Now the rules. The rules are MMR... My Made-up Rules! I wanted a game with dice rolling that'd be fast paced so people wouldn't be waiting around to play. The players will run the Marines and the Zombies will play themselves and auto move towards noise or attack if able.
The Marines will have 3 options when firing. One of those options they will have when they fire is Full Auto. With this option you roll
2d6+3 and you will hit anything within a 45 degree arc of fire in front of you. I came up with an idea to make a template for this. I wanted it to wrap around the base for a true arc of fire.
And with the help of the Internets I was able to find this!
It was a huge picture but thanks to the work copier

I was able to reduce the image down to where this now fits a 25mm round base perfect. So I’ll now use this template to help me make um..templates. Brilliant!
But firing Fully Automatic comes at a cost of not only a lot of ammunition but a chance to jam. And wouldn't you know it I have jam dice! I'm not sure where these came from, they aren't the Space Hulk sustained fire dice. Maybe a newer version of Space Hulk? Anyhoo they will be perfect. The player will roll 1 die when firing fully automatic.
So here are a few additional rules I am tinkering with.
Marines. (Space Marines)
Marines will get 2 actions (move, fire, reload, aim, attack etc)
Shooting. Marines will have 3 choices for firing their bolters. Single shot (better aim) burst fire (3 shots) or full auto (
2d6+3 shots that hit anything within an arc of fire) there will be no "to wound" rolls. you hit or you don't. so marines get a 3+ to hit with 6's being an instant kill (head shot) if a marine aims you get a headshot on a 4+
Burst Fire you get hits on a 4+ (this may change), Fully Automatic fire it goes to a 5+ (this may change) and you must roll a jam dice. fun fun
Each player will receive a laminated index card for ammunition tracking (this is vital) and every card will have every weapon available. If a weapon is picked up a box next to that weapon will be blackened showing that model now carries that weapon. (card size may change slightly)
Ammo consumption will be accounted for and each player will be responsible to run 1 marine.
WYSIWYG will be in full effect. What the model has is what he has (unless a dropped weapon is picked up) Players will move simultaneously so there isn't standing around waiting. The only pause will be to move the zombies and they simply will either move randomly (scatter dice) or towards noise.
Hand to hand. Don't roll a 1. Simple. All Marines can use their weapons to strike down a zombie so 1 action you can take out 1 zombie so long as a 1 isn't rolled on a
d6.
Zombies.
Normal Shamblers get 1 action.
Runners 1 action + 1d6
Fatties take 2 hits to bring down
Abominations are like bosses. (working on rules for them still)
For ease of understanding zombies get a 4+
FNP (feel no pain) roll on any hits that aren't instant head shots.
One zombie hits on a 6+, two on a 5+, three on a 4+, four on a 3+, five or more on a 2+ to show the difficulty in defending against a horde attack. (I'm unsure if a hit will be considered a kill. I'm inclined to say no. Perhaps the first hit has a helmet torn off thereby exposing the marine making him vulnerable to bites. still working on that. maybe a couple armor boxes or something)
I also am considering that unless a marine is brought down under a pile of zombies that once bitten he'll have X amount of time til he turns. So other players will now have to contend with a ticking time bomb within their ranks.
As I said earlier I'll be using zombicide zombies.
You get 4 versions of zombies. Walkers. Runners. Fatties. Abominations. This will add a nice twist to the game of what shows up.
Any marine killed will come back as a zombie and will have a 3+
FNP roll due to the difficulty in killing an armored zombie.
I have a few other ideas I'll share later.