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Made in gb
Rough Rider with Boomstick





England

It's a great starting point to build upon, your box is certainly better than mine. As with @ocean zombies earning points per wound saved or not will not be easy unless there are 5 zombies per player attacking, he can gun 2 down and chop up a 3rd, one will likely miss leaving one wound. I also think 5pts per zombie and 10pts bonus when the squad is wiped out, but make the doors and box a bit more expensive. You also haven't explained what the two other rules mean, and that is a LOT of perks IMO but hey, it's a fabulous start I'm not having a go at all

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

alongside the standard issue guns (las, plasma etc) you could have the weird and funny Wonder Weapons from that series included.

how some of them would work I am not sure. but to avoid abuse the more powerful ones could have a limited amount of shots
the thunder gun could be a much stronger then normal flamer template.
the lightning gun (I forget its name, its like the DG2 or something) could hit 1 target, roll D3 and jump to another target to repeat the process a few times up to X. (the game has it up to 10, world at war had the upgraded version kill 24)

and so on.

With the little ray gun being a super powered plasma pistol without the "blow up in your hands" part.


Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in gb
Rough Rider with Boomstick





England

The thundergun as an OP flamer works. The DG2 is the wunderwaffe DG2, I do like that gun, probably it would arc on a 4+. The ray gun as an inferno pistol type would be good. The wave gun/zap gun idk, same with the VR11 and any others they made. Good suggestion

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

I made a lot of perks so that mostly the game can be different every time, and plus to give players more variety and possible strategy. There certainly is a lot but there are some that can be nixed, like getting rid of rage or others.

Points for zombies, What if zombies get some points every wave but get bonus points for wounds, destroyed barricades and/or kills? That seems like a lot of ways, so if you fail in one area you wont be screwed outright.

and have we decided on good movement distances?


The Black Hand

 
   
Made in gb
Rough Rider with Boomstick





England

I think a max of 20 and picking 1 every 5 rounds means that as the zombies improve the players can as well.
Re zombie pts, I think 15 for downing a player, a bonus 10 if they die. 5 pts for destroying a barrier. 5-10 pts per round/wave. Not sure what they'd do with them, maybe 30pts to upgrade a statistic on the zombies, 20 to summon special zombies instead of regular ones for a round?

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

that would be interesting, i like that idea about perk rewards. I also like that zombies could choose what they bring each wave, assuming they have points for specials and such.

The Black Hand

 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

If I remember right. The zombie maps always had doors you could "buy" your way through. which lead to making the map larger, make more wall weapons available, mystery box locations, and unfortunately more zombie spawn locations.

they never got more interesting besides "opening a door" (I will admit I never got to play the more recent ones, but I really want too)


for this 40k concept besides the standard doors (which could range from bulkheads to good old fashioned doors)I think it would be cool to have other versions like one version would be a broken down tank that smashes through a wall opening another chamber, or some other mechanical means of opening new areas, like swinging metal objects busting things down and more

some interesting ways of "opening up the map"
You could have the established "center" or beginning area. and have several pieces of terrain or "rooms" on the wayside (6 or 3 of them)
when you open a "door" you roll a D3 or D6 after assigning a number to the available terrain pieces and whichever one is selected its added to the "map"
zombie spawns are chosen in the new terrain and the gauntlet renews with a larger map which can get larger as the game progresses.

As for zombies spawning in distance spawns. im sure something could be worked out..

Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in gb
Rough Rider with Boomstick





England

That's a little awkward if you open, say, the far left door and one halfway across the map opens with a horde between them and it. I think we're better off staying simply with opening doors, either though biometric scanning, placating machine spirits or overriding the locks. I like your idea it's just a bit complex if you need to activate a tank to destroy a door several turns walk away allowing zombies to flood through.
@wolfmerc, what sort of 'specials' would you recommend? I was thinking things like daemons, steeds of slaanesh, plaguebearers, etc

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in gb
Proud Triarch Praetorian





 Mitranekh the Omniscient wrote:
The thundergun as an OP flamer works. The DG2 is the wunderwaffe DG2, I do like that gun, probably it would arc on a 4+. The ray gun as an inferno pistol type would be good. The wave gun/zap gun idk, same with the VR11 and any others they made. Good suggestion
To my mind Wunderwaffe = scaled-down Tesla weapon.

Im thinking R:18" S:6 AP:- Assault 3, Arc (4+), Rending.
Every unit arc'd to takes D6 S4 hits

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  
   
Made in gb
Rough Rider with Boomstick





England

Excellent suggestion, works for me. Look out zombies. Have you got any suggestions for the other 'wonder weapons'?

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

If I have time tomorrow I can draw up some rooms and write up some box randomisation, I will create a modular system for creating maps from rooms, perhaps some premade maps as well.

Consider also, what if you used 12man killteams divvied up between players made out of basic troopers of any race that could be upgraded, or using generic infantry hq characters of up to 100pt (99 for orks, it stops warbosses from taking mega armour or bikes) rather than just troops choices, allow everyone in your gaming group to convert their own model, so you'd have maybe a librarian, a cadre fireblade, a farseer and a warboss clinging together for survival, you also would have something similar to classes more so if you allow boons to affect team members within ld", such as modifying the fireblade to allow any friendly player model to fire twice if it does not move. Allow wargear that is equipment ie the fireblade's markerlight, but replace the weapon with that races weakest, ie a pulse pistol in the case of the fireblade.

This message was edited 3 times. Last update was at 2013/08/21 11:22:13


   
Made in gb
Rough Rider with Boomstick





England

It could work, reminds me of one of the Dawn of War games. If you could do those rooms/maps I'd really appreciate it as I'm back to school soon and won't be able to devote as much time. I don't think 12 man teams would work, zombies is all about the many against the few, a max of 4 is likely enough. I'm not sure if HQs are too powerful though

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

Well if you're getting 1d6+round per barricade then you need to be as effective as possible, the first few waves are always easy though, when you get to wave 6 you may be only killing 4 per model (16) per shooting phase if everything goes well.
I'm assuming there will be a general zombie load using scatter to determine deployment so at least 28 zombies at round 6 if you have 3 barricades and 1 general load, each shot needs to count.

Also consider that with lethal characters you can have more lethal zombies, maybe with the ability to possibly get back up unless the to hit check is 6 (so basically fnp6+ except against precision shots, then you can make it fnp5+ in later rounds).

With 12 man killteams, I'm talking 12 bog standard marines, zombies would be 12+1d6 general deployment &1d6+round+set no./barricade
Sets are groups of 5 rounds, 4 standard and one boss
Or perhaps I should save it for my original killteam+ imperial zombies idea...

This message was edited 3 times. Last update was at 2013/08/21 16:21:12


   
Made in gb
Rough Rider with Boomstick





England

I wasn't going to do the 'general' thing tbh, I know that in CoD they can come out of the ground but at least early on it would be barriers only.
You raise good points about HQs allowing for tougher zombies, but bear in mind the weapons aren't getting any better only the WS and BS of the user, so it may backfire.
Your 12 man game is... Apocalyptic in scale, even by the standards of 40k, even in round 1 there would be 16-26 zombies, by round 6 it's 22-32. That's just mad, and throw in special rounds every 5 and I can't envision there being more than half of the survivors left by round 11

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

That's kinda the point, MADNESS, MWAHAHAHAHAHAHA... but I can just develop that in my own little corner

For the hero's and even for normal troopers you'd be buying better weapons

For the killteam+ imperial zombies I'm setting up specialist roles and abilities, wounds and a pre match non-standard loadout, but it's a lot of work for all the races since I don't know them all well

This message was edited 3 times. Last update was at 2013/08/21 14:55:37


 
   
Made in gb
Rough Rider with Boomstick





England

Very true, weapons are easy to buy of it goes the way I think it will. Perhaps that would be an apoc style supplement to the original rules set, because we have to make the game small number friendly too or beginners would literally be terrified

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

This map design should play off my skill set actually and on a tangent of the subject, would anyone be interested in working on redoing parts of the rulebook, just to shake things up? PM me if you'd like to talk, but know, I don't want to change everything, just add some fresh ideas.
Back on topic, how 3 dimensional can I be? How nuts should I go?

   
Made in gb
Rough Rider with Boomstick





England

Hmmm.... If you look at CoD as a precedent, it's not very 'vertical' until this last DLC with a 1000ft robot!! I think as maps, a hab centre/square with buildings around it that you can access. Perhaps a manufactorum or medicae facility, perhaps you could activate machine spirits for turrets if you have the right perk or something. Maybe you could try a battleship like a strike cruiser, cramped corridors, zombie coming out of the walls and blocking the way to the command bridge

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

Right so, varying shapes, 3 levels max, coherent theme

Do we want objectives? Such as repair the generator to turn on the power to activate the lift for more guns?

   
Made in gb
Rough Rider with Boomstick





England

Turning on power is a good idea, especially on the bigger maps with lots of gimmicks. Maybe one day we could work in 'Easter eggs' and missions, but how I ain't sure I need some help from the rest of the thread

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

Well we can't do Easter egg's the same way as videogames, as the player is already told everything that would be in the map, if there were a gm to control setup play and information then Easter eggs become much easier, oh wait, zombie player is gm, that way, they read maps and control info, problem solved

   
Made in gb
Rough Rider with Boomstick





England

Grand. I leave the next part (the maps) to you, we can work on the rules here. Post each up as you finish, we can c+c them

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

 la'DunX wrote:
Right so, varying shapes, 3 levels max, coherent theme

Do we want objectives? Such as repair the generator to turn on the power to activate the lift for more guns?


I posted a copy of the rules section that i had worked on somwhere on page 2, you can make add ons to that if you wish and then you can just repost. That should save you some trouble.


Automatically Appended Next Post:
Earlier from talk of special zombies: we can find ways to incorporate all kinds of nurgle models from the daemons release, zombies riding on flies ignoring some traps or barriers would be tougher in the later waves for example. Great unclean ones as bosses, heralds as mini bosses or some zombie humans come to mind. We just need profiles for them.


Automatically Appended Next Post:
Maps: maybe for a test run we should actually replicate one of the cod zombie maps, since they were so successful, probably kino der toten from black ops 1 is the best choice: open, lots of weapons, lots of doors, lots of weapons. What could go wrong?

This message was edited 2 times. Last update was at 2013/08/22 02:43:04


The Black Hand

 
   
Made in de
Rough Rider with Boomstick





Georgia

Wow, this Idea a really taking on a life of its own! I unfortunately can only offer moral support in saying that this amazing and you guys are doing a wonderful job bringing this to life. I did however have a idea for the name. It popped in my head reading through the proposed rules and the about how the guardsmen will eventually be overwhelmed, it may already be a Black Library book title but i thought that Fifteen Hours *the life expectancy of your average guardsman* really fit the bill what with a boss every 5 rounds and the ever increasing difficulty. Just my two cent though.

This message was edited 1 time. Last update was at 2013/08/22 04:47:25


Vorradis 75th "Crimson Cavaliers" 8.7k

The enemies of Mankind may employ dark sciences or alien weapons beyond Humanity's ken, but such deviance comes to naught in the face of honest human intolerance back by a sufficient number of guns. 
   
Made in gb
Rough Rider with Boomstick





England

@merc good suggestions, I think replicating *a* map is a good suggestion especially. I think kino is a good one, its got a mix of everything, but if la'DunX has a 40k map as well I can play test both today after my exam results!
Re specials, I agree the nurgle range is a good start, plaguebearers to start with, perhaps a small number of beast or plague drones, herald, GUO. But... If they somehow kill the GUO, what happens? Are they airlifted/evacuated out? Does another Chaos god take an interest and wipe them off the world with lightning/fire etc? Or does nurgle just give up throwing powerful servants and keep chucking endless zombies interspersed with maybe plaguebearers?
@Ir0njack 15 hours is an IG book already.good idea though if you get any more please chip in, maybe even do some playtesting for us?

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

Well, I have a map, but only physical blueprints, the map is in fact inspired by the farm map in black ops 2 (wow you can just hear the Hollywood).

I have a wip version of the map, I just need a few measurements, but can you build the components for the map?

Perhaps the survivors should use a 3ap system? This would allow more flexibility in actions but the small scale will keep it manageable.

Also does nurgle have any quadrupeds?

Will submit modified rules (hero selection, survivor creation, starter weapons, ap system, traps, objective and environmental interaction & anything else that comes to mind)

This message was edited 1 time. Last update was at 2013/08/22 08:35:26


   
Made in gb
Rough Rider with Boomstick





England

Can you put up the blueprints so my friend and I can start testing it out?
An ap system is interesting but I'm not sure. And no, nurgle has no 4 leggers I'm afraid

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

Sorry, the soonest I can get the blueprints up is 14 hours, but I should have some more rules up in an hour or two

   
Made in gb
Rough Rider with Boomstick





England

Ok that's fine. Well, we played it. Got to round 4, was rather slow maybe because we weren't 100% on rules, and because we used each zombie individually. Anyway, one survivor was wounded but the others were fine, ended up one had a HB and the other a HF that we switched for the meltagun. Overall not a bad start

"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'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in au
Water-Caste Negotiator





australia

how long do we think each gun will last?
I'm thinking in terms of rounds in magazine, fuel in tank, power in reserves, no. of explosives, etc.
1 (1-2)
Small arms:
1: Master-crafted Boltgun ()
2: Hot-shot lasgun ()
3: Flamer ()
4: AutoCarbine ()
5: Sniper rifle (5)
6: Shotgun (8)

2 (3-4)
Close Combat Weapons:
1: Combat Shield ()
2: Krak grenades (2)
3: Heavy chainsword ()
4: Master-crafted Chainsword ()
5: Power Sword ()
6: Power maul ()

3 (5-6)
Heavy Weapons:
1. Heavy Bolter ()
2. Lascannon ()
3. Demo charge (1)
4. Autocannon ()
5. Missile launcher ()
6. Melta gun ()

   
 
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