zombie survival 1.4

Upload: adrian-hawthorn

Post on 08-Apr-2018

218 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/6/2019 Zombie Survival 1.4

    1/10

    Zombie Survival 1.4

    1 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    Zombie Survival

    Requirements1 Zombie master

    1-12 players

    Represented models for the

    faction you wish to represent,

    a pen or two and a note pad

    Deployment:

    The players once they have

    chosen which race they would

    like to play then get to choose

    any part of the building they

    are in to start the game at (

    represent the building

    appropriately with many

    windows or doors present.

    And the zombie master gets to set up his allocated amount (described below) and further waves5away from any of the walls of any of the buildings walls outside of the safety zone.

    The game consists of a unlimited amount of rounds until all players are killed, each round contains a

    certain amount of zombies that have to be killed before the next round can start, rounds can have a

    unlimited amount of turns as it may take time to kill those sneaky zombies.

    Game sequence:

    The Game starts with the Zombie master deploying his amount of zombies from the deployment

    zone, once this is done, the players then get to move and shoot and assault if possible *note* they

    cannot leave the building at all in any circumstance*

    The turn system used for this game is as follows

    Zombie: Spawn (deployment)(only for first turn of the round)

    Human: Reaction Shooting phase (only for the first turn of the round)

    Then the turns follow regular game play except that zombies do not have a shooting round as the

    have no weapons, Nor the ability to use them.

  • 8/6/2019 Zombie Survival 1.4

    2/10

    Zombie Survival 1.4

    2 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    The first round consists of d3x2, Once all zombies have been killed in the round, the next round the

    amount of zombies are increased by a d6 which is rolled before deployment, keep tally of the

    amount rolled as this number cumulates as the game goes on for example wave one might have 6

    with the d3 rolling a 3 with is then multiplied by 2 which makes a 6 a, in the next round d6 is rolled

    and a 5 is rolled the next round consists of 11 zombies and it keeps going higher and higher until no

    players are left, after the 10 round a additional d6 is added so for example instead of a extra one d6

    each round has 2 d6s to increase the amount be, keep track of the amount of the dice rolled to add

    to the tally

    At the end of each round it is safe enough to open the armoury and the players are able to purchase

    weapons/USR skills as well as the choice to purchase fortification upgrades, this sequence is

    repeated until the game ends when there are no more player left, when the new game starts all

    Wargear of previous players are lost ..... Well because their dead and this doesnt affect new players

    in the next game as all start on an equal footing. At the end of a days play the player who survived

    the most rounds wins the survivor award, in turn this allows the awardees to purchase a extra 50pts

    of Wargear

    And Remember the aim of this game is to survive the longest as you can achieve!!!!!(and dont

    forget to read the foot note :D).

    Rules

    Starting points: each player is given s select piece of Wargear as they are dropped in each player

    has 150 points to spend on either grenades weapons or skill upgrades.

    Vulnerability: if a Zombie is shot or hit in CC with a weapon that either ignores armour saves or have

    an AP of 2 or more cannot get back up from the Rise of the Dead special rule

    Vox caster: grants the Ammo Crate special Rule, if Zombies are within 2 Of the player the player

    cannot call in a ammo crate.

    Knock down: If a player loses all wounds he is not removed instantly but instead placed on the side,

    you stay like this for the remainder of the subsequent turn.

    Ammo crates: Ammo crates can be dropped once per every 4 turns and they last for 2, they are

    placed in a random d3 direction from the vox caster, as long as he passes his LD test, any player

    within 3 of the crate gets a extra attack in shooting so instead of 1 shoot normal or 2 shots rapidfire it would be 2 shots normal 3 shots rapid fire.

    Customization of the players model and names (and history too are encouraged, example such as

    Brother Godric named Skull Taker by the Wolves of the thirteenth Company as he held back a

    horde a 100 Zombies with nothing but his bolter and his bare hands when he lost his squad, while his

    brothers recovered from a warp plague on the planet hasurus, long enough to evacuate the Planet

    which was later obliterated by virus bombing sanctioned by High lord inquisitor Topez

    Refer to the Faction you wish to play as below , they are as follows Imperial Guard/space marines,

    Tau, Chaos cultist/Chaos space marine and Wyches following that the rules for zombies

  • 8/6/2019 Zombie Survival 1.4

    3/10

    Zombie Survival 1.4

    3 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    Imperial stats

    Guardsmen/ Space marine

    WS BS S T I W A SV LD

    3 3 3 3 3 2 1 5+ 8

    Movement: standard 6 movement and 6 assault range.

    Wargear: each guardsmen equipped standard with flak armour and a las gun.

    Special Rules

    Booooommm!!!! Head shot: if a guardsman rolls a six on the hit roll, the guardsmen manages to

    shoot of the Zombies head and kills the zombie instantly the rise of the Dead special rule does not

    come into effect if this happens .

    Combat break: You may choose to break out of combat; to do so in the zombies player assault

    phase before combat is resolved take a initiative test if passed you may move 4 in any direction,

    but this counts as your movement phase.

    Wargear upgrades: for each zombie killed by the owning player of the guardsmen gains 10 points,

    these can be used to buy additional Wargear or skills from the armoury or training Grounds, Skills

    may not be purchased more than once

    Running sprint: once per game to escape the cold clutches of the undead your model may move up

    to 8 in any direction or into the opposite corner of an adjacent room this is taken if you fail your

    last wound and must pass a initiative test.

    Revive: if a team mate is knocked down you may revive him, to do this your model has to be in basecontact with any part of the model that is knocked down, you may revive the player on a 4+ giving

    up your shooting and assault phase, Note: you cannot do this if attempting to break from combat

    and must wait for the next turn.

    Wargear:

    Autogun 60pts Shotgun: 70 pts Frag grenades x2 - 40pts- strength 4, 8range small blast wounds as normal.

  • 8/6/2019 Zombie Survival 1.4

    4/10

    Zombie Survival 1.4

    4 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    Vox caster 80 pts (allows player to summon a ammo drop refer to rules above for more info) Las pistol and close combat weapon (+1 attack) 90 pts Bolter 110pts Bolter and Combi-weapon flamer 135pts

    Storm Bolter 150pts Heavy bolter 160pts Carapace armour/Scout armour (4+ save) 120 pts Sniper (headshot rule increased to 5+ with one shot or normal double tap with 2 shots

    following the normal headshot rule) 70 PTS

    Hot shot lasgun 160pts Plasma gun 170pts Power armour (3+ save, +1 To strength and toughness) 180 pts Heavy Stubber 150pts (cant move and shoot, 3 shots base) Bolt pistol and Power sword(+1 to Initiative) 10pts Flamer 150pts (wounds on 4+) Terminator Armour (REQUIRES PREREQUISIT OF POWER ARMOUR) includes storm bolter

    and power fist (2+ save))) 240 pts

    Assault Cannon (4 shots, REQUIRESTERMINATOR ARMOUR ) 100 pts Pair of lighting claws (+1 extra attacks that also increase the users WS+1 (if traded for

    something else the bonus is lost,100 pts ( REQUIRESTERMINATOR ARMOUR)

    Thunder hammer and storm shield (( if the zombie or zombies are not killed, all in closecombat cannot retaliate, ,( REQUIRESTERMINATOR ARMOUR))

    Heavy flamer (wounds on 2+(REQUIRES TERMINATOR ARMOUR)) 150ptsUniversal Skills:

    All skills have a 0-1 amount so cannot be bought twice

    Blade training 1+ weapons skill 150Pts Weapons training 1+ Ballistics skill 150Pts Gung-Ho 180pts this upgrade gives the relentless rule to the Soldier, and if he doesnt have a

    heavy Stubber he may upgrade to it free of charge ( or a burst cannon for tau or a hvy

    bolter for space marines/chaos space marines)

    Medic 100pts - If the medic doesnt move or shoot during the shooting phase the mediccan regenerate 1 wound per model on a 5+ as long as they are within 6"

    Senior Medic 140/160pts If the player has medic skill all ready if so select the first pointcost, if not the second pts value is taken.

    Battle stims +1 toughness 150pts Extra Ammo bandolier 150pts (adds +1 to your shooting attacks, can only be used once) Extra Rations pack 1+ strength 150pts Life support modules +1 wound

    Fortification Upgrades:

  • 8/6/2019 Zombie Survival 1.4

    5/10

    Zombie Survival 1.4

    5 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    Window Barricadescounts open windows a difficult terrain (this is bought by all plays with each

    contributing 20 points each, if one player is short one player can cover them in costs , note only one)

    Defensive barbed barricades requires Window Barricades -counts open windows as dangerous

    terrain (this follows the payment rules above but have the price increased to 30 each)

    Servitor gunnercan only be purchased if defensive Barricades have been purchased a servitor

    gun mount is attached to the buildings roof the team can choose to nominate one enemy zombie

    per turn and fire the servitors storm bolter at the selected zombie at BS 3

    The Greater good

    Fire warrior

    WS BS S T I W A SV LD

    2 4 3 3 2 2 1 4+ 8

    Equipment: pulse rifle

    Special Rules: as per guardsmen above although due to the ballistics training fire warriors under take

    the head shot special rule is increased to 5+ on the to hit roll to kill instantly.

    Fire warriors lose the combat break special rule as their skill in close combat is poor as per their WS.

    Wargear:

    Pulse carbine 30pts if the wound is successful but the zombie saves its rise of the dead roleit considered to have lost a leg or arm due to the weapons pinning effects losing 1 off its

    movement and assault range.

    Bonding knife 20pts even though the use of this weapon is for ceremonial uses, if the tauplayer loses its final wound it is allowed a last resort stab with the knife as a show of brother

    ship to try and kill his attacker to help out his comrades.

    Photon grenades x2 at 40pts- strength 4, 8 range small blast! if a wound is caused do notremove the models but instead count the as incapable of any movement or assault for the

    next turn, you can collect up to 6 of these grenades

    Drones 80 pts- allows the controlling player to obtain 2 drones which have no armour saveagainst close combat attacks but have twin linked pulse carbines , this is cumulative to a

    maximum of 8 drones

    Stealth suit 160pts- (3+ save, and includes burst cannon) Fusion blaster 50pts- (requires stealth suit ignores the rise of the dead special rule as there is

    nothing left to rise up!).

    Crisis battle suit 180pts( increases save to 2+- requires stealth suit to purchase and comeswith the burst cannon as standard, but due to the building they are in they do not count as

    jump infantry but still follow any other additional rules they may have that is gifted to

    them by being jump infantry, +1 To strength and toughness ) up to 3 additional weapons

    systems can be added to the suit but the third will replace the burst cannon)

  • 8/6/2019 Zombie Survival 1.4

    6/10

    Zombie Survival 1.4

    6 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    Fusion blaster weapons system 30pts Flamer Weapons system 30pts Plasma rifle weapons system 40pts Cyclonic ion blaster 50pts

    Fail safe Detonator 70pts ( requires Crisis Battle suit) BECOME MASSIVE TANK give player crisis suit, twin linked rail guns (to fire lay down a tap

    measure or other suitable flat material no wider than a 1inch and in single direction, as

    long as no friendly models go under the tape he can fire in a straight line)

    missile pods 200pts (requires stealth suit)The Forces of Chaos

    Chaos cultist/Chaos Space Marine

    WS BS S T I W A SV LD

    4 3 3 3 2 2 1 5+ 8

    Equipment lasgun, flak armour and close combat weapon

    Damned Autogun(2 shots)- 60pts Shotgun of Bloodshed (assault 2 weapon)-70 pts Frag grenades of eternal damnation x2 40pts- strength 4, 8range small blast wounds as

    normal.

    Vox caller of Tzeentch 80 pts (allows player to summon a ammo drop refer to rules above formore info)

    Las pistol and barded 2x4 (+1 attack) 90 pts Corrupted Bolter 110pts Bolter and Combi-weapon flamer of Nurgle 135pts Storm Bolter of Slaanesh 150pts Bring of judgement Heavy bolter 160pts Desecrated Carapace armour (4+ save) 120 pts Plasma gun of Tzeentch (ignores the rise of the dead rule)100pts Blood rage hot shot lasgun 160pts Corrupted Power armour of the gods (3+ save, +1 To strength and toughness) 180 pts Reaper Auto cannon of death 150pts (cant move and shoot, 3 shots base) Bolt pistol of fury and Chain axe of khorne(+1 to strength) 190pts Flamer of Putrid filth 150pts (wounds on 4+) Undead Terminator Armour (REQUIRES PREREQUISIT OF POWER ARMOUR) includes twin

    linked bolter and power weapon (2+ save))) 200 pts

    Corrupted Fist of Damnation (replaces power weapon and wounds on 2+ but strikes last inCC, REQUIRES PREREQUISIT OF TERMINATOR ARMOUR) 20pts

    Corrupted Auto cannon (replaces twin linked bolter, REQUIRES PREREQUISIT OFTERMINATOR ARMOUR) 30pts

  • 8/6/2019 Zombie Survival 1.4

    7/10

    Zombie Survival 1.4

    7 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    Nurgles Breath ( Twin linked Bolter replaced by Heavy Flamer, REQUIRES PREREQUISIT OFTERMINATOR ARMOUR) 30pts

    Corrupted lightning claws of Slaanesh( replaces all Wargear on terminator, REQUIRESPREREQUISIT OF TERMINATOR ARMOUR) 30pts

    Skills:

    Can use USR as show on previous pages

    Marks of the Gods:

    Mark of Slaanesh 60pts (1+ initiative)

    Mark of Khorne 60pts (1+ strength)

    Mark of Nurgle 60pts (1+ toughness)

    Mark of Tzeentch 60pts (allows you to reroll one failed save per turn)

    Masters of Pain

    Dark Eldar

    Pain tokens: as Zombies are immune to pain and does not show the side effects that dark Eldar love

    to give to their victim and do not benefit from the pain tokens immediately as they are frustrated by

    the zombies ability to get back up against even their most powerful poisons. You receive one pain

    token for every ten zombie kills.

    Special Rules: are identical to the imperial guardsmen special rules

    Wyches

    WS BS S T I W A SV LD

    4 3 3 3 2 5 1 4+ 8

    **note* Wyches have been used instead of Kalabite warriors to give the game a bit more of a

    balanced game play as players who believe that they will last longer against the undead horde

    through close combat and pistol fire can do so rather than having shooting or spending time to

    upgrade either guardsmen or Chaos cultists to a degree of close combat they can start of at it *

    Equipment: splinter pistol & close combat weapon

    Dogde: as Wyches are the masters of close combat they can dodge even the most deadly attacks,

    they receive a 4+ invulnerable save that is already incorporated into their profile above.

    Wargear:

    Extra close combat weapon (+1 attack) 40pts Shardnet and Impaler 90pts

  • 8/6/2019 Zombie Survival 1.4

    8/10

    Zombie Survival 1.4

    8 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    Hydra gauntlets 120 pts Hell glaive 150pts (+1 strength) RazorFlails 170pts

    Combat Drugs: Each costs 20pts or gained from killing the undead and you can have a maximum of

    5, once bought they cannot be replaced

    Hypex roll two dice when working out how far you can run from combat Jacobutics adds a extra 3 to your assault range and a extra D3 when rolling for

    consolidation

    Serpentine +1 to the users weapon skill Grave lotus +1 to the users strength Painbringer Allows you to reroll failed to wound rolls in close combat Adrenalight +1 attack base Splintermind: User gains on Bonus pain token

    The Metal Legion

    Necrons

    WS BS S T I W A SV LD

    4 4 4 4 2 1 1 3+ 10

    Equipment: Gauss Flayer

    Special Rules: Refer To guardsmen Special rules with the Exception that they have well be

    back but on a 5+ as they have been separated from their army and do not have the full

    ability to self repair.

    Upgrades:

    Gauss Blaster 20 points Disruptor field 5 points Claws 30 points (Power weapon) Warscythe 80pts (Power weapon +1 Attack) Staff of light 100 pts (Power Weapon +2 Attacks) Destroyer Body 150pts ( 1 + to both Toughness and strength) Phylactery 250pts ( can only be used we he is wounded (replaces Well be back

    special rule.

  • 8/6/2019 Zombie Survival 1.4

    9/10

    Zombie Survival 1.4

    9 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    The Living Dead

    Zombie

    WS BS S T I W A SV LD

    3 0 4 3 3 1 2 - -

    *note* zombies have a lower toughness due to the fact that if your only using 3 or lower weapons it

    is harder to survive, and allows play further in when there are hordes of zombies for the player to

    have a fighting chance of beating back the Endless horde.**

    Vulnerability: if a Zombie is shot or hit in CC with a weapon that either ignores armour saves or

    have a AP of 2 or more cannot get back up from the Rise of the Dead special rule

    Equipment: Handx2

    Movement: as zombies they arent completely whole some are missing feet or even legs, their

    movement is 4 per turn and have a 4 charge range

    Special rules:

    Rise from the DEAD: if the zombie loses its wound, on a 5+ he gets back up!! (Does not affect a

    zombie if it is killed by the Boooomm!!Head shot special rule)

    Mindless attack: Zombies are decomposed in both body and mind. To represent this they do not

    gain the bonus one attack for charging.

    Hand swipe: in assault, on a roll of 6 on the wound roll, the attack is treated as a ap5 assault

    weapon and one wound is lost * so the only armour that is immune to this is carapace armour or

    power armour or terminator armour or suitable versions of other races*

    Zombie scoring: for each player killed the zombie player scores 10 points and for each knock down

    the zombie player scores 5 pts, keep track of the kills taken.

    Zombie Upgrades:

    Necromancers kiss: increases the rise of the dead special rule to a 4+ cost 30 pts

    Note * you may only choose one of the gods blessing for your Army

    The gods of Chaos have chosen to aid these dark warriors for those how dont fall will become their

    Champions!

    Note * you may only choose one of the gods blessing for your Army*

    Blessings of Khorne +1 attack 25

    Blessing of Slaanesh +1 initiative 25

  • 8/6/2019 Zombie Survival 1.4

    10/10

    Zombie Survival 1.4

    10 Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as own, Ifyou have any Questions or Queries or youve tried out the game and have some comments orimprovements take the time to write me up a email at [email protected]

    Blessing of Nurgle +1 toughness 25pts

    Blessing of Tzeentch treats your rise of the dead as a invulnerable save * eg plasma guns that would

    ignore the rise of the dead special rule 25pts

    Disclaimer: This alternative game mode is completely unofficial and in no way endorsed by Games

    Workshop Limited.

    Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing,

    Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian,

    Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned,

    Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle

    device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the

    Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer,

    Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo,

    Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of

    Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo,

    Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull

    devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine,

    Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations,

    Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines,

    Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer

    World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races,

    race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl

    game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either

    , TM and/or Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other

    countries around the world. Used without permission. No challenge to their status intended. All

    Rights Reserved to their respective owners