everything. or you could be a company commander with two powerfists and two twin linked plasma pistols.
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Current Armies:
~2500pts _--_--_--_~1750pts _--_--_--_~1000pts _--_--_--_~1300pts _--_--_--_~750pts _--_--_--_~2000pts |
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![[Post New]](/s/i/i.gif) 2011/09/08 16:15:06
Subject: Zombie apocalypse: Make your final stand!
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Unhealthy Competition With Other Legions
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I actually really like this for both Fantasy and 40K I think I may have to buy a massive amount of Zombie models!!!
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![[Post New]](/s/i/i.gif) 2011/09/08 17:09:53
Subject: Zombie apocalypse: Make your final stand!
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Thunderhawk Pilot Dropping From Orbit
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I quite like this!
but how would you make zombies? imperial guards conversions?
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![[Post New]](/s/i/i.gif) 2011/09/08 17:17:21
Subject: Zombie apocalypse: Make your final stand!
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Unhealthy Competition With Other Legions
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buy Zombies from Fantasy. Do some minor conversion with 40k bits and your all good.
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![[Post New]](/s/i/i.gif) 2011/09/09 00:17:24
Subject: Re:Zombie apocalypse: Make your final stand!
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Horrific Howling Banshee
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I am religiously opposed to Zombie Tanks.
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Quoted from "The Defenestrator":
"Yes, I don't buy into the goody goody image the Tau PR machine has churned out . They're all dirty cold-blooded space-communists if you ask me! Besides, their shiny, selfless "we love everyone for the Greater Good" vibe is so unfitting for the "lulz we're all badass jerks" future of 40k. GW needs to play up their cold, calculating, "join us or die, and probably still die anyway" Borg-y style. That's just me of course."
Altanis wrote Vindicare. Hes like Santa he watches when your sleeping. He knows when your awake. I doesn't matter if youve been bad or good because the inquisition put a hit out on you and a shield breaker round is gonna go through your head when your eating your weaties.
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![[Post New]](/s/i/i.gif) 2011/09/09 00:41:51
Subject: Zombie apocalypse: Make your final stand!
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Pete Haines
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Hahaha! I've done games like this with my cousin so many times! Automatically Appended Next Post: Though we don't play with zombies using tanks....
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This message was edited 1 time. Last update was at 2011/09/09 00:43:08
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![[Post New]](/s/i/i.gif) 2011/09/09 02:39:28
Subject: Re:Zombie apocalypse: Make your final stand!
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Land Raider Pilot on Cruise Control
California
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Really, I think "Zombie" should be a set of modifiers you can apply to any model. So you can have Zombie Space Marines, Zombie Orks, Zombie Carnifexes, Zombie Greater Daemons, or whatever.
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Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/09/09 14:35:12
Subject: Zombie apocalypse: Make your final stand!
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Brainy Zoanthrope
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If you are opposed to Zombie Tanks, they can simlply be opted out. I only use them whenever I feel like having a laugh. Fluffwise, it could be a machine with a corrupt machine spirit,
Honestly, Dr Robert, I felt the same way a few yars ago, but then I eventually decided that a universal ruleset would make the game that much easier. Plus, What would happen if it gave them a -3T penalty to make up for an MC? if it was a universal rule, then a guardsmen zombie would instantaneously die.
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Current Armies:
~2500pts _--_--_--_~1750pts _--_--_--_~1000pts _--_--_--_~1300pts _--_--_--_~750pts _--_--_--_~2000pts |
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![[Post New]](/s/i/i.gif) 2011/09/09 17:46:03
Subject: Zombie apocalypse: Make your final stand!
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Been Around the Block
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Rennoc215 wrote:Plus, What would happen if it gave them a -3T penalty to make up for an MC? if it was a universal rule, then a guardsmen zombie would instantaneously die.
They're already dead... or undead at least.  Sorry, couldn't help it.
I've actually been looking for some rules like this to use some day if I ever find somebody near me that plays. I'll have to try them out sometime. for those of you wanting to create a nifty Hero to use for this, check out the Chapter Creator Rules by Marik Law. Awesome work put together that you MUST look into.
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Please comment on my Inquisitor and his rules!
http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
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![[Post New]](/s/i/i.gif) 2011/09/10 20:18:03
Subject: Zombie apocalypse: Make your final stand!
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Thunderhawk Pilot Dropping From Orbit
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mmm, I think i'll but an box of both Fantasy zombies and Imperial Guardsmen. That way I have futuristic and creepy dead looking zombies!
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![[Post New]](/s/i/i.gif) 2011/09/10 20:24:52
Subject: Zombie apocalypse: Make your final stand!
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Been Around the Block
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You can mix and match a little too, and if you are any good with green stuff, making the clothes look ripped and could add to the effect. Maybe have a couple guardsmen with giant holes drilled through their bellies or sides.
In order not to make the entire box of guard a waste though so that you can use them normally, you could just get some zombie heads and magnetize all the models heads so they can be interchanged...
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Please comment on my Inquisitor and his rules!
http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
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![[Post New]](/s/i/i.gif) 2011/09/11 14:47:17
Subject: Zombie apocalypse: Make your final stand!
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Focused Fire Warrior
Boone, NC
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As somebody who has playtested this with the creator himself, this is a beautiful gametype
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Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild" |
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![[Post New]](/s/i/i.gif) 2011/09/12 13:49:10
Subject: Re:Zombie apocalypse: Make your final stand!
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Worthiest of Warlock Engineers
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HOLY GAK.... ZOMBIES!!!
]grabs AA12 auto shotgun,Katana,Wakzeshki and Berreta[
Come get me you undead
seriously i really like these rules.
heh heh guardsmen with TW heavy stubbers...
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2011/09/12 14:54:50
Subject: Zombie apocalypse: Make your final stand!
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Angry Blood Angel Assault marine
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Furioso with blood talons = game over
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![[Post New]](/s/i/i.gif) 2011/09/16 15:42:27
Subject: Re:Zombie apocalypse: Make your final stand!
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Worthiest of Warlock Engineers
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leman russ punisher with hull lascannon and sponson HB=game over
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2011/09/18 16:48:53
Subject: Zombie apocalypse: Make your final stand!
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Brainy Zoanthrope
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you could say that, but by the time you have one, you're fighting 7D10 zombies per round... which means one LR punisher against nearly 120+rending attacks per turn... which means theoreticly 15 glancing hits and 5 penetrating hits, equating to mostly just a bloody reduced heap of what once was a Leman Russ and it's unfortunate crew.
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Current Armies:
~2500pts _--_--_--_~1750pts _--_--_--_~1000pts _--_--_--_~1300pts _--_--_--_~750pts _--_--_--_~2000pts |
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![[Post New]](/s/i/i.gif) 2011/09/21 11:29:36
Subject: Re:Zombie apocalypse: Make your final stand!
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Worthiest of Warlock Engineers
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yeah but then my 10 mates have them as well.
220 rending STR6 AP-shots perturn....
Adiose undead mther f*****s
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2011/09/21 21:40:33
Subject: Zombie apocalypse: Make your final stand!
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Focused Fire Warrior
Boone, NC
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10?
More like 3, If you're lucky, and none have died, and you ALL have the points.
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Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild" |
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![[Post New]](/s/i/i.gif) 2011/09/21 21:54:59
Subject: Re:Zombie apocalypse: Make your final stand!
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Disciplined Sea Guard
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This message was edited 1 time. Last update was at 2011/09/21 21:56:09
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![[Post New]](/s/i/i.gif) 2011/09/21 22:48:08
Subject: Re:Zombie apocalypse: Make your final stand!
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Focused Fire Warrior
Boone, NC
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You get the idea
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Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild" |
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![[Post New]](/s/i/i.gif) 2011/09/23 08:40:25
Subject: Re:Zombie apocalypse: Make your final stand!
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Worthiest of Warlock Engineers
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I see your Zombies and raise my stupidly large arsnal of weaponry......
RRRRRRRRRRRRAAAAAAAAAAAAAAAAARRRRRRRRRRRRRGGGGGGGGGHHHHHHHHHHHHHHHHHHH
HACKSLASHKILLHACKSLASHKILLHACKSLASHKILLKILLKILLKILLKILLKILLKILLBURNBURNBURNBURNBURNBURNTHOSEUNDEADB S
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2011/09/23 20:37:53
Subject: Re:Zombie apocalypse: Make your final stand!
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Fresh-Faced New User
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I have a long list of questions/request clarifications, as I am hoping to play this in a couple of weeks when I travel home. We might create our own answers to these questions, but I wanted to ask you! Thanks VERY MUCH in advance for any/all of your answers!
1) Questions for random events:
a) #4: a lava chasm opens from the point of deviation, and is 1d10 inches long in a random direction?
b) #7: a "zombie hero space marine" - is this a space marine captain that has become zombified, and does he have the default wargear? How does one determine the random reinforcements?
c) #12, 13 & 15: is this the only way a zombie titan spawns?
d) #14: "5 zombies spawn on every hero" - as in, in base contact?
e) #18: is the drop pod just there to provide a pair of storm bolter shots or something? I'm not understanding why you'd get a single terminator in a drop pod.
f) #17: how do you randomly determine the hero? Is it Space Marine Captain, Tau in a Crisis Suit, Company Commander/Commissar Lord, or Tyranid Prime and you roll a...d4? Does this hero only come with the default wargear (no upgrades)? Who controls it, do the players just arbitrarily decide? Can they then upgrade this new hero with points from killing zombies?
g) #20: Does this count towards reaching Turn 50?
2) Can you upgrade "vanilla troops choices" and reinforcements (be they purchased or through random events) with points from killing zombies? Do models receiving upgrades have to travel to the merchant, or can they be anywhere on the table?
2a) Are "vanilla troops choices" taken from the codex your hero uses, or must you stick to the reinforcements list here (i.e., only Guardsmen/Space Marines)? Likewise, why aren't players limited to buying reinforcements taken entries in their own codex?
3) What weapons does a Zed Tank have? What hull/chassis should it use?
3a) Why isn't a Zed Tank "lumbering", and for that matter why aren't Zombies Slow But Purposeful?
4) Is there a victory condition for the players? Is the "Vehicle/Drop Pod" that appears behind the Pinnacle at turn 50 the "escape vehicle" for the players, and any that reach it survive/escape (this is a theme in many other zombie games)?
5) What does "Engine Piece" mean on the salvaged vehicles?
6) Why is "Heavy Support" and "Medium Support", etc. listed on vehicle reinforcement entries?
7) What is "Aggressive Defense"?
8) Do players just place purchased reinforcements (such as Manufactorums, Bastions, etc.) anywhere they like on the table? Are these buildings destroyed by taking a glancing or penetrating hit, as they have an Armor Value so it must be there for a reason?
9) Each spawning of zombies is treated as a "mob" for the Dead Men Walking rule?
10) Can you buy weapon upgrades for your "vanilla troops choices" with your remaining points allowance after hero creation?
11) Player-controlled models that are killed become zombies on a 5+. If a hero reinforcement is killed and comes back as a zombie, who controls it?
11a) Furthermore, if a player loses their original Hero and comes back as a zombie, do they also give up control to the "human" teammates of any reinforcements/reinforcement heroes they may have gained during previous turns?
12) Barricades do..what exactly? They have an armor of 6, and are destroyed by a hit from a zombie (that is my assumption)? What is an appropriate size for barricades, a 6" strip?
13) What does Mind War do against zombies? Are they killed instantly (as they have no Leadership, and the Farseer will score at least 11)?
13a) Furthermore, since Zombies may not take Leadership, Morale, or Pinning tests, do they automatically fail or do they automatically pass?
14) It looks like Large Bastions come with 2 heavy bolters and can have a Heavy Turret for additional cost. Can you put 2 Medium Turrets on a Large Bastion?
14a) Once on a Bastion, can Turrets by targeted/destroyed separately by zombies in close combat, using their own armor value?
15) Slain players as dreadnoughts: must you recover the slain player's body first? If they were "zombified" after being killed, can you still put them in a Dreadnought (I assume no if their zombie form is alive, but what if you killed their zombie version too?)?
16) Reinforcements: can you buy reinforcements before you buy the Armory or Manufactorum? We assume reinforcements come with the default wargear/equipment.
16a) Can you upgrade the wargear carried by reinforcements (which we assume requires having an Armory or Manufactorum)? If so, are there any limits (could you give every Terminator an Assault Cannon if you have the points to spend, for example)?
17) What is meant by "not too many at once" in the rules for replacing 2 zombies with 1 Super Zed? It says to refer to "Zombie Apocalypse" for exceptions, but there is no mention here.
18) Can you elaborate more on the table setups? What classifies as "medium defences"? What is a Citadel with heavy defenses? I assume this will be a set of guidelines.
19) Can a Zombie climb over a Barricade or into a Bunker to attack a player hero who is using one for cover, or must they destroy the Barricade/Bunker first?
20) Most importantly, where is the merchant? Does "he" move around?
I think that's all of them! I plan to organize everything into a Word document with tables and such for what one can spend their points on...we're pretty stoked to try this out, but scrolling through a forum post as our reference is kinda painful heh.
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This message was edited 1 time. Last update was at 2011/09/23 20:38:45
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![[Post New]](/s/i/i.gif) 2011/09/23 22:37:59
Subject: Re:Zombie apocalypse: Make your final stand!
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Focused Fire Warrior
Boone, NC
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I will answer what I can, but I'll tell Rennoc to get you the rest...
Randoms
f) These are only examples. It's really just an appropriate "Kick-ass" unit that isn't named. I'm pretty sure you can upgrade it. You could roll a d4, but the zombie player could also decide.
g) Yes.
2a) You choose from and are limited to your codex.
3) I do not know the answers to these, but personally we stay away from the tanks. They haven't been play-tested yet.
4)Yes, this is the escape vehicle. You reach it to "win".
9) Zombies that get up are placed in the nearest mob of other zeds.
10) Yes.
11) The player that previously controlled it.
11a) Yes.
13(a)) Me and Rennoc have been playing auto-pass. For mind war I would say either 1. You kill as many zombies as you rolled+10, 2. It has no effect.
15) You must recover the body and take it back to base. If they become a zombie and you kill them again, you would kill them DEAD. A good zombie never stays down. (Thats a no  )
17) The zombie player shouldn't place more than 25-30% of his Zombies per turn as Superzeds.
20) He is in the base, or in both if you got 2fort. He stays put.
Hope this helped! Sorry I couldn't tell you more.
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Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild" |
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![[Post New]](/s/i/i.gif) 2011/09/24 01:20:34
Subject: Zombie apocalypse: Make your final stand!
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Fresh-Faced New User
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Lots of help, thanks! I agree on the point about a good zombie never staying down, so he'd have to never become a zombie to begin with if he wants to get into a Dread...
I know some of those are kind of common sense, but I wanted to be sure.
Followup to 11: So a player could have themselves (their original hero), and then a hero reinforcement...and if the hero reinforcement dies, they retain control so control both their "avatar" and the now-zombified hero?
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![[Post New]](/s/i/i.gif) 2011/09/24 02:14:34
Subject: Zombie apocalypse: Make your final stand!
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Focused Fire Warrior
Boone, NC
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Lokasenna wrote:Lots of help, thanks! I agree on the point about a good zombie never staying down, so he'd have to never become a zombie to begin with if he wants to get into a Dread...
I know some of those are kind of common sense, but I wanted to be sure.
Followup to 11: So a player could have themselves (their original hero), and then a hero reinforcement...and if the hero reinforcement dies, they retain control so control both their "avatar" and the now-zombified hero? 
I think that once you become a zombie, you give up all your living people (Or I guess you could give up your new zombie)
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Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild" |
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![[Post New]](/s/i/i.gif) 2011/09/25 00:54:46
Subject: Re:Zombie apocalypse: Make your final stand!
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Brainy Zoanthrope
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Lokasenna wrote:1) Questions for random events:
a) #4: a lava chasm opens from the point of deviation, and is 1d10 inches long in a random direction?
Yes, that is correct.
Lokasenna wrote:b) #7: a "zombie hero space marine" - is this a space marine captain that has become zombified, and does he have the default wargear? How does one determine the random reinforcements?
The Idea is that we have written around what we had available, this model is pretty much a zombie that uses the zombie hero profile. that means no wargear.
Lokasenna wrote:c) #12, 13 & 15: is this the only way a zombie titan spawns?
No. As long as the zombie player does not just titan spam every turn, we have a simple system. Whenever the zombie player feels like adding some fun chaos to the mix, he may place any kind of zombie (Except for a hero or supervillan) into play. If you place a big, you lose two littles from your deployment. 3 for a tank, and four for a titan.
Lokasenna wrote:d) #14: "5 zombies spawn on every hero" - as in, in base contact?
Yes
Lokasenna wrote:e) #18: is the drop pod just there to provide a pair of storm bolter shots or something? I'm not understanding why you'd get a single terminator in a drop pod.
The drop pod is more of a way of representing how he got there. Maybe it's an escape pod, and he is the only survivor. maybe you got a few termagaunts, and they tunneled their way here.
Lokasenna wrote:f) #17: how do you randomly determine the hero? Is it Space Marine Captain, Tau in a Crisis Suit, Company Commander/Commissar Lord, or Tyranid Prime and you roll a...d4? Does this hero only come with the default wargear (no upgrades)? Who controls it, do the players just arbitrarily decide? Can they then upgrade this new hero with points from killing zombies?
Yamgrenade put it perfectly on this one. Read his post.
Lokasenna wrote:g) #20: Does this count towards reaching Turn 50?
Yes.
Lokasenna wrote:2) Can you upgrade "vanilla troops choices" and reinforcements (be they purchased or through random events) with points from killing zombies? Do models receiving upgrades have to travel to the merchant, or can they be anywhere on the table?
2a) Are "vanilla troops choices" taken from the codex your hero uses, or must you stick to the reinforcements list here (i.e., only Guardsmen/Space Marines)? Likewise, why aren't players limited to buying reinforcements taken entries in their own codex?
Your answers are both yes. You may upgrade the troops, it's just that when they enter into play, they must have all default wargear. Also, when being upgraded, they have to be with the merchant, just like the players. Yes, the choices are taken from any troops choice in the codexes, and the reason for no limitation is so that people can play just in their style. some people would trust a tank for protection, while others would take jump-pack armed marines for their mobility.
Lokasenna wrote:3) What weapons does a Zed Tank have? What hull/chassis should it use?
3a) Why isn't a Zed Tank "lumbering", and for that matter why aren't Zombies Slow But Purposeful?
A zed tank has no weapons. All it can do is tank shock models, but it may also make assault moves. As for the second part, the thought has come to me many times, but then I always think "What if they decide to run away, easily putting 10+ inches between each other, then pounding them with heavy weapons?" Therefore, I feel that moving them normal speed keeps players thinking on their toes.
Lokasenna wrote:4) Is there a victory condition for the players? Is the "Vehicle/Drop Pod" that appears behind the Pinnacle at turn 50 the "escape vehicle" for the players, and any that reach it survive/escape (this is a theme in many other zombie games)?
Yes. If you reach this, then you win. However, you could also say that the players that didn't make it are now trapped, leading to a followup mission, where the supervillan has them in captivity. This may be used to help keep a campaign flowing.
Lokasenna wrote:5) What does "Engine Piece" mean on the salvaged vehicles?
I feel like I left out a very important rule. At the end, I will describe something I call "flagset" objectives.
Lokasenna wrote:6) Why is "Heavy Support" and "Medium Support", etc. listed on vehicle reinforcement entries?
7) What is "Aggressive Defense"?
These are more of suggestions as to the use of the models. As for "aggressive defense", that means that the model is most usefull for fighting off big things. It is suited for defense, but can be used as a heavy hitter.
Lokasenna wrote:8) Do players just place purchased reinforcements (such as Manufactorums, Bastions, etc.) anywhere they like on the table? Are these buildings destroyed by taking a glancing or penetrating hit, as they have an Armor Value so it must be there for a reason?
For your first question, the answer is yes, and they are destroyed like any vehicle, just take the vehicle damage charts and apply them to the building, ignoring the damages that do not apply.
Lokasenna wrote:9) Each spawning of zombies is treated as a "mob" for the Dead Men Walking rule?
Yes.
Lokasenna wrote:10) Can you buy weapon upgrades for your "vanilla troops choices" with your remaining points allowance after hero creation?
yes.
Lokasenna wrote:11) Player-controlled models that are killed become zombies on a 5+. If a hero reinforcement is killed and comes back as a zombie, who controls it?
11a) Furthermore, if a player loses their original Hero and comes back as a zombie, do they also give up control to the "human" teammates of any reinforcements/reinforcement heroes they may have gained during previous turns?
The player that originally controlled the hero. That is correct.
Lokasenna wrote:12) Barricades do..what exactly? They have an armor of 6, and are destroyed by a hit from a zombie (that is my assumption)? What is an appropriate size for barricades, a 6" strip?
All of these are correct.
Lokasenna wrote:13) What does Mind War do against zombies? Are they killed instantly (as they have no Leadership, and the Farseer will score at least 11)?
13a) Furthermore, since Zombies may not take Leadership, Morale, or Pinning tests, do they automatically fail or do they automatically pass?
As a zombie has no mind, I guess that it would be auto pass (For the farseer.) As for the second, it is auto pass.
Lokasenna wrote:14) It looks like Large Bastions come with 2 heavy bolters and can have a Heavy Turret for additional cost. Can you put 2 Medium Turrets on a Large Bastion?
14a) Once on a Bastion, can Turrets by targeted/destroyed separately by zombies in close combat, using their own armor value?
No, the turrets can not be re applied. If you look at the top of a bastion, there is a 25mm ring in the center. It is implied that that is the only place you can put the turret. as for the second, you are correct.
Lokasenna wrote:15) Slain players as dreadnoughts: must you recover the slain player's body first? If they were "zombified" after being killed, can you still put them in a Dreadnought (I assume no if their zombie form is alive, but what if you killed their zombie version too?)?
Yamgrenade said it perfectly. If you wanted to twist these to fit a campaign (Maybe the Dreadnought is more of a way to store their friend until an anti-virus can be found).
Lokasenna wrote:16) Reinforcements: can you buy reinforcements before you buy the Armory or Manufactorum? We assume reinforcements come with the default wargear/equipment.
16a) Can you upgrade the wargear carried by reinforcements (which we assume requires having an Armory or Manufactorum)? If so, are there any limits (could you give every Terminator an Assault Cannon if you have the points to spend, for example)?
The answer is no, you must have an armory for things without an armor value, and a manufactorum for things that have one. for the second part, the answer is yes, as every model counts as having independent character, and all squad restrictions are removed.
Lokasenna wrote:17) What is meant by "not too many at once" in the rules for replacing 2 zombies with 1 Super Zed? It says to refer to "Zombie Apocalypse" for exceptions, but there is no mention here.
Zombie apocalypse was a rule from second edition, which had far to many rules, Essentially,look at my answer for #1C.
Lokasenna wrote:18) Can you elaborate more on the table setups? What classifies as "medium defences"? What is a Citadel with heavy defenses? I assume this will be a set of guidelines.
For medium defenses, we used those "Witchfate Tor. Tower of Sorcery" ( http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440008a&prodId=prod900169a), and for the heavy defenses, we used a Warhammer Fantasy Fortress. But those were just to give a feel.
Lokasenna wrote:19) Can a Zombie climb over a Barricade or into a Bunker to attack a player hero who is using one for cover, or must they destroy the Barricade/Bunker first?
The Barricade must have been destroyed before a zombie can hit the player.
Lokasenna wrote:20) Most importantly, where is the merchant? Does "he" move around?
Yamgrenade said it perfectly.
Flagset Objectives: Themed objective markers. When a player moves into base contact with one, He may choose to carry it. The objective may then be moved with the player. he could carry two objectives without penalty. for each objective the player is carrying above 2, reduce their movement by 1 in each. When these are returned to your base, you get an extra point per kill, per objective (So two objectives gives you +2 points per kill.). There are also "Special objectives." these dont give points, but instead provide bonuses. Some examples of things we have done:
--Engine Piece: allows the construction of vehicles.
--Slaves (Usually grots): allow you to carry one extra objective without penalty
--Necron Crystal: Allows you to purchase Necron reinforcements.
Glad to help! Happy Zombie-Slaying!
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This message was edited 1 time. Last update was at 2011/09/25 01:04:13
Current Armies:
~2500pts _--_--_--_~1750pts _--_--_--_~1000pts _--_--_--_~1300pts _--_--_--_~750pts _--_--_--_~2000pts |
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![[Post New]](/s/i/i.gif) 2011/09/26 01:21:39
Subject: Zombie apocalypse: Make your final stand!
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Brainy Zoanthrope
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New Zombie Type!
Crawler 3 – 3 3 1 2 1 – 5+ Turn 15+
Special rules: Rending, Feel No Pain, Dead Men Walking, Brainless, Crawling, Bloodcraze
--Dead Men Walking: Rather than removing a zombie as a casualty, place it on its side. At the start of the Zombie player(s)' turn, roll a dice for each zombie that is on its side. On a 5+, it stands back up and joins the nearest zombie mob (May join a mob of any type).
--Brainless: Zombies may not take Leadership, pinning, or morale tests. After all, they don't have a brain, a will, or a mind of their own.
--Crawling: Model always may make a 5+ cover save, and improves his cover save by 1 if he is in cover. Models with this rule also gain Slow and Purposeful and Furious Charge.
--Bloodcraze: Once this model has caused a wound, this model looses Slow and Purposeful, and gains fleet.
New Upgrades!
--Bolt Pistol Revolver: 10pts: This is a bolt pistol that strikes at S5 and has rending, but reduces the AP by 1 (AP:6).
--Anti-venom: 25pts: On a natural roll of 1, the character may not be affected by any one zombie's wound.
--Jugger-nog: 50pts: Increase character's base T value by 1 (This does NOT affect his Instant Death threshold).
--Speed Cola: 50pts: Increase Character's base movement by 1, Increase Character's Assault move range by 1, Or character gains Fleet.
--Obscene Radiation Exposure: 50pts: Roll 1d10. then consult the following chart:
1-3: Nothing happens.
4: Character Adds 1 to any baseline stat (This Does affect the characters ID threshold).
5: The character gains Fleet.
6: The character becomes Jump infantry.
7: The character gains the stealth rule.
8: The character gains a 4+inv (Or a 3+ if they previously had a 4+).
9: Increase all base stats by 1 (This Does affect the characters ID threshold).
0: Reduce ALL base stats by 1, except for wounds, reduce movement by 1, and gain Zombie Affinity
--Dakka: --pts: Increase the range of a weapon by 6in, Increase the strength by 1, Increase the AP by 1 (-- becomes 6, 6 becomes 5, etc), and gains twin linked. You get 1 when you kill a zombie hero.
New Special Rules!
--Zombie Affinity: Every turn, roll a D6. on a roll of 6, the zombie player may control the character. If the character was in assault, he hits at I1 and Is hit on a roll of 2+.
--Crawling: Model always may make a 5+ cover save, and improves his cover save by 1 if he is in cover. Models with this rule also gain Slow and Purposeful and Furious Charge.
--Bloodcraze: Once this model has caused a wound, this model looses Slow and Purposeful, and gains fleet.
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This message was edited 5 times. Last update was at 2011/09/30 19:53:17
Current Armies:
~2500pts _--_--_--_~1750pts _--_--_--_~1000pts _--_--_--_~1300pts _--_--_--_~750pts _--_--_--_~2000pts |
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![[Post New]](/s/i/i.gif) 2011/10/13 21:42:35
Subject: Zombie apocalypse: Make your final stand! (Please Review and comment!)
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Squishy Oil Squig
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Just as I'm looking at this, the Super Zeds aren't MCs, are they? And the Zombie Titan's probably should be, right? Also, just for the sake of the game, you can effectively use HQ's as a reference for generating a faction armory or do they only have access to what they would usually have? Because that's such a shame that the Stormboy Nob doesn't have access to long range options or the IG vet doesn't have access to an invul save and so on. It's not something that matters too much, but just thinking for more builds. Another question, for upgrading reinforcements, they would be drop podded in, then have to get to the merchant for upgrades. When you upgrade them, it's only things that they would normally have access to or can you give them items from their faction 'armory'? Like paying the 50 points to give 10 shoota boyz big shootaz or even 50 points to give big shootaz to a unit that doesn't usually get them like nobz or stormboyz?
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This message was edited 1 time. Last update was at 2011/10/13 22:38:11
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