nurgle zombie apocolypse rule book
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Nurgle Zombie Apocalypse
Nurgle Zombie Apocalypse is a 2 - 4 player RPG game based on the world and rules of Warhammer
40k 6th edion
Nurgle Zombie Apocalypse is set on world over run by the forces of Nurgle, where the cizens
have been turned into Nurgle Zombies who roam the planet looking to infect those remaining sur-
vivors. The Nurgle plague originated from a warp portal on the planets surface which is now
almost unreachable due to warp storms and a thick green haze that lls the air. Now, that the
Nurgle plague has taken hold the only way to the portal is by foot.
Many Heroes have arrived on the planet in aempt to destroy the portal but all have failed or
worse been turned to the forces of Nurgle. As the planets few survivors are slowly consumed bythe plague Heroes sll arrive aempng to rid the world of the demonic forces. Why some Heroes
come at all is unknown. Perhaps glory brings them or the promise of rewards from their gods.
Whatever their reasons the heroes nd themselves ghng alongside unlikely allies, but can they
be trusted? Does a mutual enemy make for an unlikely ally or simply draw them towards itself
knowing that they will turn on each other given the slightest opportunity?
Whilst Nurgle Zombie Apocalypse is meant for casual gamers to enjoy using all their favourite
Warhammer 40k characters models in a fun, relaxed environment, we have made our best
aempts to balance the game so that all players will be able to have an equally enjoyable
experience.
As with any table top game, the more games of Nurgle Zombie Apocalypse you have played and
the beer you have learned the rules the quicker the games will be. We have found that a game
with four players will take roughly the same amount of me as a 2000pt Warhammer 40k game.
We hope you have as much fun playing the game as we did creang it. We will also regularly be
updang the game with new equipment and scenarios for you to play with your friends.
If you would like to provide feedback, have ideas of what you would like to see in the game or
have picked up any errors, please email us at NurgleZombieApocalypse@yahoo.com. We do take
the me to read your mail and get back to you where possible.
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Setting Up The Table
Table Size
Nurgle Zombie Apocalypse is set up on 4x4 foot board,
Terrain Layout
The irst step to beginning the game is setting up the Terrain.
This is done by players simply placing terrain on the 4x4 table
until it resembles a battleield. Terrain may be laid out in any
manner with these exceptions;
No terrain pieces may have more than a single level
requiring a 3 move to scale. Any piece of terrain with
multiple levels can be used if players agree that no model
may access levels beyond the irst.
No terrain piece may be placed within 6 of a table corner.
Table Layout
After laying out the terrain, the towers and deployment zones can
now be laid out. There are a total of nine towers in Nurgle Zom-
bie Apocalypse, one 60mm tower and 8 40mm tower. Start by
placing the 60mm tower in the centre of the board. If the tower
cannot it due to terrain, move the intervening terrain piece the
minimum distance required, using a scatter dice to randomly
determine the direction, so that the tower can be placed on the
table and not above ground level (small hills and such are ac-
ceptable for the tower to be placed upon)
After placing the centre tower, draw a line using a tape measure
from the centre point of the middle tower to any table corner.
Starting from the centre point of the middle tower place thecentre point of a 40mm tower 10 and 20 from that point along
the line. This should leave 2 towers in line with a corner point
and the centre tower all with their centre points no closer than
10 to each other. The centre of the tower farthest from the mid-
dle tower should be 14 from the closest table corner. Repeat this
process, measuring a line from the centre of the board to each
corner and place 40mm towers until eight 40mm towers are
placed.
Then measure 4 from each corner towards the centre of the
board and draw a perpendicular line to mark off a deployment
zone in each corner.
Once the deployment zones have been drawn the table layout
should be laid out as seen below.
4
10
10
10
40mm
Tower
40mm
Tower
60mm
Tower
4 feet
4 feet
Lane
Deployment Zone
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Choosing Your Hero
Selecting your Hero.
Once the table has been laid out, all towers placed and deploy-
ment zones deined, players may create their Hero. Players may
select any single model from any codex as their hero with the
following restrictions.
The model must be either an independent character or a
model that can be taken in a unit consisting of 1 model eg.
A Paladin can be taken as it comes in a unit size of 1 - 10.
The model must count as a kill point in a game when it is
removed as a casualty
The model can not be a vehicle or special character
The model can not be a monstrous creature
The model can not have a base size over 40mm
The model may not ride a bike or jet-bike
The model may not be a squad character that must be
upgraded from a normal member of the unit.
Remember to note the cost of hero as this will effect the turn se-
quence in the game to follow.
Equipping your Hero.
Once you have selected your hero you may equip them with any
wargear available to them in their codex entry. There is no point
limit only the restrictions governed by the units entry in its
codex.
Hero psychic powers.
Heroes use and select psychic powers in the normal fashion.
However, if they choose to trade in their powers to instead roll on
the psychic power tables in the Warhammer 40k rulebook, they
must pay an additional 20pts.
Core Rules
Core Rules
In the following pages , the core rules for playing Nurgle Zombie Apocalypse will be detailed. Nurgle Zombie Apocalypse is played on
the Warhammer 40k platform. This means where there are no rules written to describe any game mechanics or effects, resort to therules contained within the Warhammer 40k rulebook and subsequent codices.
Lanes
Each deployment zone as marked on the diagram on the Setting
Up The Table page has a corresponding lane. These Lanes are
the areas stretching directly between a deployment zone and the
middle tower. You can ind the exact area of a line by drawing
two lines from the outer corners of each triangular deployment
zone to the outer most points of the 60mm tower in the centre ofall board. Lanes do not provide physical boundaries but are used
to describe certain movement and effects within the game.
Deploying
After all players have selected and revealed their characters the
players may begin the deployment phase. Characters deploy in
one of the deployment zones marked on the diagram on the
Setting Up The Table page. Each deployment zone has a corre-
sponding Lane as described above.
Who Deploys First?
The character who is worth the least amount of points beforedeployment gets to pick when to deploy (1st, 2nd, 3rd or 4th)
The next cheapest characters player chooses when to deploy
next. This sequence is followed until inally the most expensive
player character is left . Each player then in their chosen order
selects a deployment zone and deploys. In games where there
is less than four players, deployment zones may be left empty.
No player may chose to deploy in a deployment zone that has
already been selected. Also at no point in the game can another
player controlled model enter another players deployment zone.
While a character is in its deployment zone it may not be harmed
in any fashion.
Once all players have chosen their deployment zone, each playerin the same order as they chose deployment zones deploys there
character within their deployment zone.
ReservesWhen deploying a character inside its deployment zone, a player
may instead decide to use an alternate deployment method if
available to them
All characters may be placed in reserve and once they arrive may
enter from one of the two table edges that borders their deploy-
ment zone. They may not however move through another
deployment zone.
OutflankingCharacters who can outlank may instead deploy into reserves
and elect to outlank. Character that elect to outlank move on
from any table edge that does NOT border their deployment zone
Playing the Game
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How to Win the Game
There a single way in which a player may win the game. There is
however two ways in which the Zombies may win the game, this
is the Apocalypse after all!
In order for a player to win the game they must be the one whodestroys the middle 60mm tower. In order to do that the two
40mm towers in between that players deployment zone and the
centre tower must be destroyed before the centre tower becomes
vulnerable.
A player may also be declared the winner if they are the last Hero
left alive. This means that all other players must be killed and not
have enough credits to pay for their resurrection.
The Zombies win the game if all Heroes are permanently killed.
The Zombies also win if 25 zombies are on the table for each
player who stated the game. For instance if 4 players started the
game then as soon as 100 zombies are present on the table the
game is lost and won by the zombies, if 2 players start the game
then the zombies will win through numbers when they reach 50
in number.
The Towers
All towers in the game can be destroyed though some only be-
come vulnerable after others have been destroyed. The four
40mm towers within 10 of one of the 4 deployment zones (the 4
outer most towers) are always vulnerable. These towers are
called lesser towers. The four towers in between the lesser tow-
ers and the middle 60mm tower are called the greater towers.These tower are only vulnerable to any forms of damage attacks
or effects once the lesser tower closest to them is destroyed.
Once both the lesser tower and the greater tower in a single table
quarter are destroyed, the player who chose the deployment
zone within that quarter may now damage the centre 60mm tow-
er as it will no longer be invulnerable to that player only. Each
player must destroy both towers in the table quarter containing
their deployment zone before the centre 60mm tower is no long-
er invulnerable to them.
The Centre tower is called the Castle Tower and contains the
warp portal allowing the Nurgle plague to spill forth onto theplanet. When this tower is destroyed the game ends as described
under How to Win the Game.
Destroying a Tower
In order for a character to damage a tower, the character must be
within 5 OF THE CENTRE OF THE TOWER when making the
attack. If the player is further away from the tower then the at-
tack has no effect. Any item or effect may only effect a tower if the
character using them is with 5 of its centre.
Playing the Game (continued)
when they arrive from reserves. They may not however move
through another deployment zone.
Deep StrikeCharacters may instead decide when deploying to deep strike
onto the battleield. Once the character is available form reserves
it may deep strike onto the battleield uses the standard rules for
deep striking. If the character arrives from deep strike in another
players deployment zone, treat this a mishap.
ScoutingModels with this ability may do so as normal, obeying the stand-
ard rules set in the Warhammer 40k rulebook
InfiltratingModels with this ability may do so as normal, obeying the stand-
ard rules set in the Warhammer 40k rulebook. Units that inil-
trate within a towers iring range are not attacked upondeploying.
The Turn Structure
Players take it in turns in the exact same manner as in Warham-
mer 40k however, each player will have an individual turn which
will therefore mean that in most games there will be more than
two player turns per turn. As well as each player having a turn,
the Zombies have their own turn as well.
There is no turn limit in Nurgle Zombie Apocalypse.
Who gets the first and subsequent turns? The Zombies always have the irst player turn in each turn. The
players will take their turns based on the cost of their character
before deployment, where the cheapest character gets the irst
turn and the most expensive character the last.
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All the towers saves are invulnerable. All towers are also unaf-
fected by any attack, wargear etc that causes effects that do not
do direct damage, for example rad grenades. The towers are auto-
matically pass any test they have to make, they can never fail an
attribute test. The only way to hurt them is through attacks that
result in wounds.
Tower Defences
All towers have some kind of defensive system to protect them. A
tower will attack any player or player controlled unit that enters
their range. All tower weapons have 5 range measured from the
centre of the tower, this is the same range that they can be effec-
tively damaged and destroyed. As soon as a Player controlled
character or unit enters within 5 of its centre it will ire upon
them no matter the turn or phase of the game. If a player model
moves into its range through the movement phase, assault phase,
consolidation etc it will be ired upon. Once the model has been
ired upon it will not be ired upon for remaining within its 5
range unless it leaves its threat range and re-enters.. The Tower
will also ire at any and all player controlled units within its 5
threat range at the start of the zombies shooting phase. It will
ire at a player controlled unit even if that unit has been ired
upon already for moving within 5 of its centre. The towers at-
tacks are as follows:
Lesser tower:
Str 5 Ap 4 Assault 3 Range 5
Greater Tower:
Str 6 AP 4 Assault 4 Range 5 Rending
Castle Tower
Str 7 AP2 Assault 2 Twin linked Range 5
Tower Guardians
Each Lesser and Greater Tower has a guardian inside. Upon de-stroying the tower, the guardian is released. The Tower Guardian
will be released from the Castle tower in front of any zombies
spawned that turn. The Guardian will always go towards the de-
ployment zone in the same Lane as his tower. The Guardian
follows the same rules for movement and vision as the Zombies
Playing the Game (continued)
WS
BS
S
T
W
I
A
Ld
Sv
1 3 4 4 6 - - - 5++
WS BS S T W I A Ld Sv
1 4 5 5 6 - - - 4++
WS BS S T W I A Ld Sv
1 5 6 6 6 - - - 3++D6 Roll Character Spawned
1 Belial
2 Asurman
3 Pedro Kantor
4 Straken
5 Khan the betrayer
6 Commander Farsight
described in the Zombie section of the rules, however he is al-
ways an independent unit. The Tower Guardian may be attacked
by any player controlled units. He will also attack any player con-
trolled character or model that he can see. If the tower guardian
can see or is in charge range of the unit that destroyed his tower,
he will always attack, move towards and assault that unit over
any other units he may be in range or sight of. If no player con-
trolled units are within his vision he will walk towards the de-
ployment zone in the same Lane as his tower. When he reaches
the deployment zone he is simply removed and does not res-
pawn. The tower Guardian is only generated when the tower is
killed. Upon killing a Lesser or Greater Tower roll a D6 and con-
sult the chart below to see which character is spawned in the
next zombie spawn wave. Any ability the tower Guardian has that
would effect units from his own codex instead effects all zombies.
D6 Roll Character Spawned
1 Marneus Calgar
2 Draigo
3 Abaddon
4 Asdrubal Vect
5 Mephiston
6 Ghazghul
Tower Statistics
The towers are treated as immovable creatures with the follow-
ing stat line
Lesser Tower:
Greater Tower:
Castle Tower:
Lesser Tower:
Greater Tower: All Guardians have eternal Warrior, If they al-
ready have eternal warrior, they gain True Eternal Warrior as
described in the Game Special Rules section found later in the
rules.
All Guardians also gain the fearless special rule.: Guardiansspawned from the Greater Tower also have the Feel No Pain and
Relentless Special rule.
All Guardians will use any and all attacks and abilities available to
them in order to defeat a player hero and will shoot any available
weapon at a player.
Greater Tower:
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Game Specials Rules
Nurgle Zombie Apocalypse is played with a few rules perma-
nently in effect and has a few new rules that are constantly in
effect during the game.
Nurgle Zombie Apocalypse is played under the constanteffect of Night Fighting as described in the Warhammer
40k Rule Book
All effects that remove from play instead cause instant
death.
Every unit in the game possesses the Eternal Warrior
special rule as described below.
Eternal Warrior - Any model possessing Eternal Warrior
will instead only take D3 wounds when suffering the
effects of an instant death attack or any attack that re-
moves them from play.
Any Character that naturally has (or starts the game
before deployment) the Eternal Warrior special rule
instead gains the special rule True Eternal Warrior as
described below.
True Eternal Warrior - Any model possessing True
Eternal Warrior will instead only ever take a single
wound when suffering the effects of an instant death
attack or ability that removes them from
Playing the Game (continued)
Units inside their deployment zone may not be harmed
by any means. And are essentially invulnerable until
they leave the deployment area.
Characters inside their deployment zone at the begin-
ning of their turn regenerate d3 wounds at the start of
their movement phase.
Free For All!
While models can be locked in combat as normal this does not
always effect each player in the same fashion. A player who is
locked in combat, may not be able to shoot ranged weapons in
the melee, however other enemy units may still shoot them in
combat. This is because everyone is ighting everyone!
Units may ire weapons into a combat that doesnt involve a
friendly model, treating the models as if they were being shot at
by normal means. To hit, wound, saves, cover etc are all done
exactly as described in the Warhammer 40k shooting phase.
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Castle
Tower
The following pages will detail everything you need to know
about the Zombie plague in the Nurgle Zombie Apocalypse.
The Zombies
The Zombie are all treated as individual models. However, for the
sake of speeding up the game there are rules that allow interac-tion with the zombies in ways to keep the game moving.
Zombie Spawns
The Zombies will continually spawn from the Castle tower
throughout the course of the game, the exact details will be cov-
ered later. The zombies spawn in waves, the irst of which hap-
pens at the beginning of the irst zombie turn before their move-
ment phase
Zombies will continue to spawn from the Castle Tower every 3
turns after, that will be turn 4 turn 7 and so on.
Each Wave of zombies will spawn 2d6 Zombies in each lane thathad a player start in its deployment zone. If no player started in a
deployment zone, zombies will never spawn in its coinciding
lane. If player is killed, zombies will still spawn in the players
lane. Zombies who spawn do not count as having moved and will
move after they have been deployed .
Spawn Patterns
When each Wave of zombies spawns they are deployed in a spe-
ciic pattern around the Castle tower. This very important as it
makes sure that each zombie will act in a certain manner after its
deployment. The zombies deploy in 3 layers as shown n the fol-
lowing diagrams.
The Zombies
Zombies
12 Zombie spawn wave
Castle
Tower
Zombies
2 Zombie spawn wave
Castle
Tower
Zombies
4 Zombie spawn wave
Castle
Tower
Zombies
7 Zombie spawn wave
Castle
Tower
Zombies
9 Zombie spawn wave
Zombie Spawns on Non Spawn Waves
There are instances where zombies will spawn without the 2d6
being rolled. When Zombies reach any deployment zone, they are
removed from the table to be spawned from the Castle Tower in
the following turn in the same patterns as described above. This
may mean that they are spawning along with the 2d6 that is
rolled on a spawn turn. In this case they are added to the number
of the spawn but will never increase the number of spawns per
wave for each lane past 12. The maximum zombies that can
spawn in a lane in any turn is 12.
Tower Guardian Spawn
When a tower guardian is released it is always only released as
part of a wave of zombies where the 2d6 spawn occurs. When the
tower guardian is deployed, it is always deployed in the exact
middle line of a lane touching either one or two zombies depend-
ing on the number spawned.
Tower
Guardian
Tower
Guardian
Tower
Guardian
Tower
Guardian
Tower
Guardian
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Zombie Movement
Each Zombie is an individual unit and moves just like nor-
mal infantry though there are circumstances where they
act differently than player characters. In the movement
phase zombies move 6 inches or roll 2d6 and pick the
highest roll as their move distance in inches if they move
through dificult terrain. Only ever roll dificult terrain for
a single zombie as that will be the move distance for all
zombies that will be passing through dificult terrain that
turn.
Where do the zombies go?
Zombies will always move towards the closest enemy de-
ployment zone (usually the one in the lane they spawned
in).
Zombies will deviate from this path only if they can see an
enemy unit in which case they will head towards that unit
instead, again taking the shortest route possible. Note
zombies can only see 12 inches irrespective of any night
ight rules. This movement will generally keep zombies
close together in groups (the preferred method for zombie
travel) and thus it will be rare to have stray zombies walk-
ing around by themselves. Where a zombie has two routes
of the exact same distance to take to reach its current des-
tination, the player whose deployment zone or characterare heading towards decides in which rout they take. This
is a very rare circumstance when a player will have choice
in a zombies movement.
Zombie Assaults
At the start of the Zombie assault phase roll 2d6 and add
them together. This is the distance the zombies charge in
this assault phase. In addition roll a 3rd d6 and take the
two lowest rolls from all 3 dice. This is the charge distance
of those zombies who will be forced to charge through ter-
rain. Zombies will only try to charge if they are within
The Zombies (continued)
range to do so successfully. Zombies will not attempt to
charge 12 inches every turn. The zombies will always
charge the closest opponent so be sure to measure
carefully.
Once you have decided which zombies will be charging
where, all zombies that are in charge range of a speciic
unit and will be charging the unit in this phase form a sin-
gle unit for the purpose of combat and all effects that oc-
cur within the combat. Zombies will always charge in an
order that gets the most zombies into close combat
For example:
A unit of 7 zombies are roughly 7-9 inches from a player
controlled character. Another small unit of 4 zombies are
in terrain only 6-7 inches away.
Zombies
7
9
Player Character
The zombies roll 2d6 for their charge distance and roll and
a 5 and a 3, the third dice for dificult terrain is also 3. This
means the zombie will charge 8 inches this turn or 6
inches through cover. The resulting assault is as follows.
Dicult Terrain
6
.
Zombies
Player Character
Dicult Terrain86
7
The character is charged by a total of 6 zombies who upon
being in charge range and charging the player form a sin-
gle unit. This happens before overwatch and can mean that
not all zombies in the unit are in unit coherency when the
unit is formed. The zombies remain as a unit until they are
killed or are no longer in close combat in which case they
will revert to being single model units.
Zombies that have
formed a single unit
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The Zombies (continued)The Zombies (continued)
Zombie Stat Line
Each Zombie starts the game with the following stat line.
The zombies stats will increase as the game progresses.
This is explained further on in this section
WS BS S T W I A Ld Sv
3 3 3 3 1 3 1 10 -
Zombie:
Wargear: Teeth, arms, legs and a bad attitude. (counts as a
close combat weapon
Special Rules: Mindless, Rending.
Mindless: Zombies are truly mindless and always count as
passing any leadership or morale test they are required to
take.
Zombie Advancement
Though the Zombies start quite weak, they soon become
formidable foes as the game progresses.
At the beginning of each zombie spawn wave after the irst
one player roles a d6 and consults the chart below to seewhat new mutation the zombies have manifested. This
manifestation is applied to all zombies, even those already
on the board.
D6 roll Zombie Enhancement
1 +1 Weapon skill
2 +1 Strength
3
+1 Toughness
4 +1 Iniave
5 +1 Aack
6 +1 Improved save. (if this stat reaches the maxi-
mum, the zombies instead get a +1 improvement
to their Feel No Pain save starng at 6+.
Zombie Maximum Statistics
If the Zombies reach a maximum statistics and roll the sta-
tistic again as a Zombie Enhancement, simply reroll the
result until a viable upgrade is rolled.
WS BS S T W I A Ld Sv
6 3 6 6 1 6 6 10 2+
Zombie Maximum Statistics
Starting Enhancements
In games where players start with expensive heroes, the
Zombies will in turn start more advanced than would be
normal. After deployment but before the irst zombie
spawn wave, the zombies gain an additional Zombie Ad-
vancement for every full 100 points the highest player
character is worth.
For example. If the most expensive player character is
worth 143pts, then the Zombies would start with a single
roll on the chart. If the highest player character was 250
pts, the zombies would start with two additional rolls onthe Zombie advancement chart. If the most expensive char-
acter is only worth 85pts then the zombies simply start as
previously described with no starting zombie
advancements.
In the same fashion as zombies who charge, zombies
who are being charged form a single unit . When a suc-
cessful charge has been made all zombies within 2 inch-
es of a zombie in base contact with the models charging
form a single unit for the duration of that combat.
We can see in Figure A, a player controlled charactercharging a pack of zombies. The grey area represents the
2 inches from the zombie in base to base contact with
the character that will be used to see which zombies
forma single unit for this combat.
Zombies
Figure A.
Player Character
Zombies
Figure B.
2
Zombies that have
formed a single unit
Figure B shows the zombies which have formed a unit
and have piled in at their initiative step. The zombies
still marked with green were not within two of a zombie
in base to base contact with the character and were thus
not able to join the unit and participate in this combat.
Joining existing Zombie units
Sometimes a player will be assaulted by a unit of zombies
while still engaged in close combat with another unit of
zombies. In this circumstance both units of zombies form a
single unit. If a unit of zombies can see a character that is
already ighting a unit of zombies and is in charge range
however has no room to make contact, it will instead pile
onto and join the existing unit. If some of these zombies
can strike blows through their unit they may do so and
retain any charge bonuses.
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Heroes
Heroes
Heroes follow all the rules for independent characters as
described in the Warhammer 40k rulebook even if the
hero selected is not originally an independent character.
Hero Advancement
Heroes advance in two ways over the course of the game.
Heroes will become stronger by gaining experience points
from killing Zombies, Towers, other Heroes amongst other
means. Each unit killed is worth a speciic amount of expe-
rience that each player must record and keep track of as
the game progresses.
Just like killing units grants the heroes experience points,
so too does it gain them Requisition Points, referred to as
RPs. RPs can be used to purchase speciic wargear from the
Hero Wargear store which can be accessed only at the be-
ginning of a Heros movement phase when they are inside
their deployment zone.
Heroes in the Assault Phase
Heroes act in the assault phase exactly as per their unit
type as described in the Warhammer 40k Rulebook except
where deined below.
Heroes may elect to assault any unit they chose
regardless of who they ired weapons at.
If a hero is ever free from base to base combat at the
end of an assault phase but before the inal pile ins
are made after initiative steps, the hero may make a
consolidate move instead of piling into combat.
Heroes may divide their attacks between which
close combat weapons they possess and between
which ever targets are available to them in close
combat.
Heroes in the Movement Phase
Heroes move exactly as per their unit type as described in
the Warhammer 40k Rulebook.
Heroes in the Shooting Phase
Heroes act in the shooting phase exactly as per their unit
type as described in the Warhammer 40k Rulebook except
where deined below.
Characters may split any and all of their shooting
attacks between units as they please. Different
weapons can be ired at different units and weaponswith more than one shot may split their ire be-
tween units as well..
If the character elects not specify which units it is
attacking it will automatically default to shooting
zombie units where each unsaved wound takes off
the closest model to the irer per wound done.
When iring at zombies, template weapons will al-
ways remove the closest zombies irst. Other units
under the template are hit and wounded as normal.
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Earning Experience Points and Requisition Points
Heroes gain the following amount of experience points and
Requisition points for each unit they have killed.
Unit Killed Exp Points Gained RPs GainedZombie 1 1
Lesser Tower 10 10
Lesser tower
Guardian
10 10
Greater Tower 25 25
Greater Tower
Guardian
25 25
Enemy Hero
10+ enemyhero level
10+ enemyhero level
Upgrading Heroes
Spending Experience Points
For every 10 experience points earned a Hero gains one
Stat point (SP) which may be used to upgrade one of their
proile statistics. Stats may only be upgraded at the begin-
ning of the Heros turn, though stats do not have to be
spent right away and may be stored until later turns if the
players chooses.
Some statistics cost more Stat Points to raise than others
as shown in the following table. Note that no hero proile
stat may ever exceed 10.
Hero Level
A Heros Level is simply their experience divided by 10
rounding down. A Hero with 47 experience would be level
four. A hero with 125 experience would be level twelve,
RPs are not used to determine a Heros level.
Stasc WS BS S T W I A LdUpgrade 1 1 2 3 2 1 2 1
Starting Requisition Points
Some Characters will start with a speciic number of Req-
uisition points based on how many points there character
was compared to the player with the most expensive start-
ing hero. Each player starts with an amount of RPs equal to
the difference between the cost of their Hero and that of
the player with the most expensive hero.
For example:
4 players decide on their heroes before the game. Each
player reveals their chosen hero and the cost associated
with that hero. The four players heroes cost; Player 1 -
129pts, Player 2 - 75pts, Player 3 - 180pts and Player 4 -
147pts. In this case each player would receive the follow-
ing amount of starting RPs.
Player 1 51 RPs = (180pts - 129pts)
Player 2 105 RPs = (180pts - 75pts)
Player 3 0 RPs = (180pts - 180pts)
Player 4 33 RPs = (180pts - 147pts)
This means that there is always at least 1 Hero who starts
with no RPs. This can be dangerous as it means the hero
will initially be unable to resurrect (see following page)
should they be killed.
The effects of upgrading stats are instant. Once upgrade
the hero beneits completely from the increased statistic.
A hero that upgrades the wound statistic on their proile
will immediately gain an additional wound. For instance, a
hero has 2 wounds left out of his original 3. At the begin-
ning of his movement phase the player spends 2 Stat
Points to give the hero an additional wound on his proile.
The hero would then have 3 wounds remaining of a total 4
on his proile.
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Resurrection
Resurrection
Although Heroes may die during the game this doesn't
mean they are out of the game. A hero may choose to be
resurrected by paying a fee.. At the start of the heros next
turn they may pay 10 + their character level to be able to
resurrect and deploy by any means available to them after
2 full turns have been played out. This allows a hero to be
once again join the battle after a total of three turns. One
turn to pay the resurrection cost, the second turn is spent
out of the game and in the third turn the hero is rede-
ployed and receives a turn as normal. Heroes must pay a
resurrection cost in their irst turn if they wish to be resur-
rected. Holding off until later in the game is not an option.
Chosen Resurrection
Sometimes a player may wish to shorten the resurrectionprocess. Chosen resurrection allows the player to skip the
turn spent waiting out of the game, reducing the waiting
time down to two turns. Chosen resurrection otherwise
follows the same rules as normal resurrection however the
cost is increased to 10 + (2 x Character level)
Other costs of Resurrection
Heroes who are resurrected keep all their equipment/
wargear and experience. However in all other ways the
hero is treated as a new character and must re-roll any
randomly determined abilities or effects such as psychic
powers, chaos gifts etc before deploying.
Death
If a player is unable to resurrect their character they are
removed from the game. If a player can feasibly generate
enough RPs to re-enter the game using turrets or by any
other means, they may stay in the game until such a time
when they can afford to resurrect.
Requisitioning Wargear
Requisitioning Wargear with RPs
A player who starts their turn inside their deployment
zone may purchase any amount of items from the armoury
as they can afford. Characters have no limit to how many
items they can hold except that each may only hold twoconsumable items at any one time.
Once an item has been purchased it may not be sold back
but may be destroyed at the start of a players movement
phase if the player so wishes.
Stacking Wargear
In most cases wargear effects will stack however some
wargear items purchased with RPs that upgrade the same
stat or give varying levels of the same ability will not. For
example, an item that allows +2 shots on a pistol will not
stack with an item that allows +1 shot on a pistol. Instead
the +2 shot will take effect over the +1 shot item.
Turrets
Turrets are a speciic type of item that is requisitioned
from the armoury but is not an item carried by the Hero.
Turrets are instead mounted on 25mm bases and may be
placed only inside a heros deployment zone. Turrets are
placed as soon as they are purchased and are indestructi-
ble within the deployment zone. Turrets may be upgraded,this changes the weapons proile for the additional cost
listed in the armoury.
Units killed by turrets only generate RPs. They do not gen-
erate Exp Pts for the player.
Firing Turrets
Turrets may ire in the controlling players shooting phase
and have a maximum range of 6 inches. Unless there range
is speciied as template. Always measure turrets range
from their base and not the barrel of the weapon. Turretswill also ire at zombies just as they reach a players de-
ployment zone. Once per zombie turn a turret may over-
watch at full ballistic skill a group of zombies who reach
the players the deployment zone. Treat all zombies that
made it to the deployment zone that turn as charging and
thus forming a unit for the purpose of overwatch.
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The Armoury
The following list contains items that may be purchased in game by Heroes to help them defeat the zombie hordes and if
need be other Heroes who would intervene in their grand plans.
Item/Wargear Special Rules
* - A consumable Item is a once use only Item.
** - 'If a ranged weapon has two types eg Heavy, Blast. You must purchase the most expensive weapon module that its
the weapons in order to receive it's effects.
*** - Only one of these items may be in effect on a hero each turn chosen at the start of the players turn.
G - A grenade can be used in place of a shooting attack with a maximum range of twice the user str. A grenade uses a
small blast template that follows the normal rules for shooting blast weapons. These grenades can also be used even if
you are in close combat however you may only choose yourself as the target for this attack in which case you automati-
cally count as rolling a 'Hit' on the scatter dice.
Booster ItemsItem
No. Item Efect RPsB1 Strength Booster (1) +1 STR 20
B2 Strength Booster (2) +2 STR 40
B3 Weapon Skill Enhancment (1) +1 WS 15
B4 Weapon Skill Enhancment (2) +2 WS 25
B5 Ballisc Skill Enhancment (1) +1 BS 20
B7
Ballisc Skill Enhancment (2)
+2 BS
30
B8 Iniave Booster (1) +1 INT 15
B9 Iniave Booster (2) +2 INT 25
B10 Leadership Enhancment (1) +1 Ld 10
B11 Leadership Enhancment (2) +2 Ld 20
B12 Aack Booster (1) +1 AT 20
B13 Aack Booster (2) +2 AT 40
B14 Fortude Booster (1) +1 Wound 30
B15 Fortude Booster (2) +2 Wounds 50
B16 Resilience Booster (1) +1 Toughness 30
B17 Resilience Booster (2) +2 Toughness 50
Close Combat Items (efect only close combat aacks)Item
No. Item Efect RPsC1 Power Field Generator Ignore Armour Saves 35
C2 Monomolecular Edge -1 Ap 20
C3 Weapon Balancing Rending 10
C4 Tome of Combat Preferred Enemy 40
C5 Master Craed Weapon Re-roll 1 missed hit 10
C6
Book of Banishing
Preferred enemy Zombies
20
C7 Hamonculi's Touch Poison 5+ 30
C8 Evesor Poison Poison 4+ 40
Armoury Wargear/Items
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Armoury Wargear/Items (continued)
Shoong Items (efect only shoong aacks, not psychic powers) Item
No. Item Efect RPsS1 Rapid Fire Module (1) ** +1 shot to all rapid re weapons 10
S2 Assault Module (1) ** +1 shot to all Assault weapons 20
S3
Power Module (1) **
+1 shot to all Heavy weapons
15
S4 Blast Module (1) ** +1 shot to all Blast weapons 20
S5 Ordinance Module (1) ** +1 shot to all Large Blast weapons 35
S6 Torrent Module (1) ** +1 shot to all Torrent weapons 45
S7 Flamer Module (1) ** +1 shot to all Template weapons 35
S8 Pistol Module (2) ** +2 shot to all Pistol weapons 40
S9 Rapid Fire Module (2) ** +2 shot to all Rapid Fire weapons 25
S10 Assault Module (2) ** +2 shot to all Assault weapons 45
S11 Power Module (2) ** +2 shot to all Heavy weapons 30
S12 Blast Module (2) ** +2 shot to all Blast weapons 50
S13 Ordinance Module (2) ** +2 shot to all Large Blast weapons 60
S14 Torrent Module (2) ** +2 shot to all Torrent weapons 70
S15 Flamer Module (2) ** +2 shot to all Template weapons 65
S16 Weapon Mount Relentless 20
S17 Charged Ammunion +1 Str to all Guns 30
S18 Psychic Ammunion +2 Str to all Guns 60
S19 Power Pack AP -1 25
S20 Advanced Power Pack AP -2 40
S21 Mul-Tracker Fire two weapons 30
S22 Weapon Scope Rending 15
Resilience ItemsItem
No. Item Efect RPsR1 Dermal Armour FnP 20
R2 Force Field 5+ Invuln 15
R3 Shield Generator 4+ Invuln 30
R4 Fied Plate Armour 4+ Armour 20
R5 Power Armour 3+ Armour 35
R6 Arcer Armour 2+ Armour 50
R7 Adamanne Mantle True Eternal Warrior 25
R8 Regeneraon Charm Regen 5+ 1 wound per turn 25
R9 Regeneraon Stone Regen 4+ 1 wound per turn 40
R10 Regeneraon Orb Regen 3+ 1 wound per turn 55
Movement ItemsItem
No. Item Efect RPsM1 Speed Booster 12" movement in the movement phase 40
M2 Power Greaves Fleet 20
M3
Flip Belt
Ignore Dicult/Dangerous Terrain
15
M4Veil of Darkness The Hero may remove his unit from the board and immediately be placed anywhere on the table
using the deep strike rules. this may take you out of combat. Three turn cool down aer use . 40
M5 Retro Thrusters Hit and Run 40
M6 Warp Link - 1 d6 deep strike scaer 15
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Armoury Wargear/Items (continued)
Misc ItemsItem
No.Item
Efect RPsMisc1 Bionic Eye -1 to enemy cover save 20
Misc2 Targeng Array -2 to enemy cover save 45
Misc3 Neural Alteraon Node Fearless 10
Misc4 Neural Inhibitor Node Stubborn 10
Misc5 Null Field Negate enemy psychic power cast within 6" on a 4+ 15
Misc6 Advanced Null Field Negate enemy psychic power cast within 8" on a 3+ 30
Misc7 Plasma Grenades Assault Grenades 8
Misc8 Blind Grenades Defensive Grenades 15
Misc9 Stealth Field +1 Cover save 25
Misc10 Advanced Stealth Field +2 Cover save 45
Misc11 Belt Expander Can hold three addional consumable items 10
Misc12
Shield breaker Field
-1 invulnerable saves to enemies in base to base combat or within 2" of a model within base to
base contact of a unit with the eld. Field may be turned on or o at the start of the Hero's
movement Phase. 25
Misc13 Shield breaker Rounds -1 invulnerable saves to enemies with your ranged weapons 30
Misc14 Refractor Field Grants the user the Stealth USR 20
Misc15 Wraith Stone Allows the bearers psychic tests and leadership tests to be made on 3d6 picking the 2 lowest results 20
Misc16 Familiar Allows a psyker to use an addional psychic power (It may not be the same power) 20
Misc17 Null Rod You may not be targeted or eected by any psychic powers. 35
Misc18 Tormenter Mask -1 Ld to enemies in close combat with you 10
Misc19 Reserve Capacitors Single shot weapons may be reused as if they had no single shot restricon 25
Misc20Bounty Hunter's Mandate
Receive 10 + 2x character level in RPs for killing an opposing player, the opposing must also pay the
same amount to be able to resurrect. 35
Misc21
Displacer Field
Receive a 2+ cover save. however every player turn in which you pass a cover save you scaer d6
inches, landing on a model causes you and the model to take a str 4 ap 2 hit. Aer hits have been
resolved move the teleporng model the shortest distance so it is not within an inch of any enemy
model. Note that a roll of a hit will sll scaer using the arrow on the hit dice. The scaer distance
can not be reduced by any means. 30
Misc22 Psychic Hood 2+ save against Perils of the Warp 20
Misc23 Orb of Adamanne will *** The unit gains +1 to deny the witch rolls 15
Misc24 Orb of Decimaon *** All your aacks count as causing instant death 35
Misc25
Orb of Retribuon ***
The model will make a strike against each enemy in close combat aer iniave 1 blows have been
struck if it was wounded in that turn. The aacks auto hit with a strength of 2x the amount of
wounds taken in that close combat phase. The AP of the aacks is dened by that of the characters
weapon. 25
Misc26 Orb of Resurrecon *** Half the cost of all resurrecons rounding up to a minimum of 10. 25
Misc27 Orb of Fear *** You cause fear and become immune to fear 10
Misc28
Orb of Calling ***
Zombies will always move towards the unit over any other unit if they can see it. Zombies will also
charge the unit over another unit when possible. IF a zombie can see two units with the Orb of
Calling, the eects cancel each other out. 20
Misc29
Orb of frenzy ***
When a character is under half it's total wounds (1 wound remaining always acvates item) the
item gives the bearer +1 aack, iniave and strength unl the character recoups enough wounds
to end the frenzy. Characters under the eects of this acve orb at the start of their turn must pass
a leadership test or become completely enraged. Units that fail this check gain the Rage special rule
and must charge the closest enemy when possible. This eect lasts unl the end of the turn. 15
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Consumable ItemsItem
No. Item Efect RPsC1 Teleport Relay Teleports player back to their deployment zone 12
C2 Med Pack Recover d3 wounds 5
C3 Healing Salve Recover d6 wounds 10
C4 Deep Strike Stone Allows you to redeploy using deeps trike, this may take you out of combat 8
C5 Vortex Grenade - G Any model hit by A vortex grenade must immediately take an iniave test or suer Instant Death. 5
C6
Virus Grenade - G
Any model hit by a virus grenade must make a immediately take a toughness test. for each point a
unit rolls over its toughness it takes a single wound with no saving throws of any kind allowed
(zombies and characters with the mark of nurgle only ever fail this roll on a 6 and thus will only ever
take a single wound). If these wound cause a model to die the virus spreads to any model within 2"
of the casualty. The virus funcon in the exact same manner to any targets it jumps to and will
connue to spread unl it runs out of targets or no more models are removed as casuales from
it's vile eects. Models can only be eected by the virus once per turn, it may not bounce back and
fourth o models.
4
C7 Melta Bomb - G Any model hit by a melta bomb suers a Str 8 AP 1 hit with cover saves allowed. 8
C8
Plasma Grenade - G
Any model hit by a plasma grenade suers a Str 5 Ap 2 hit. The plasma blast is so intense that
cover does lile to protect against it's eects. As such no cover saves may be taken against wounds
caused from a plasma grenade.
3
Armoury Wargear/Items (continued)
Turrets BS 3Item
No. Item Efect RPsT1 Machine Gun Turret Storm bolter 5
T1.1 Machine Turret upgrade 1 Heavy bolter +10
T1.2 Machine Turret upgrade 2 Assault cannon +10
T2 Flamer Turret Flamer 10
T2.1
Flamer Turret upgrade 1
Heavy amer
+10
T2.2 Flamer Turret upgrade 2 Incinerator +5
T3 Laser Turret Hot shot las gun 5
T3.1 Laser Turret upgrade 1 Mul Laser +10
T3.2 Laser Turret upgrade 2 Lascannon +5
T4 Plasma Turret Plasma Pistol 10
T4.1 Plasma Turret upgrade 1 Plasma Gun +10
T4.2 Plasma Turret upgrade 2 Plasma Cannon +5
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Hero Sheet
Base Unit: __________________________
PointsStarng wargear:
WS BS S T W I A Ld Sv
Hero Prole
Codex: ____________________
Experience Points
Requision Points (RPs)
Item No. Item Name
Armoury Wargear
Stat Points (SPs)Hero Level
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Artwork by;Space Marine - A-GC.com
Demonic Landscape - Ferdinand Dumago Ladera
Sister of Bale Triumphant - Skinneyelbows
Ciaphas Cain - The Black Library
Eldar Farseer - Aberzheim
Imperial Glory - www.isbn.nu
More artwork to be acknowledged.
If Arsts would like to contribute work or have work removed from the document
please email your request to NurgleZombieApocalypse@yahoo.com. Arsts work will be
removed immediately if requested.
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Mercenaries
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