ZOMBIE APOCALYPSE
Each player takes up to 400 points + 50 * (3 - #) points from a single Codex. Models are bought individually. This is best played on a 4X4 board with 1-3 players.
- # means player number
- You may buy any upgrade(s) the model has access to regardless of restrictions, barring upgrades restricted X times per army/detachment.
- All Overwatch is done at full Ballistic Skill.
- You do not need the requirements to unlock units that normally have to be unlocked.
- You cannot voluntarily target other players. Attacks and special rules that affect enemy models will still effect non-Battle Brothers
Restrictions on models
- There is no Force Organisation Chart, but you must have a Warlord. This may be any model.
- There can only be 1 of a Unique Character. If two or more players wish to use the same Unique Character, that character cannot be taken. (The player with the model gets to use it over the player(s) with a proxy)
- Player models can only have a maximum of Toughness 6 and a maximum of 4 wounds.
- Vehicles taken are no longer open topped for shooting puposes of passengers. The whole unit inside a vehicle may fire at any target regardless of the number of fire points, but there must be at least one.
- Any non-warlord model with the Fearless special rule has it removed.
- Models with the ability to do so cannot fly. (Deploying anything that must start flying is illegal, therefore cannot be taken)
- Models with they Psyker special rule have it removed (If playing with no Zombie Player)
Victory Conditions;
You win at the end of turn 6 if your warlord is on the extraction point.
Deployment and Board Set up:
When setting up terrain, make sure there is a suitable piece of terrain set up in the middle of the board; this is the extraction zone! This area is difficult terrain. After terrain is set up, players set up their models. Each player must deploy them entirely within the boundaries of the extraction zone.
Zombie Spawning and deploying: Spawn
2D6 Zombie Grunts (+#) within 3" of every board edge for deployment.
After deploying, Roll off with the Zombie player. The player with the highest roll goes first. The board edge you use to fall back to is the board edge that is the closest.
Mission special rules
- Desperation: All units that must start in reserve can deploy instead.
- The End is Nigh!: All player detachments ignore One Eye Open and Come the apocalypse. (Any faction may repair or destroy Barricades)
- Foggy: All of your men and all of the zombies are shrouded by the fog! All models have the Shrouded special rule. Models that already have this rule gain the Stealth special rule.
- Lethal Blow: All player models have this rule. All to hit rolls of 6 against a Brute or Zombie Grunt have a chance to be a lethal shot! Either a lucky shot, good timing, or a good aim, either way roll these hits separately for wounding. All of these to wound rolls of 5+ will inflict Instant Death, and ignore any saves. If your
WS is double or more of the target, your to hit rolls of 5+ are also lethal blows.
- Supporting the Team!: All non-zombie units have this rule. These models may overwatch at the target that is charging a friendly unit, providing they are within 6 inches of the friendly unit. Additionally, player models may attach themselves to any Battle Brother player controlled unit/model as long as that unit does not normally consist of only one model.
- Strike With Fury!: All models locked in combat can make attacks, regardless of being engaged.
- Idiotic and Slow: Any models may choose to disengage from combat in the movement phase. To do so they must simply move to be at least 1" away from enemy models in their movement phase.
- Shhh! It's human hunting season!: Re-rolling to-hits! with shooting attacks is entirely optional.
Force Org special rules:
Units count as the force slot they are in after all upgrades have been purchased for a model.
Troops: Troops choices can attempt to erect a barricade instead of shooting. Roll a
D6 for each model that wishes to attempt this; on the roll of a 6, place a barricade within 3" of a non-
HQ model in the unit attempting this action.
Troops may also attempt to repair a barricade; on a 5+ restore a missing Hull Point to the barricade, to a maximum of 6.
- The barricade can be no longer or taller than the long segment of an Aegis Line. Each player may only have up to a number of barricades equal to 25% of their own Troop models
Any model with the ability to repair vehicles add 1 to their dice roll in adition to any other modifiers when repairing a barricade. Add 2 Hull Points to the barricade instead of 1 for each successful repair made by these models. These may take it beyond its starting Hull Points, to a maximum of 12, and may be attempted even if the barricade is at full Hull Points.
Elites: You may select two of the following traits for your Elites (all Elite choices use the same option);
- Re-roll all failed To-Hit rolls - Re-roll all failed To-Wound rolls
- +1 Ballistic Skill - +1 Weapon Skill
- +1 Wound/Hull Point - +1 Attack
- +1 Weapon Strength - +1 invulnerable (3+ maximum)
Fast Attack: Fast attack infantry may move an additional 3" in the movement phase (6" for all others), and may move through impassible terrain even if they normally would not be able to. (This extra distance does not count for spawning Zombie Grunts)
Heavy Support: Heavy Support models have the Relentless special rule, lose Slow And Purposeful if they have it, and gain 1 Hull Point (If they are a vehicle). Additionally Heavy Support units may choose to fire all of their shooting attack with twice the amount of shots or as twin linked. Shots from this ability do not spawn Zombie Grunts.
Warlord Traits
Each player has their own warlord and must choose one of the following for his/her own warlord. Only
HQ choices can take a warlord trait. You may only take a single Warlord trait, no matter what rules you have.
1. Master of Defence – Whilst your warlord is alive your units have the Counter Attack special rule and gain the Blessing of the Omnissiah special rule. Additionally, if a model that could already repair vehicles takes this trait, then all vehicles from that detachment improve their armour by 1 on all facings (To a maximum of 14).
2. Unrelenting Force – All of your units have the Furious Charge special rule. Models that already have Furious Charge instead lose this rule and gain a permanent +1 to their Strength and have Rage.
3. Tenacity – The Warlord and his unit gain Feel No Pain. If a model already has a source of Feel No Pain, he/she gains Feel No Pain (4+), even if this would be worse than your current
FNP (You probably shouldn't take this). This is applied before any other changes to your Feel No Pain, barring any other set values.
4. Immovable Object - Your Warlord and his unit have It Will Not Die and are Fearless.
5. Inspiring Presence – All models from the same detachment as the Warlord may use the Warlord's Leadership value. If this trait is taken by a Warlord that has the Fearless special rule on their profile, then all models in that player's detachment are also Fearless.
6. Target Priority – The warlord and his unit gain the Preferred Enemy special rule when shooting an enemy unit within 12". However if there is an enemy unit within 12" they must shoot at it (provided they are in range and may hurt it). If the warlord taking this has BS5 or higher, then he and any unit he is attached to also re-roll all failed to hit rolls when shooting.
Zombies
Zombie Movement
Zombie Grunts are spawned and moved between all players if there is no Zombie Player. If there is a lack of Zombie player(s), use the following to operate the Zombies
The zombies must head towards the closest player model(s). If there are enough models between them and the closest unit that the majority would not be able to engage the unit, they instead target the next closest model(s). For figuring this out assume a move equal to #+10" is possible.
- Although there are ways to play without a zombie player, it is best that there is one.
Zombie Grunt Spawning:
During the movement phase of each zombie turn, spawn Zombie Grunts equal to
2D6 (+# x <turn&
gt
on each board edge (Roll for each edge).
- If you cannot place any Zombie Grunts, they are held back until they can be placed
Barricades; Attacks that inflict Instant Death instead inflicts 2 Hull Points to a Barricade. Barricades are impassible terrain for ALL models, and block
LOS as modeled. When rolling for Armour Pen, you always need a 2+ to penetrate. 1 is always a fail against a Barricade. A barricade cannot move, and you do not roll on the vehicle damage chart.
...................
WS BS...Front...Side...Rear
HP Type
Barricade...1......0........7.........7........7.........6......Vehicle
Zombie Special Rules: Armourbane, Fearless, Feel No Pain (4+), Fleet, Slow and Purposeful, Fear Me For I am Fear Incarnate!, Nails of Adamantium!, No Guts No Glory!, Hordes, The Plague, Resilience, Zombie!
[list]Fear Me For I am Fear Incarnate!: This model has the Fear special rule, however even models usually immune to Fear must take fear tests caused by these models.
Hordes: a zombie within 2" of another zombie immediately joins that unit, except for units locked in combat (unless they are both locked in combat).
Nails of Adamantium!: Models with this special rule always wound on a 4+.
No Guts, No Glory: Zombies can never be in a challenge as they do not care about a "fair fight".
The Plague: At the end of the combat, for each player model that was slain, roll a
D6 and add 1 for every unsaved wound, including those regained. On a 6+ that model becomes a Brute. A
HQ model that is slain by zombies automatically comes back as a Brute, and counts as having charged into that combat on the next turn.
Zombie!: Models with this rule ignore Dangerous Terrain. All zombies move 4 inches and add # inches to their movement However, they never gain bonus attacks for charging and strike after initiative 1 attacks.
Zombie Characteristics
WS BS S T W I A
Ld Sv Type Rules
Zombie Grunt: WS3 BS0 S4 T3 W2 I5 A2 Ld7 Sv4+/4++..... Unit Type: Infantry... Rules

ull Witted, Flesh like paper, Resilience
Brute:
WS* BS0 S* T* W* I* A*
Ld*
Sv*................. Unit Type*................. Rules: *
First Zombie: WS6 BS0 S6 T6 W5 I5 A5 Ld10 Sv3+/3++..... Unit Type: Inf..........Rules: First Zombie, Rending
* Brutes keep any special rules, Wargear, upgrades and stats the model had. Brutes also gain all of the special rules for the zombies. The brute can cast psyker powers.
Dull Witted: Zombie Grunts are very dull witted, because of this if a model has a higher Weapon Skill than a Zombie Grunt, then the Zombie Grunt can only hit the model on a 5+. Models with a
WS equal to a Zombie Grunt may hit them on a 3+.
Flesh like paper: A unit consisting of at least one model with this rule is always wounded on a 3+, or a 2+ if the weapon's strength is sufficient enough to wound it on such.
Resilience: All Zombie Grunts have a 4+ Invulnerable save (regardless of modifiers.)
First Zombie: This zombie is the first. While not technically a zombie, he is the mastermind behind it all! This model has Feel No Pain (3+), a 3+ invulnerable, Regenerate (4+), and automatically passes Look Out, Sir! rolls. This model never gains attacks for charging.
This model also has the Eternal Warrior special rule, is immune to all effects and rules that would remove it from the tabletop (barring natural wounding) and generates 50% of the Warp Charge his opponent does from psykers.
Zombie Grunt Spawning Table (Shooting and moving)
Action....................Zombies............Action...............................Zombies
Pistol....................1..........................Bikes/Jet bikes
* ..........3D3 + 2 Zombie Grunts
Assault.................2.........................Vehicles & Walkers
*...2D3 + 1 Zombie Grunts
Rapid Fire...........D3.......................Jump Infantry
* .............2D3 Zombie Grunts
Heavy...................
D6 +1..................Infantry
*..........................<Unit size>/2
Template.............(Weapon) +2.....Re-Rolling to-hit rolls....+D3 Zombie Grunts
Moving 12.1<"*....D3+3................. Moving 18<"*...................D3+3
Moving 24<"*.......D3+3..................Moving 30<"*...................D3+3
*If you are seriously moving this far, find the sharpest machete you can and insert it in unmentionable places. These all stack with the appropriate model that moved. I.e; A Skimmer moving 24 - 29.9" would have 5D3 + 10 Zombie Grunts spawn (2D3 + D3 +D3 +D3 + 1 + 3 + 3 + 3)
Charging does NOT count for spawning zombies
*Only when moving more than 6"
If a model or unit is equipped with a silencer, they only spawn 25% of the Zombie Grunts when shooting.