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New misson type: Zombies *Updated with a large overhaul! 07/04/14 (British date)*  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Land Raider Pilot on Cruise Control





Englandia

Overhaul! There's been a huge rewrite on the rules since I last posted. I got to play test IRL and took on many suggestions. I've implemented a fair number of them and am updating this entire post, enjoy! This is still a work in progress and as always, I am open to feedback and criticism!
As always, leave a reason for a change. Thanks.

Spoiler:

ZOMBIE APOCALYPSE
Each player takes up to 400 points. The units are deployed as bought, however each model is free to move off on its own and they can form their own units. This is best played on a 4X4 board with 1-4 players. You may attempt to play with more, but it'll get crowded very fast!
- Whenever you must find half of the total, always round up unless the rule states otherwise!

Force Organisation; 1 HQ, 0-10 Troops, 0-6 Elites, 0-3 Fast Attack, 0-3 Heavy Support. (Ordnance or large blast weapons may be brought, however they cannot be used/fired!)
⦁ Any vehicle that is not a walker cannot be taken (however a dedicated transport may be taken providing it is not a flier.
⦁ A model can NEVER have or gain a toughness of 7 or over. Models that have more than this cannot be taken. Models that gain T7+ through abilities in game count as T6.
⦁ Models may have a maximum of 4 wounds. Models that have more than this cannot be taken, models that gain more than 4 wounds count as having 4 wounds.
⦁ If any model that is not your HQ has the “Fearless” special rule, they have it removed.
⦁ Models with the ability to do so cannot fly. (They have to stay on the ground!)

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 and is treated as a ruin. After terrain is set up, each player takes it in turns to set up their units. Each player must deploy them entirely within 10 inches of a board corner, that's one player per quarter! Roll to see which player deploys first, second, etc. with the highest roll deploying first, working down. The zombie rolls off too!
Zombie Deployment: Starting points: The zombie spawns are placed in the middle of the board and scatter 3D6(+player) if a Hit! Is rolled, roll the scatter dice again. The spawn area can never be on top of the extraction zone and can never scatter off of the board or within 6 inches of a player model. Roll 2D6 for each spawn point; You may spawn this many zombies (+players) from that entry point during deployment. The First Zombie spawns in addition to the other zombies.
After deploying; One player rolls off for the zombies and one rolls off for the players, the side with the highest roll goes first. The board edge you use to fall back to is the board edge that is the closest. All non-zombies move at the same time.

Mission special rules.
Supporting the Team!: All non-zombie units have this rule. When a model is within 2 inches of a friendly model locked in assault, they may attack as if they were a part of that assault. They may also overwatch at the target that is charging a friendly unit, providing they are within 6 inches of the friendly unit. Also, models may attach themselves to any friendly unit themselves providing that their warlord is with that unit. This is done in the movement phase ONLY.

The End is Nigh!: All player detachments count as Battle Brothers as it is the zombie apocalypse!

Abandoned: There are no reinforcements, no reserves! All units that must or can start in reserve must deploy instead.

Shhh! It's human hunting season!: Re-rolling to-hits! in the shooting phase is entirely optional, including twin linked and any other rules that forces you to re-roll.

Foggy: All models have the Shrouded special rule. Models that already had this rule gain the Stealth special rule.

Graveyard: The extraction zone was on top of a graveyard! The first unit to enter the extraction zone is now engaged in combat with 20(+players) zombies and 2 Juggernauts, and counts as getting charged.

Victory Conditions;
The Zombies win if they eliminate all of the enemy warlords. The non-zombie players win if, at the end of the 7th turn, all living warlords are on the extraction point.

Warlord Traits:
Each player has their own warlord and must choose one of the following for his/her own warlord.

1. Master of Defence – Whilst your warlord is alive your units have the Counter Attack special rule. Additionally, if a model that can repair vehicles takes this trait, then all vehicles from that detachment improve their armour by 1 on all facings.

2. Master of Offence
– Whilst your warlord is alive your units have the Furious Charge special rule. If this is taken by a non psyker model, then all models attached to the warlord also re-roll failed To Wound rolls.

3. Tenacity – The warlord and his squad gain Feel No Pain. If this is taken for a model that already has the Feel No Pain special rule, they gain Feel No Pain (4+). Every model in the warlord's unit that has a different source of Feel No Pain also receives Feel No Pain on a 4+. This warlord trait does NOT stack with itself.

4. Legendary Fighter – For every attack made in combat by the warlord, an additional automatic hit is inflicted. If the warlord is 180 or more points each sucessful hit caused by the warlord inflicts two automatic hits. For every 3 successful To-Hit! rolls of 6 caused by the warlord's unit in close combat generate an additional automatic hit, if the unit consists of different models (not including the warlord), it is resolved at majority Strength, AP- (Automatic hits NEVER generate more automatic hits)

5. Inspiring Presence – All models from the same detachment within 12"; may use this warlord's Leadership value for any Leadership based tests. If this trait is taken by a HQ that has the Fearless special rule, then all models in that player's detachment will become fearless.

6. Target Priority – The warlord and his unit can re-roll failed to hit and wound rolls of 1 during the shooting phase against a target unit within 12". However if there is a unit within 12" they must shoot at it. If the warlord taking this has ballistic skill of 5 or higher, then he and any unit he is attached to re-roll all failed to hit rolls in the shooting phase.

Super Squad: The warlords can form “super squads” at any point during the game, they can join and leave whenever they wish to. In addition, when the above traits refer to a unit; this applies to the “Super Squad”. (E.g. Tenacity applies Feel no Pain to a unit, in this case the super squad would get Feel no Pain.) Note: All warlords that are not brutes or dead must be in the same unit to be a super squad.

Vehicles: Any transport vehicles taken in to the game become enclosed transports (No longer open topped), however. All models inside the vehicle may fire at any eligible target (regardless of the number of fire points, but there must be at least one) within their weapon range.

Zombie statline & Rules:
Zombie - Ws2, Bs0, S2, T2, W1, I2, A2, Ld6, Sv-, Inf (Dull Witted)
Zombie Brute - See the statline of the infected model, replace with the following; WS2, BS0, I3, Ld5. Wounds are equal to half of the model's wounds. Brutes lose the character or independent character rule of the model that was infected, as well as any special rules the model had, but retain all wargear and special rules of the wargear as they have not yet forgotten how to use it! This model gains all of the special rules for the Zombies.
First Zombie - Ws4, Bs0, S4, T4, W3, I3, A4, Ld7, Sv-, Inf (IC) (First Zombie, No Guts No Glory!, Rending, Eternal Warrior)
Juggernaut - Ws3, Bs0, S3, T4, W2, I3, A3, Ld6, Sv-, Inf (Unstoppable Juggernaut!, Rending)
Hellhound - Ws2, Bs, S5, T3, W2, I3, A3, Ld6, Sv-, Beast (SpecialRules) <This unit is still under development, you will not find a Hellhound in the rules>

Special Rules: Hordes, The Plague, Fearless, Fear, Zombie!, Resilience

Hordes: a Zombie within 2" of another Zombie imediately joins that unit, and is part of that until destroyed. If a horde is in combat with a target, the strength values of the zombies inside the horde increases by 1 for every 10 models the horde has. Hordes can be formed when zombies are spawned, or added to other models to increase the size of the horde. If the horde is able to charge more than one unit that it could not normally split charge, it may split up to do so provided there is at least 20 Zombies for each group you wish to split them into.

The Plague: At the end of the combat, for each model that suffered an unsaved wound from a zombie, roll a D6, on a 5+, that model becomes a zombie brute. If an independent character suffers an unsaved wound from a zombie, roll a D6 and add 1 for every unsaved wound caused that turn, except the first. On a 6+ they become a zombie brute. This roll is made even if the models was killed.

Zombie!: Zombies are immune to Dangerous terrain and are never slowed by, nor take initiative penalties, for moving through or charging through terrain. All zombies may move, run AND charge in the same turn. (Face it; they're zombies, they don't care about themselves. The only part of their brain that functions any more leaves them with only primitive instincts. Guess what, buddy? That instinct says get to their food as fast as possible, even if they break their legs!) However, they never gain bonus attacks for charging.

Resilience: All zombies have a 6+ Invulnerable save to represent how difficult they are to kill. For every 10 models in the unit, they add +1 to their invulnerable save and leadership value, effective immediately. For every 10 models lost, they -1 on their leadership and invulnerable save. This does not take effect until the end of the phase or Initiative step. Additionally; All bonuses to invulnerable saves are counted per "group" of zombies if, when in combat only, the models in between them are killed, taking them out of coherency.

Dull Witted: Zombies are very slow and dull witted, because of this, if a model has a higher Weapon Skill than a zombie, then the zombie can only hit the model on a 6+.

First Zombie: This zombie is the first. While not technically a zombie, he is the mastermind behind it all! This model has a 5+ invulnerable and gains +1 to his invulnerable for every 10 models in his horde. He also gains +1 Strength and Leadership for every 10 models in the his horde.

No Guts, No Glory: This model can never be in a challenge. If a model with this rule declines a challenge, he may still strike in combat as if it wasn't issued because the zombies are too hungry to care about a fair duel.

Unstoppable Juggernaut!: As long as there is at least one of these models per 10 Zombies (including brutes), all models in that unit have +1 Toughness and Feel no Pain (6+), as the energies surrounding this monster spread to others. This does not stack with itself. This ability is included in this model's stats.

Zombie Movement;
Zombies are spawned and moved between all players!
- The zombies spawned from guns firing/movement must be placed on the closest board edge, and as close as possible to the unit that made the noise while staying within 3" of the board edge.
- The zombies must head towards the closest player model.

Zombie Spawning:
You may spawn additional zombies during each of your movement phase and they can move as normal. On your first turn, spawn 7D6 zombies on each zombie spawn point. Reduce this number by 1 each turn. (Turn 2 would be 6D6, turn 3 would be 5D6, etc). In addition, anywhere across all of the board edges are zombie entry points. D6(+players) Zombies are spawned on every board edge in addition to your normal spawn. - If you cannot place the zombies, you may hold them back and place them in the next turn and may do so as long as necessary.
You give can up 3 Zombies from a spawn to spawn 1 Juggernaut. (10 zombies could become 2 Juggernauts and 4 Zombies, for example)

Zombie Spawner; Player models may move through spawners, but if a player model stops inside of one; the model(s) are immediately removed from play with no saves of any kind, including Feel No Pains. Reanimation Protocols, or any other special rule permitting you to return, cannot be made. Models killed this way have a large blast resolved at Strength 5 AP - centred on the killed model before removing it, models killed this way will not become brutes as their entire body has just exploded into tiny ribbons! The dead model does not count as being hit, as they are already dead. This does not scatter. This is a barrage, Melta explosion. Vehicles harmed do not roll on the vehicle damage table, but still lose a hull point as normal.

At the start of the zombie movement phase, all player models within 6" of the spawner (not including those falling back or in combat) take an automatic wound with NO SAVES ALLOWED, Feel No Pain rolls (or any other fancy stuff protecting you.). Additionally, they must take a fear test on -1 Leadership, even if fearless, as the mysterious energies of this place make even the mightiest warriors tremble in fear! Vehicles take an automatic penetrating hit that does NOT roll on the damage table, but DOES cause 1 hull point and causes all shots fired to be snap shots in their next shooting phase only. Anything allowing you to come back automatically fails. - Vehicles destroyed in this manner are replaced with a spawner.

Further Zombie Spawning:
Every time a player model fires, the shots will attract more zombies to the field! These zombies are immediately spawned at the end of the phase. (Psychic powers spawn half the amount zombies, according to their type. If they lack a type they spawn 2 zombies.)
⦁ Pistols - 1 Zombie
⦁ Assault Weapons – 2 Zombies
⦁ Rapid Fire Weapons – D3 Zombies
⦁ Heavy Weapons – 2D3(+players) Zombies
⦁ Template weapons - (Weapon type) + 4
⦁ Re-rolling to-hit rolls - +D3 Zombies


Players moving more than 6 inches a turn:
⦁ Bike & Jet-Bike - 3D3 + 3 Zombies
⦁ Vehicles (including walkers) - 2D3 +3 Zombies
⦁ Jump Infantry; D3+2 Zombies
⦁ Infantry - 1 for every 2 models in the unit (Add the total of all models that ran)
If you move more than 12", spawn an additional D3+2

- The zombies must be placed entirely within 3" of the board edge closest to the models that fired/moved.
- Psyker powers that are cast spawn zombies according to their shooting profile.

Zombies and Vehicles:
If a transport vehicle is successfully charged by 30 or more zombies the vehicle is automatically wrecked. This represents the zombies forcing their way in to the vehicle and slaying the crew. If there is a unit inside, they each get to make close combat attacks (they are not in combat, nor do the Zombies retaliate). If they fail to kill more than half of the zombies, then they are killed and become zombie brutes. If they manage to kill more than half of the zombies they may immediately make an emergency disembark and deploy within 6 " of the vehicle. In addition, a vehicle that is wrecked in this way becomes a zombie spawner.

Overwatch and Zombies: Overwatch is done at full ballistic skill and attracts half as many zombies. Add all Zombie spawn rolls from one unit together to determine half. (E.g 5 Boltguns fire; roll 5D3 and halve the total of all dice.) Zombies spawned like this are spawned as soon as the charge is resolved.



I'll add updates I make to the rules to both the rules in the spoiler tags and here, so you can see what I've changed instead of searching for differences.
Updates;
V2! - New release. Rules added, taken out. Quite an overhaul. I hope you all enjoy it.
V2.1 Added the following line to the "Hordes" special rule; If the horde is able to charge more than one unit that it could not normally split charge, it may split up to do so provided there is at least 20 Zombies for each group you wish to split them into.


Coming soon (probably)
This part is for any suggestions I've had and am considering adding. If you don't see your suggestion here, be patient as I can only play so many games in a day!
- Hellhounds! - A faster, stronger unit. This is still being thought through. Cool abilities, rules or other are welcome!

Edit: While this thread is (probably) dead due to lack of interest and feedback, I'll continue to update the main post.

This message was edited 13 times. Last update was at 2014/04/07 12:13:33


If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in us
Rough Rider with Boomstick




Places

Totally not shamelessly tagging out of interest

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in gb
Land Raider Pilot on Cruise Control





Englandia

All right; I finally go round to playing a game (So many distractions. .-.) and I won... (as a non-zombie)
Either a smaller board or more zombies are needed. Maybe both... I played on a 6 X 4, it may have been due to the fact that I was using LC termies with a librarian.

Next game I'll be using a unit that can pump out more bullets than... I dunno, something!

If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in gb
Prophetic Blood Angel Librarian




I am interested to read the rules and will do shortly but in a rush atm. One thing I wanted to suggest though is use the Space Hulk rules with stealers rules representing the zombies and the termis representing the survivors for an epic zombie feel...


Automatically Appended Next Post:
You know what - I decided to read it now. Glad I did. Awsome! Scrap what I said!
One question though. If zombies get replaced to the back when you kill them in a horde... how do you kill a horde off?

This message was edited 1 time. Last update was at 2014/04/01 20:29:36


 
   
Made in gb
Land Raider Pilot on Cruise Control





Englandia

Poly Ranger wrote:
I am interested to read the rules and will do shortly but in a rush atm. One thing I wanted to suggest though is use the Space Hulk rules with stealers rules representing the zombies and the termis representing the survivors for an epic zombie feel...


Automatically Appended Next Post:
You know what - I decided to read it now. Glad I did. Awsome! Scrap what I said!
One question though. If zombies get replaced to the back when you kill them in a horde... how do you kill a horde off?


You kill them before they reach 30 members. Otherwise you'd best hope overwatch/shooting/combat will send them far enough back that they won't get attacks.
Edit: They still die from overwatch, providing you did not choose to fire at full BS. (It's optional!)

This message was edited 1 time. Last update was at 2014/04/01 20:57:58


If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
Made in gb
Rough Rider with Boomstick





England

Great idea! Me and a few others tried a totally different tack (CoD style) but this should be different and faster! Best of luck

"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
Land Raider Pilot on Cruise Control





Englandia

There's been a large overhaul, hopefully these additions will work well. Enjoy!

If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. 
   
 
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