Switch Theme:

Zombies 40k RPG - massive update 29/05/12  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


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




Made in gb
Tower of Power






Cannock

http://www.imperiusdominatus.com/2012/05/discussion-zombies-40k.html

* Change Log 29/5/12

* Players can now control a group of survivors.
* Survivors are no longer I.C's and instead have the move through cover special rule
* Survivors can only carry two weapons.
* Added Distraction! rule.
* Survivors now changed from single models to group of survivors.
* Wounds decreased to 2 per model.
* Survivors can only take 50 points worth of wargear per survivor unit.
* Hotshot lasgun and pistol added.
* Updated skills so only one skill per survivor unit.
* Medic skill only effects surviving unit.
* Changes to defense expert skill.
* Change to master of arms skill.
* 12" bubble now added to Zombie Sense rule.
* Alarm! rule added for buildings.
*


I like zombies. There's nothing like blasting the hordes of the undead to bits and running away from the slow dim witted ones. I've always thought it would be cool is some kind of RPG could be created using a 40k ruleset. Here's what I've come up with.

Zombies 40k

Basic Rules

Players pick to either play as a group of survivors, or a horde of zombies. Multiple players can be involved.

Movement

All infantry move 6" and have the move through cover special rule. In additional all models can run and shoot, though cannot run and shoot with heavy weapons - survivors don't stay about when zombie hordes are about!

Shooting

All models may carry two weapons, though only one of these maybe a heavy weapon, though may only fire one weapon at a time. Profile of the ranged weapons and rules as per the 40k rulebook. In addition, before firing any weapon roll a D6, a result of a 1 indicates that the gun has jammed or out of ammo and cannot be used for the reminder of the game. Also any wound of a 6+ when firing at a zombie allows no armour save or cover save, survivors just blow their undead head's off!

Assault

Assault works as per the 40k rule book, except at the end of the combat phase survivor's can break from combat - being attacked by a zombie horde isn't good for your health. Roll a D3 and on a 3+ the survivor breaks from combat and flees, 2D6 in any direction.

All survivor close combat attacks count as a power weapons, as survivors smash in zombie brains.

Distraction!

If a player fails to break from combat, then they may chose to sacrifice a survivor and escape combat, the survivor is either shot in the leg by his comrades and left for dead or fights to the death while his comrades escape. If the survivor choses this option, then they randomly chose a survivor model (D6 allocation) and they flee combat, though the sacrificed model immediately becomes a zombie model.

Survivors

Players may chose from to play with a unit of Space Marines (unit of 5) costing 100 points or Veteran Guardsmens (unit of 10) costing 100 points. These models use the standard profile and wargear as per each codex (Codex: Space Marines and Codex: Imperial Guard), though in addition all models have their wounds increased to 2 to represent the ruggedness of the survivor.

Survivors may take 50 points worth of wargear per unit, this represents the scavenging the survivors have done to stay alive and lack of equipment.

Wargear Points

Autocannon 5 points
Boltgun 2 points
Bolt Pistol 1 point
Chainsword 1 point
Defensive Grenades 5 points
Grenade Launcher 5 points
Flamer 5 points
Heavy Bolter 5 points
Hotshot Lasgun 5 points
Hotshot Las Pistol 5 points
Plasma Cannon 10 points
Plasma Gun 15 points
Plasma Pistol 15 points
Sniper Rifle 5 points

Artificer Armour 15 points
Carapace Armour 4 points
Power Armour 10 points

Skill

One survivor per unit may take a skill for free.

Medic - the survivor is a expert medic and has the feel no pain rule. All survivors in the unit have feel no pain special rule.

Engineer - survivor is a structural engineer and has supervised in the reinforcement of fortifications. Any zombies attempting to break into the base operations are forced to re-roll any successful break in rolls.

Defense Expert - survivor has setup automated defense turrets, place 3 weapon turrets any where on the board. These can be twin-linked heavy bolters, plasma cannon or autocannon. In addtion, before firing any of these turrets roll a D6, on the result of 1 the turret has malfuctioned and cannot fire for the rest of the game. The defense expert can repair a turret automatically if within 2" of the turret in the movement phase. Note these turrets only fire at zombies and count as BS3.

Master of Arms - survivor has expert gun knowledge, all weapons in the unit count as twin-linked.

Base of Operations

Survivor units may chose a base of operations, this can be any building/ruin on the board. When models are inside the base of operations all weapons count as twin-linked due to additional ammo supplies and gain feel no pain thanks to medical supplies. In addition, any weapons which have jammed or run out of ammo may be 'replaced' in this building/ruin and will count as operational and can be used once again in game.

Break in!

As a base of operations is particularly fortified against zombie attack. Zombies cannot enter this building/ruin in a normal manner, in order for zombies to enter this building they must be in base contact at the start of the movement phase, roll a D6 and on a 6+ the zombies have broken through the fortifications.

Vehicles

Vehicles maybe used in Zombie 40k, though only transport vehicles (survivors haven't go the knowledge to work heavy weapon tanks or those vehicles are out of ammo), no walkers and no fliers and only a maximum of three vehicles can be in play at any time. For placing vehicles, mark the centre of the board and roll 3D6 and the scatter dice, the vehicle will be placed at that location away from the centre of the board.

Vehicles follow all the normal vehicle rules, in addition a vehicle cannot be used unless a survivor has entered. Vehicles can carry supplies.

Zombies in vehicles

Where there's fresh flesh, zombies will always be attracted. If a survivor is inside a vehicle, zombies may attempt to break in. Roll a D6 and on the result of a 6+ the zombies have broken into a vehicle. Roll a D6 for every survivor model inside the vehicle, on a 4+ the survivor escapes and 2D6 zombies are permanently locked inside the vehicle and removed from play, zombies aren't too clever and cannot open doors! If the survivor fails the escape roll, then the survivor is devoured and is removed from play.

Zombies

Zombies may be controlled by a player or team of players. A equal number in points of zombies can be used equal to the amount the survivors have spent on wargear and model costs. Example: two players use a Space Marine player each for their survivor (costing 16 points) and take 100 points worth of wargear, totalling 232 points altogether. Zombie player may take 232 points worth of zombie models. Zombies can also come in any unit size.

Zombie 4 points per model

WS BS S T I A SV LD
2 - 3 3 2 3 6+ 10

Special Rules:

Fearless, fleet, rending and feel no pain.

Zombie Sense

Zombie's have extremely poor eye sight, this is perhaps because their eyes are milky white or just rotted away. As a zombine cannot rely on it's sight, it uses sounds and movement to locate it's prey - it can't see you if you don't move!.

In the movement phase zombies can move any direction they wish, though if a survivor model within 12" makes a 'sound' i.e shooting or using a vehicle or has moved previously moved, then the zombies must move and run in that direction and always assault if possible.

If survivors are within 12" of zombie models and haven't made a 'sound' i.e shooting or any form of movement (including use of a vehicle), the zombie player may still assault if they wish. Each player rolls a D6, if the zombie player rolls a higher result then the survivors have been 'spotted' and zombies may assault. If the survivor player rolls higher or equal to the zombie player, then the survivor models have not been 'spotted' and zombies may not assault this turn.

This rule is purposely added to give a stealth element to the game. Do you risk sneaking past and maybe the zombies catch you, or can you stay hidden away from the rotting horde?

Buildings and Ruins

Survivors will make use of buildings and ruins for cover and to loot for supplies, though beware of zombie lurkers!

Survivors can enter any building or ruin and this building then becomes reinforced exactly like the Base of Operations. Also any weapon which no longer is fuctioning (jammed or out of ammo) is instantly repaired or ammo stocks replenished.

Zombies may break into a building or ruin just like normal.

Alarm!

When any survivor model enters a building/ruin roll 2D6, on a double 1 or double 6 the building alarm has been tripped. All zombies then react using the zombie sense rule.

Lurkers!

When a survivor enters a building and/or ruin which isn't chosen as the Base of Operations, roll a D6 and on a 4+ D6 zombies appear in the building.


That's all I've got folks. Would love some feedback on this.

Btw - these are core rules only. May add additional units later and even link to 40k. Missions will be produced soon.

This message was edited 3 times. Last update was at 2012/05/29 15:31:47


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Auspicious Skink Shaman





U.S.

Coolio, This should be sent to GW

 
   
Made in ca
Judgemental Grey Knight Justicar





Ontario, Canada

just sayin, independent characters can join other independent characters to make units.

I have half a mind to kill you, and the other half agrees 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

It seems like there is little point to be anything but a space marine, because they effectively have 63 points of wargear and a boost to toughness and strength...apart from that sounds like fun, maybe add a 'scavenge' rule of some kind so that survivors can loot gear from other buildings or corpses?

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in gb
Tower of Power






Cannock

Ok, fair point about the I.C's and I understand your point. I think make all survivors have move through cover and benefits i.e feel no pain is a 6" radius.

Good point about the Space Marine, I'll change it to a Guardsmen only and everyone is the same then. Or maybe just a Space Marine?

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

I'd say all guard. Space marines deal with that shiz for breakfast. Besides, I can relate more to a guardsman hiding behind a wall, head in hands going ohgodohgodohgod than a marine doing the same. If he even would.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

Hey man

Great idea, I thought about doing someting similar a while ago when hive of the dead came out (and I started play dark heresey), thought it would be a good oportunity for modelling, tried to dig out my old hero quest board to use for the base but got side tracked.

Consider me subscribed.

PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)

 
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

Could you imagine this concept on a Spacehulk type board? I think that would be crazy..... Just mobs and mobs of zombies pouring down corridors. But then again it would be kinda just like Spacehulk unless you added buildings

40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
Made in us
Numberless Necron Warrior






Love the concept. I say leave the marine just make a zombie marine as well.

It would be a much more powerful zombie if it was an ex marine, could even be holding its old chain sword....

8000
10,000
5000 
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

So you know how we said transports? Well how about some of these bad boys for the Guard to roll around in?
http://www.ebay.com/itm/Hummer-H2-SUT-Pickup-Wargames-Terrain-All-Things-Zombie-ATZ-25mm-28mm-Blue-/280877562542?pt=LH_DefaultDomain_0&hash=item41659b7aae


Automatically Appended Next Post:
Also I like the idea of maybe some special zombies like from a certain popular video game. I have some FW plague Ogryns that could make something like a "boomer" who if he attacks a survivor could mark them for say a turn or two and all the zombies will move/run towards him.

This message was edited 1 time. Last update was at 2012/05/25 13:40:42


40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
Made in au
Regular Dakkanaut






Random Events:
either at start of player game "turn" or pre-game "setup", players must agree upon beforehand. works as follows:
roll a D6:
1-2 Significant Event, 3 nothing eventful happened as of this turn, 4-5 Minor Event, & 6 player's both roll on "Events" chart (create something suitable or i could do it in another post).

the purpose of this is to include weird or otherwise unforseen occurances which happen in every zombie movie, someone trys to teach the zombie social ettique or goes the extra few yards and massacres a whole horde single handedly to the odd "oh where did my stomach just go?!" it makes the game more fun or less predictable

Gunshop:
weapons are not free, those that are found on bodies of the fallen can be sold to the gunshop for "supplies & ammo". weapons sold are @ 15% of retail choice (add a "0" to every weapon or point cost to find the 15% original price, 15pts normal "codex" ad a "0" = 150pts and so on. some vets would remember necromunda). there are intially 3 or 4 gun types, laser, pistol, rifle, & heavy/suppport, support is a new type seperate of heavy because in this concept idea of a game it could count as special or heavy, maybe have a limit on special or heavy weapons on the survivors, say 1 out of 5 survivors can use a special or heavy weapon.

Medic Bay: survivors head towards the nearest De-com Z-bee-Free station for combat stims or medical supplies, the medic bay service is free by donation of funds helps security within the "settlement" headquarters/base such as extra defences like laser or prjectile turrets/powerfield blocked entrances for the "infected".

Limit on survivors Note: each player beside the Zombie "mastermind" player has no more than 5 survivors each. including main character. each survivor comes from a different or same demographic setting, ie mix and match and ignore current codex limitations except where noted here: no more than 5, only 1 may be HQ And one may be Heavy Support, no walkers unless specifically noted elsewhere, tanks or heavy fliers not permitted except in special "bigger" scenarioes, each miniature has access to more than whats listed in IG codex, each miniature comes with 1 weapon by proxy, though each may be different, only basic close combat weapons at character creation phase of the warband/gang/survivor which comes under Pre-game setup.

Zombie Mastermind: a mad lexicanum or tech adept created a formula for reverse ageing or increased intellect, one side affect is an insatiable hungers for living flesh. the player who controls the hordes of the infected. this player gets 15 zombies per survivor in game. zombies don't gain experience, however they get better equipment as the non zombie players progress, you will see a horde intially armed with lead pipes and slug throwing six shooters, but later armed with powerfists or other unusual weapons i'd amend zombie stats: BS- to BS1 makes for a zombie freshly turned the ability to shoot whatever weapon that they "died" with, the Leadership reduced to Ld - as it represents what the zombie has become: fearless immune to psychology, feel no pain, furious charge, animosity (same as WHFB orcs & goblins), one zombie eats a prime bit of meat that another wanted to eat and that turns into a mindless scrap.

Boss Fights: include some zombie bosses or villains to your games.

Experience: player characters and survivors gain experience for every non survivor killed or taken out of action. boss creatures give triple experience.

Basic Weapons: laspistol auto pistol slug gun, bolt pistol & autogun T2 weapons: boltgun lasgun grenade launcher shotgun T3 weapons: plasma gun, power weapon
T4 weapons: Power fist of any variant: chainfist/lightning claws etc. anything left out is either below basic or fits under special rules section.

Armour types: start combat vest confers a 4+ save to the chest or torso or a 6+ ward save, Basic: flak 4+ body save or 6+ ward save carapace armour: 3+ save body save or 4+ ward save. armour types are unlocked as character/survivors progress/level up. or each is x3 times combined player character level by 10 credits (joe is a medic, he has 10 levels he has 3 survivor body guards st level 2, = 20x3-60+30= 190pts (the math equation is wrong but just using as example) there are a whole Horde (no pun intended) of other idea's feel free to use or modify and of my suggested idea's. would like this to be turned into a stand-alone game a bit like a new necromunda but focussing on a small "kill team" than on a gang etc

Vehicles: tractor, self-propelled guns, motorbikes and half-tracks permitted. bulldozer construction vehicles and larger vehicles not permitted.
each group may own 1 vehicle unless it's a motorbike or similar sized.

This message was edited 1 time. Last update was at 2012/05/25 14:54:35


 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Allow hotshot lasgun and pistols too, for 2-3 points each.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in gb
Tower of Power






Cannock

motyak wrote:I'd say all guard. Space marines deal with that shiz for breakfast. Besides, I can relate more to a guardsman hiding behind a wall, head in hands going ohgodohgodohgod than a marine doing the same. If he even would.


Fair point, Guardsmen ftw!

SpankHammer III wrote:Hey man

Great idea, I thought about doing someting similar a while ago when hive of the dead came out (and I started play dark heresey), thought it would be a good oportunity for modelling, tried to dig out my old hero quest board to use for the base but got side tracked.

Consider me subscribed.


I've always wanted to do some kind of zombie game. Was a quiet day at work and off I went . Will be adding more soon.

Cpt Stubbs wrote:Love the concept. I say leave the marine just make a zombie marine as well.

It would be a much more powerful zombie if it was an ex marine, could even be holding its old chain sword....


Not sure on zombie marine. Reason is I wanted just a zombie game, but tying it into 40k wouldn't hurt. Maybe add a Daemon Prince, few Plague Marines etc. Food for thought I guess.

Benamint wrote:So you know how we said transports? Well how about some of these bad boys for the Guard to roll around in?
http://www.ebay.com/itm/Hummer-H2-SUT-Pickup-Wargames-Terrain-All-Things-Zombie-ATZ-25mm-28mm-Blue-/280877562542?pt=LH_DefaultDomain_0&hash=item41659b7aae


Automatically Appended Next Post:
Also I like the idea of maybe some special zombies like from a certain popular video game. I have some FW plague Ogryns that could make something like a "boomer" who if he attacks a survivor could mark them for say a turn or two and all the zombies will move/run towards him.


That vehicle si cool

F.W Plague Ogryns would be cool. I'll look into them.

Orkimedes1000 wrote:Random Events:
either at start of player game "turn" or pre-game "setup", players must agree upon beforehand. works as follows:
roll a D6:
1-2 Significant Event, 3 nothing eventful happened as of this turn, 4-5 Minor Event, & 6 player's both roll on "Events" chart (create something suitable or i could do it in another post).

the purpose of this is to include weird or otherwise unforseen occurances which happen in every zombie movie, someone trys to teach the zombie social ettique or goes the extra few yards and massacres a whole horde single handedly to the odd "oh where did my stomach just go?!" it makes the game more fun or less predictable

Gunshop:
weapons are not free, those that are found on bodies of the fallen can be sold to the gunshop for "supplies & ammo". weapons sold are @ 15% of retail choice (add a "0" to every weapon or point cost to find the 15% original price, 15pts normal "codex" ad a "0" = 150pts and so on. some vets would remember necromunda). there are intially 3 or 4 gun types, laser, pistol, rifle, & heavy/suppport, support is a new type seperate of heavy because in this concept idea of a game it could count as special or heavy, maybe have a limit on special or heavy weapons on the survivors, say 1 out of 5 survivors can use a special or heavy weapon.

Medic Bay: survivors head towards the nearest De-com Z-bee-Free station for combat stims or medical supplies, the medic bay service is free by donation of funds helps security within the "settlement" headquarters/base such as extra defences like laser or prjectile turrets/powerfield blocked entrances for the "infected".

Limit on survivors Note: each player beside the Zombie "mastermind" player has no more than 5 survivors each. including main character. each survivor comes from a different or same demographic setting, ie mix and match and ignore current codex limitations except where noted here: no more than 5, only 1 may be HQ And one may be Heavy Support, no walkers unless specifically noted elsewhere, tanks or heavy fliers not permitted except in special "bigger" scenarioes, each miniature has access to more than whats listed in IG codex, each miniature comes with 1 weapon by proxy, though each may be different, only basic close combat weapons at character creation phase of the warband/gang/survivor which comes under Pre-game setup.

Zombie Mastermind: a mad lexicanum or tech adept created a formula for reverse ageing or increased intellect, one side affect is an insatiable hungers for living flesh. the player who controls the hordes of the infected. this player gets 15 zombies per survivor in game. zombies don't gain experience, however they get better equipment as the non zombie players progress, you will see a horde intially armed with lead pipes and slug throwing six shooters, but later armed with powerfists or other unusual weapons i'd amend zombie stats: BS- to BS1 makes for a zombie freshly turned the ability to shoot whatever weapon that they "died" with, the Leadership reduced to Ld - as it represents what the zombie has become: fearless immune to psychology, feel no pain, furious charge, animosity (same as WHFB orcs & goblins), one zombie eats a prime bit of meat that another wanted to eat and that turns into a mindless scrap.

Boss Fights: include some zombie bosses or villains to your games.

Experience: player characters and survivors gain experience for every non survivor killed or taken out of action. boss creatures give triple experience.

Basic Weapons: laspistol auto pistol slug gun, bolt pistol & autogun T2 weapons: boltgun lasgun grenade launcher shotgun T3 weapons: plasma gun, power weapon
T4 weapons: Power fist of any variant: chainfist/lightning claws etc. anything left out is either below basic or fits under special rules section.

Armour types: start combat vest confers a 4+ save to the chest or torso or a 6+ ward save, Basic: flak 4+ body save or 6+ ward save carapace armour: 3+ save body save or 4+ ward save. armour types are unlocked as character/survivors progress/level up. or each is x3 times combined player character level by 10 credits (joe is a medic, he has 10 levels he has 3 survivor body guards st level 2, = 20x3-60+30= 190pts (the math equation is wrong but just using as example) there are a whole Horde (no pun intended) of other idea's feel free to use or modify and of my suggested idea's. would like this to be turned into a stand-alone game a bit like a new necromunda but focussing on a small "kill team" than on a gang etc

Vehicles: tractor, self-propelled guns, motorbikes and half-tracks permitted. bulldozer construction vehicles and larger vehicles not permitted.
each group may own 1 vehicle unless it's a motorbike or similar sized.


Some nice ideas here, mate, though I wouldn't add all of them. I was thinking of adding a team of survivors, this then could put groups of survivors against each other or work together.

Bobthehero wrote:Allow hotshot lasgun and pistols too, for 2-3 points each.


Consider them added .

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in ca
Judgemental Grey Knight Justicar





Ontario, Canada

Bobthehero wrote:Allow hotshot lasgun and pistols too, for 2-3 points each.


you stole my avatar

I have half a mind to kill you, and the other half agrees 
   
Made in gb
Lone Wolf Sentinel Pilot





Sitting on the roof of my house with a shotgun, and a six pack of beers

I'd base the bad guy's on Cadian Blood

Tetiary Threat = Zombies/Plague Victims - Most common, large numbers but a little rubbish
Secondary Threat = Cultists/Renegade PDF Guard - more sods who sold there souls, more brains than a zombie, able to use weapons but fewer in numbers.
Primary Threat = Plague Marines/Daemons - true servants of Nurgle, hard as nails but very few in number.

Modelling wise it would be easier to be a squad based RPG, where you gain/lose skilled members, than pick up individual weapons and the like. If you want to keep it really 4ok rules like you could use xp be buy universal special rules.

This message was edited 1 time. Last update was at 2012/05/29 15:02:45


PM me and ask me about Warpath Wargames Norwich or send me an email

"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate!" Zapp Brannigan

33rd Jalvene Outlanders & 112th Task Force 6600 Points (last count)

 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Nope, more posts, I win

This message was edited 1 time. Last update was at 2012/05/29 14:49:36


Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in gb
Tower of Power






Cannock

Done a large amount of changes guys. Change log is at the top of the post, though a copy is below. Would appreciate feedback.

Btw - these are core rules only. May add additional units later and even link to 40k. Missions will be produced soon.

* Change Log 29/5/12

* Players can now control a group of survivors.
* Survivors are no longer I.C's and instead have the move through cover special rule
* Survivors can only carry two weapons.
* Added Distraction! rule.
* Survivors now changed from single models to group of survivors.
* Wounds decreased to 2 per model.
* Survivors can only take 50 points worth of wargear per survivor unit.
* Hotshot lasgun and pistol added.
* Updated skills so only one skill per survivor unit.
* Medic skill only effects surviving unit.
* Changes to defense expert skill.
* Change to master of arms skill.
* 12" bubble now added to Zombie Sense rule.
* Alarm! rule added for buildings.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Can we buy silencers for some weapons? I'm assuming in the 41st millennium they've created silencers which negate sound better, so they only count as firing a weapon for noise purposes within 6". Only Bolt Pistols, Sniper Rifles, and Hot-Shot Las Pistols.

Pretty please, it'd be cool!

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in gb
Tower of Power






Cannock

Good idea!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

Maybe give the zombies or hordes the vulnerable to template weapons special rule?

40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
Made in us
Nigel Stillman





Austin, TX

So based on the rules for creating a unit, does this mean that I could have a unit of 10 veterans with 10 Autocannons for 150 points, since they get 50 points of wargear. 5 points for Autocannonx10=50. Then just have them in the main building so their weapons are all twin-linked.

This message was edited 1 time. Last update was at 2012/06/13 02:29:19


 
   
Made in gb
Tower of Power






Cannock

Benamint wrote:Maybe give the zombies or hordes the vulnerable to template weapons special rule?


Don't think I would go with that one tbh. Would mean zombies die real quick. I don't think zombies would be any more vulnerable to template weapons than normal none diseased infantry lol.

Vladsimpaler wrote:So based on the rules for creating a unit, does this mean that I could have a unit of 10 veterans with 10 Autocannons for 150 points, since they get 50 points of wargear. 5 points for Autocannonx10=50. Then just have them in the main building so their weapons are all twin-linked.


I guess you could do that, I think that might be over powered and I should put a restriction on certain weapons, or say max of three of the same weapon per survivor unit.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

So Mercer, do you have any new undead revelations for us with 6th ed now out??? Also, does anyone know if the zombies from "Zombies!" the board game would be compatible??? I picked up some GW zombies for play tomorrow with a friend, I will be writing up and thinking up some scenarios/missions along with some special infected rules, I'll let you guys know how it turns out!

Ben

40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
Made in gb
Tower of Power






Cannock

Not looked at this since 6th hit. Will update it soon though.

Looking forward to seeing the write up

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Hardened Veteran Guardsman




Scottish Highlands

Hey mate! Everything is sounding rather nice so far! I think I might read through the rules properly and maybe give it a test. I too have designed my own Zombie game. Originally, it started out as a Mordheim spin-off but now it has evolved into it's own Near Future Post Apocalyptic game! Thanks for sharing!

"My good blade carves the casques of men,
My tough lance thrusteth sure,
My strength is as the strength of ten,
Because my heart is pure." - Alfred Lord Tennyson's poem, Sir Galahad  
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

Well I had a lot of fun running the zombie game! I actually got my friend to admit it was cool and that he was interested! We played with the basic rules but (for his sake) kinda played it to his favor and a little simplified.

We played a 7 turn survival. With me rolling 2 d6 per table side to determine how many zombies came from where. More zombies came on using reserve rules and the same dice method. He took 10 Guardsmen kitted out with various things and named them out of his friends A good sign that he was getting hooked! He then deployed them in the base of operations inside a building in the center

Turn 1 he didn't shoot and I used a scatter die with a d6 to determine where the zombies would aimlessly wander or stand still.
Turn 2 He opened up seeing as the zombies were getting in the danger zone and also rushed a character out into the open to "be the hero". The zombies easily nommed the "hero" dubbed Scott.
the rest of the turns were kinda a blur of him torching zombies with flamers and a few breaking into the building to overwhelm another survivor and put wounds on 2 others. He was able to clear out the building by turn 7 so his guys made it out largely unharmed.

It was a ton of fun and a great recruiting tool! I think I would have done a lot worse except his shooting was terrible! TERRIBLE! He seemed to do best in CC especially when only a few zombies would break in but the others were left thumping on the walls outside to trickle in and die later. I definetly plan on making some rules for "boomers," and "hunters" using the FW Plague Ogryn and Crypt ghoul models!

40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
Made in gb
Tower of Power






Cannock

Joshua Von Wolkestadt wrote:Hey mate! Everything is sounding rather nice so far! I think I might read through the rules properly and maybe give it a test. I too have designed my own Zombie game. Originally, it started out as a Mordheim spin-off but now it has evolved into it's own Near Future Post Apocalyptic game! Thanks for sharing!


Thanks, dude. Let me know if you play this game

Benamint wrote:Well I had a lot of fun running the zombie game! I actually got my friend to admit it was cool and that he was interested! We played with the basic rules but (for his sake) kinda played it to his favor and a little simplified.

We played a 7 turn survival. With me rolling 2 d6 per table side to determine how many zombies came from where. More zombies came on using reserve rules and the same dice method. He took 10 Guardsmen kitted out with various things and named them out of his friends A good sign that he was getting hooked! He then deployed them in the base of operations inside a building in the center

Turn 1 he didn't shoot and I used a scatter die with a d6 to determine where the zombies would aimlessly wander or stand still.
Turn 2 He opened up seeing as the zombies were getting in the danger zone and also rushed a character out into the open to "be the hero". The zombies easily nommed the "hero" dubbed Scott.
the rest of the turns were kinda a blur of him torching zombies with flamers and a few breaking into the building to overwhelm another survivor and put wounds on 2 others. He was able to clear out the building by turn 7 so his guys made it out largely unharmed.

It was a ton of fun and a great recruiting tool! I think I would have done a lot worse except his shooting was terrible! TERRIBLE! He seemed to do best in CC especially when only a few zombies would break in but the others were left thumping on the walls outside to trickle in and die later. I definetly plan on making some rules for "boomers," and "hunters" using the FW Plague Ogryn and Crypt ghoul models!


I think the reserve zombie thing is nice, especially the random location of where they appear.

Not sure how you did the break in, but you roll a 6+ per zombie unit, not model. I'll add unit to the rules as it say 6+ zombies brake through.

I'll be doing some missions now that 6th has landed. I'll also add some plague ogryns or something.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

Yeah I was rolling per single zombie. Quick question, when breaking into a building. Is it a single die rolled per unit, or is it as if the zombies were assaulting the building there for they get all 3 attacks (and a ton of dice being thrown!)?

40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
Made in gb
Tower of Power






Cannock

I'll change it to 6+ per unit, so roll seperately for every zombie unit in base contact with the building. Zombies are placed inside, in base contact with the survivors, meaning they are now engaged in close combat.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

Yes but now is it one die roll per unit? Or like I said a crap ton of dice like they are assaulting the building? It might be kinda tough either way.... It it's one roll per unit it coulda be a long time before zombies break it, but if it's like assaulting there is a good chance they will always get in the first chance they get....

40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
 
Forum Index » 40K Proposed Rules
Go to: