= The premise: =
You and your unlikely team mates have found yourselves stuck in the midst of a zombie Apocalypse! Put aside your hate, you must work with your enemies now for the only thing that matters, surviving!
The rules:
No Fuel:
fuel is scarce in a zombie apocalypse, and although i cannot justify it properly, jump packs/wings/jetpacks/bikes/jetbikes all count as regular infantry
Selecting your character
each person is to select an independent character, including characters such as a company commander as well as any characters which may normally only be taken with a retinue from any up to date codex
From here modify the wounds characteristic of your hero so it is 3.5 times the normal value
Equipping your character
Any hero may select one of the following pieces of war gear:
Shotgun:
12” strength 4 ap – assault X, BANG! Note, this replaces the normal characteristic of a shotgun for both marines and imperial guard.
You may fire the shotgun up to 8 times, for each shot fired roll a die for each zombie mob within 18” on a roll of 3+ they are no longer wandering about like zombies, but now know exactly where the food(you)is. The zombies immediately head in the direction of the shooter. Note this has no effect on already active zombie mobs
Flamer:
same as codex
bat:
cracks heads, adds 1 attack
crowbar:
cracks heads, adds 1 strength
Characters in close combat
All characters have the special rule Hit and Run
in close combat all Survivors hit zombies on a roll of 2, zombies don't try to block/parry!
In close combat with a zombie a powerfist strikes at initiative 2, rather than 1, they may be cumbersome to use but they aren't slower than zombies
Go for the head!
When attempting to wound a zombie use your character's strength characteristic, however on a wound roll of 4+ you have decapitated the zombie or otherwise destroyed the brain, they do not get feel no pain or we'll be back
Characters shooting
BANG!:
each time a survivor fires a non-melta or non-flamer weapon use the following distance table for activating zombies
1"-18":
on a roll of 3+ the zombie mob is no longer wandering about like zombies, but now know exactly where the food(you) is. They are hence activated and follow the rules for The Walking Dead
19"-36":
on a roll of 4+ the zombie mob is no longer wandering about like zombies, but now know exactly where the food(you) is. They are hence activated and follow the rules for The Walking Dead
over 36":
on a roll of 6+ the zombie mob is no longer wandering about like zombies, but now know exactly where the food(you) is. They are hence activated and follow the rules for The Walking Dead
Aim for the head, destroy the brain:
the key to efficient zombie killing is to destroy the brain or remove the head. Use the following rules when resolving shots against zombie mobs:
when firing at a zombie mob between 18" and 24":
on a to wound roll of 6+ you have shot the zombie in the head and the model is immediately removed as a casualty, he receives no will be back or feel no pain
When firing a zombie mob between 12" and 17":
on a to wound roll of 5+ you have shot the zombie in the head and the model is immediately removed as a casualty.
When firing at a zombie mob between 6" and 11" :
on a to wound roll of 4+ you have shot the zombie in the head and the model is immediately removed as a casualty
When firing at a zombie 5" or closer:
on a to wound roll of 3+ you have shot the zombie in the head and the model is immediately removed as a casualty
Zombie mobs
a zombie mob numbers anywhere from 1 to 100 plague zombies
Plague Zombie
WS2 BS1 S3 T2 W1 I1 A1 LD10 SV-
Weapons:
zombie hands, zombie mouth, these count as a close combat weapon
in close combat plague zombies always hit on a 4+
Special Rules
Feel no pain, We'll be back, poisoned weapons(wound on 4+)
Super slow and purposeful, Join us! The Walking dead, fleet
Feel no pain:
Zombies have a modified feel no pain. Each time a zombie takes a wound roll a d6, on a roll of 4+ the wound is ignored regardless of ap characteristic or Armour ignoring attribute, however models that are wounded by strength 7 and above are immediately removed as casualties, the zombie keeps on coming at you. Note that Go for the head and Aim for the Head, destroy the brain ignores feel no pain.
We'll be back:
instead of removing a zombie as a casualty place it on its side when it is lost, at the beginning of the zombie turn roll a die for each zombie. On the roll of a 4+ the zombie staggers back to its feet and joins the nearest zombie mob, if there is no zombie mob it acts as a separate unit. Models that are wounded by strength 7 and above are immediately removed as casualties as the attack has rendered their bodies useless. Note they may still stand up when killed by a weapon that ignores armor. Also note that Go for the head and aim for the head, destroy the brain ignores We'll be back.
The Walking Dead:
Zombie mobs are considered inactive until they are alerted by the presence of the Survivors. While inactive, roll a scatter die for each zombie mob. The mob immediately moves in this direction, they have no need to run in that direction, they are just kind of walking around. Zombies have poor eye sight, but a fairly heightened sense of smell. Thus they are activated when they "notice" a survivor, use the following table for activation. when activated, following and subsequent turns move the zombie mob and then run them towards the closest survivor. The survivors MUST be in line of sight to the zombies for this to happen at the END of their movement.
6":
when a survivor is within 6" of a zombie mob they are immediately activated
7"-12":
the zombie mob is activated on a roll of 4+
13"-24":
The zombie mob is activated on a roll of 5+
Over 24":
the zombie mob is activated on a roll of 6+
Super Slow and Purposeful:
When moving a zombie squad roll 2d6 take the highest and then divide by 2. Zombies may only run if they are active, and in this case roll 2d6 take the highest and then divide by 2. They may assault provided they are within 3” of their target.
Join Us!:
At the end of every Assault phase during which thePlague Zombies have fought in close combat, before ‘pile in’moves, roll a D6 for every casualty caused in the combat(not including zombies). On a roll of a 2, they are resurrected as a Plague Zombie – add a model to the Plague Zombie unit. If thePlague Zombies unit was wiped out that turn this rule has no effect. If multiple Plague Zombie units are involved in the samecombat, evenly divide the new models between the units
Deployment
to begin the game set up terrain as normal on a table that is 4x4 and then mark a 12” by 12” deployment zone on one of the table edges. Then have a neutral party place 75*X, where X is equal to the number of survivors playing, zombie models in varying squad sizes and one Typhus special character from codex chaos space marines 4th ed and one great unclean one from codex chaos daemons 4th edition. As well as mark a board edge or other vehicle/beacon/objective marker, the survivors win if they touch this. In a deployment zone that covers everything 12” from the Survivors deployment zone.
Special conditions
Each time a zombie model is removed from play place it to the side, when the number of removed zombie models reaches 15 deploy them on the board edge opposite of the survivors deployment, move them 6" on and then apply The Walking Dead rule
Victory conditions
Team zombie wins if it kills all of the Survivors.
Team Survivors win if they either kill the greater unclean one or escape via the marked objective, be it a board edge or a primed valkryie.
Please provide commentary/edits and let me know if this is something you guys might be interested in playing in the near future.
Restricted Characters:
Dreadnaughts
Monstrous creatures