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Made in gb
Rough Rider with Boomstick





England

Seen as you brought those lists up...
The small arms list is pretty good but a bolter is better than shotgun or sniper itc. Just the order to change.
Krak grenades aren't really a cc weapon, perhaps a power axe would be more suitable, make krak a wall weapon
A demo charge is not a great choice seen as its gone in one go, again as a wall gun would be better. Also, the meltagun isn't a heavy weapon and tbh in scenarios like this would only be a little better than a bolt pistol. Maybe a HF/PC/LC would maybe be better. Just my thoughts

"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

1 not my weapon list, I know nought of imperial weapons, save that mine are better XD
2 order doesn't matter unless we bring in modifiers, but that defeats most of what the random box is about
3 iirc krak grenades are used against vehicles in assault, melta weapons are high str and useful against bosses and I think a demo charge may be a good idea depending on what rules it uses, like if it is a remote detonated large blast marker that can also open new pathways by clearing rubble or destroying things

   
Made in gb
Rough Rider with Boomstick





England

1 I never said it was, and agreed, tau weapons are better but I don't think tau would be daft enough to get caught in a zombie apocalypse... Only the guard
2 good point didn't think of that
3 there are no vehicles.... And a melta isn't "heavy" in any case, and against a regular zombie it's better to have the bolter or almost anything. The demo charge is also maybe iffy because of the one use factor, if you're out of ammo and you need a weapon, getting a barricade destroyer/one shot pie plate won't help for long

"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

I think Tau might get caught in a zombpocalypse, but they make it a point not to let others get a hold of their tech, so tau and advanced races weapons won't be there.

I believe we should make a distinction between 1 and 2 handed weapons and give 4 slots, 1 slot equalling 1 hand, so you can have 2 weapon sets

I think the basic weapon should always become automatically available if your other weapons run out

also; the rules I promised are going to come the same time as the map, I'm making them amazing and pretty

Also also; I read through cdc, there are an imperial fethton of nurgley things, can we have them all? also methinks kroot hounds might make nice space zombie chicken dogs (now that's a mouthful)
___________________________________________________________________________________________

Wow it's late now. (1:30 am)
The Doc is 11 pages long now, it has a fully fleshed out structure that makes sense and decent flow, brace yourselves for super content influx tomorrow (10 hrs and counting)

This message was edited 3 times. Last update was at 2013/08/22 17:31:48


   
Made in gb
Rough Rider with Boomstick





England

I think 2 weapons and your starting pistol would be a safe bet, perhaps with a pistol they get +1A for 2 weapons.
As for kroot hounds as SZCD's I agree good idea. I don't know what this nurgle stuff you speak of is but if you have factored them into your rules (thanks very much for all your work btw!) then great.
I look forward to your rules almost as much as an Ogryn looks forward to his (its?) next meal

"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
Ghastly Grave Guard



Uk

Not sure if this has been said or not but I suggest these improvements: the zombies gain fnp on wave 5, each zombie is worth 20 points killed, with this currency you should be able to buy weapons located at different areas for example a plasma gun is 200 points a flamer is 100 a heavy bolter is 500 points and they should be at different locations on the map. For a bit of a wackiness after wave 10 if you reach some awesome machine your character could transform into a space marine Sargent. Later in the match there could be a daemon wave like bloodletters or a hound wave like flesh hounds.
   
Made in gb
Rough Rider with Boomstick





England

Re FNP, the play test game had FNP 6+ from the start, and it didn't get in the way too much, maybe at round 10 they'd become FNP 5+.
Re currency, those figures are reasonable, 5 kills for a flamer, 10 for a plasma 25 for a HB, it's not bad but maybe a teensy bit easy to gain the big guns, defeating the value of the mystery box.
I think your guardsman->SM sarge is a bit TOO wacky, I mean I think we have a perk system every 5 or 10 waves to buff the character, and the daemon rounds are every 5 or so.
Good suggestions though, just my opinions, thank you for contributing

"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
Ghastly Grave Guard



Uk

Fair point. Maybe by wave 20 he could gain improved armour or even power armour. Who knows. Enjoy yourself!
   
Made in gb
Rough Rider with Boomstick





England

I'm sure we'll work it out, thanks! When the new rules and maps come on here tomorrow we could use some playtesters. If you would, it would be a lot of help

"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
Ghastly Grave Guard



Uk

Ill see if I can garner willing victims...eh I mean friends to test it out on.
   
Made in gb
Rough Rider with Boomstick





England

Excellent, remember to c+c it so we can work out how to improve the game/map

"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

Righto, we do have fnp and wall slots (where you spend credits on specific weapons) as I refer to to them now, but if you have more elegant names please tell me.

Developing a system of feats where occasionally you can spend a point, also called a feat, and do something cinematic and badass by taking a check.

By nurgley things I mean demons of nurgle in the chaos demon codex

Each zombie is worth 5 credits (10 if you kill with a to hit of 6, representing a headshot), that you can spend on armour or weapons at boxes or wall slots

Mitranekh, by two weapons, do you mean you agree with 4 slots? I also think two explosives slots + any standards they'd get and no limit on equipment that comes standard or is bought by the unit entry.

Between campaign missions you get 10 points to spend on upgrades from the unit entry (excluding anything that adds vehicles, so no jetbikes), to show the model being promoted, such as a Firewarrior passing their trial by fire, or getting better equipment, or just becoming more skilful

Perks have 10 points that can be spent on perks valuing from 1-5 depending on usefulness

Also upgrade points; 1 or 2 after finishing a mission points are then spent upgrading stats, have a table for cost

This message was edited 1 time. Last update was at 2013/08/22 22:35:58


   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

 la'DunX wrote:

Developing a system of feats where occasionally you can spend a point, also called a feat, and do something cinematic and badass by taking a check.


This sounds amazing.

Sieg Zeon!

Selling TGG2! 
   
Made in gb
Rough Rider with Boomstick





England

FNP could be "brain dead" 'the zombies brains are either dead or at the bare minimum required for function. As a result, they do not suffer the debilitating effects of injuries like a regular human, and can often shake them off. All zombies have the FNP 6+ rule until round 10 when it becomes 5+
By 2weapons I mean exactly that. 3 slots really; starter weapon, plus two purchasable guns that can be traded.
The feats system... Badass. But how to work it in, and what to make them?
I wasn't thinking campaign tbh but if you have one I'm more than game for it, though 10pts often just buys a weapon.
The perks... Perhaps after so many rounds you choose a perk for that game only, say every 10 waves, then at the end of the mission you can retain one for the rest of the campaign

"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





how about instead of FNP, a Necron-like get back up from the dead. this would happen at the same time any new zombies spawn, to represent that they just plain will not go down

Experience is something you get just after you need it
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Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

I Think the guns should last turns not based on waves because wave length can vary based on enemies, melee weapons should be limited also as a sign of wear and tear from fighting nurgle like enemies.

i think the combat shield should be the only exception while it only grants a measly 6+ invuln it would take a weapon slot. so its a trade off.

The Black Hand

 
   
Made in au
Water-Caste Negotiator





australia

I think 4 slots + standards works, that way if you have a pistol and chainsword you can also have a bolter, I recommend removing access to a survivors standard weapon when they pick up enough weapons to fill 3/4 slots

Guns last as long as their ammunition does, ie shotguns can be fired 8 times, other weapons and equipment that uses energy lasts as long as it's charge, all values that we still need to assign (you can find the on page 3)

   
Made in gb
Rough Rider with Boomstick





England

All the good stuff gets done when I'm asleep *sigh*
I don't think an RP type thing would work, because when a zombie is dead, it stays dead this time. With RP the zombies will be in the way in larger rounds, and doesn't leave the survivor caught unawares because the 3 he killed last turn are on his back with 4 in his face.
I think a turn-based ammo system would be better as well, even for melee, and I agree about the shield.
A shotgun lasting 8 turns? You don't think that finding a mystery gun won't include said guns ammo? IMO they need to last a little longer or they won't pay back the purchase cost

"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 you think they should last? All the weapon profiles so far are on pg 3 I'd much appreciate any input.

   
Made in gb
Rough Rider with Boomstick





England

Well...
1 (1-2)
Small arms:
1: Master-crafted Boltgun (20 turns)
2: Hot-shot lasgun (15 turns)
3: Flamer (12 turns)
4: AutoCarbine (13 turns)
5: Sniper rifle (10 turns)
6: Shotgun (14 turns)

2 (3-4)
Close Combat Weapons:
1: Combat Shield (unbreakable)
2: Krak grenades (4 uses)
3: Heavy chainsword (10 turns)
4: Master-crafted Chainsword (13 turns)
5: Power Sword (15)
6: Power maul (18)

3 (5-6)
Heavy Weapons:
1. Heavy Bolter (30)
2. Lascannon (20)
3. Demo charge (1)
4. Autocannon (25)
5. Missile launcher (15)
6. Melta gun (I still don't like this one, but 10)

"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

I think a few of them may have a bit too much ammo, how long do you want it to last? is it a slaughter or a mad scramble to conserve as much ammo as possible?

Also what is an autocarbine and where can I find it?

Also what about adding some ork guns? There aren't really many mid range weapons

also also what about reloading?

This message was edited 3 times. Last update was at 2013/08/23 10:06:55


   
Made in gb
Rough Rider with Boomstick





England

Good point. I wanted it to be ample early on, but as the game progresses you'll need to be switching guns in order to defeat all the zombies.
An auto carbine was something back on page 1 or 2 from wolfmerc iirc.
Ork guns only work in the hands of an ork if you believe the fluff. Besides the boxes as they are have 2 distinct set ups; close range fire/melee, or long range. You do have a point but that's just a feature of the imperial armoury I guess.
Reloading........ Hmmm.... I think after half ammo has been expended, the player can move half speed to reload their weapon, meaning they don't sacrifice fire but give the zombies a chance to close the gap

"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

I was thinking expend 1 ap, but give a fast hands perk making it your minor action for reloading, I can take a look at the weapons, find numbers based on the ones you gave and divide them into magazines, such as 18 shots for the bolter (3*6)

   
Made in gb
Rough Rider with Boomstick



Wiltshire

IMO keeping track of ammo for 4 different players will slow the game down a lot.

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in gb
Thrall Wizard of Tzeentch




England, UK

Cool idea, but would be better with Necromunda rules and terrain imho.

This message was edited 1 time. Last update was at 2013/08/23 11:49:39


Servant of the Changer of Ways  
   
Made in gb
Rough Rider with Boomstick





England

Tactical_Genius wrote:
IMO keeping track of ammo for 4 different players will slow the game down a lot.


Good point, I suppose an ammo system isn't necessary. Perhaps have a 'hardcore' mode where ammo does count, and there are a few different things to make life much more difficult for the survivors. But I'll shelf that, see if this original concept gets off the ground first


Automatically Appended Next Post:
 SilentScreamer wrote:
Cool idea, but would be better with Necromunda rules and terrain imho.


What? Can't say I've heard of it, hence I never factored it in. Besides, if we make it ourselves, there's more of a sense of pride in our work. Call that arrogant if you like, but that's how I feel, I want this to be a dakka only thing, not a GW rules set with a twist

This message was edited 1 time. Last update was at 2013/08/23 11:55:08


"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
Thrall Wizard of Tzeentch




England, UK

Fair enough, my bad, could we please call it something other than call of duty zombies please?

This message was edited 1 time. Last update was at 2013/08/23 12:22:13


Servant of the Changer of Ways  
   
Made in gb
Rough Rider with Boomstick





England

Yes of course. A name is something we can't make up I'm afraid. You got any ideas? Tbh, I only used CoD because its a game type I know and it fits in my head as a concept, many of my friends are big fans of both games.

"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
Stubborn Dark Angels Veteran Sergeant






Just call it '40k: Zombies' - A tabletop zombies inspired horde survival game set in the 40k universe.

It shouldn't be anything obscure at all, people should be able to read that and pretty much know exactly what the game is, especially if they have played video-game modes of similar ilk.

The reason this could and would be popular is because of the inspiration behind it, so you should play up to that from the get go.

My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
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Made in gb
Rough Rider with Boomstick





England

You're right, good idea. Scrap good, fabulous idea. I think I'd run that, thank you very much.

"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 
   
 
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