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Dialogus
02-24-2011, 02:27 AM
These are the Warhammer 40k rules for zombie infestations that were posted back in October on BoLS. You can read the text below or download them with my two other special games as a PDF. For this one, I would really recommend the PDF as there are some datasheets and a battle report that I am not posting here for formatting reasons, and because reading all this off the forum will probably ruin your eyesight. You can find the PDF at the following URL:

http://www.mediafire.com/?fjwm92s6dm47xcz

I am also posting my two other special games (which I promise are shorter), updates for the 4th edition missions, and an Ork special mission, so if you like this please check those out!


Now, what you came for:



Zombie Infestation


These rules, which allow the gamers to act as a small team of survivors during a zombie outbreak, draw a bit from the style of Dungeons and Dragons gaming; one player will be the “zombie master,” controlling all the enemies and trying to set up the game so that it will be fun for all the players involved. This way, the other players will not have full information about what is going to happen ahead of time, making for a more exciting game. We will refer to the dungeon master as the “ZM.” Everyone else will be a “player.” These rules are designed for a ZM and 2-5 other players, but could be modified to fit other groups with a bit of creativity.

Enemies

The players will primarily be fighting the zombies of regular humans, but may occasionally run into undead space marines which had come to help the planet’s evacuation.

Human Zombie:
WS BS S T W I A Ld Sv
2 2 4 3 1 2 1 - -

-Human Zombies have no equipment and only attack in close combat.
-Feel free to use Guardsmen, Ork Boyz, Gaunts, or whatever you have a lot of to represent these as long as it is clear, as few will likely have zombie models, especially in the amount needed.

Space Marine Zombie:
WS BS S T W I A Ld Sv
2 2 5 4 1 2 1 - 3+

-Space Marine Zombies have a boltgun with the following profile: R:12” S:4 AP:5 Assault 2

Terminator Zombie:
WS BS S T W I A Ld Sv
2 2 5 4 1 2 2 - 2+/5++

-Terminator Zombies have a power fist and a storm bolter with the normal profile.

Zombie Special Rules:

- Every zombie turn in which any player model shot or was engaged in an assault in the previous turn, a single unit of zombies with a number of models equal to (# of players)D6 will appear 12” away from a player model chosen by the ZM in a position determined by the scatter die, with “hits” allowing the ZM to choose the position. If this position is off the table, the zombie unit is moved to the closest direction that is still on the table and 12” away. These zombies may not be within 12” of any player model that turn and may not move on the turn they arrive.

- If any player models moved in the previous turn, the players must check to see if the above rule takes effect even if no shooting or assaulting took place by rolling a die. If the die roll is equal to or higher than the players’ best armor (not invulnerable) save of all the models that moved, a zombie unit appears.

- Every building contains a number of zombies determined by the ZM. Those zombies will act as follows:

Ruined building zombies:
If a player model comes within 12” of a ruined building, abandoned tank, forest, etc., all of the terrain’s zombies will appear at the beginning of the zombie turn. They may not move but may assault in the same turn.

Intact building zombies:
If a player comes within 6” of an intact building, they may make one of two choices:
-Break down the door: One model is designated to bust the door down between the movement and shooting phases. This opens the building, and the model opening the door must then take a leadership test. If passed, the model acts normally for the rest of the turn. If failed, the model must immediately run 2D6” away from the door in a direction chosen by the owning player and may not shoot or assault for the rest of this turn, and all models with part of their base within 2” of the door must take the same test. All models with part of their base within 2” of the door (including the model which opened the door) may fire at the zombies in the building and may choose to assault into the building. Zombies in a building get a cover save of 5+ and may disembark from the building and then assault (but not move otherwise) during their next movement phase.

-Keep moving: Four turns after the player comes within 6” of the building, the zombies inside will break out on their own and will disembark from the building (but not move otherwise that turn).

-The ZM will roll a die at the start of each zombie turn, this will count as the Run move for all zombies on the board. Zombies will move 3”+D6” directly towards the nearest player model, or 3” + D3” if in difficult terrain. Units containing zombies with guns instead move 6” or D6” through difficult terrain

-Zombies have the Fleet special rule.

-Zombies will shoot and assault the nearest player model whenever possible.

-Zombie cover saves are 1 worse than normal.

-Zombies are fearless.

-Any player shooting at a Zombie unit gets to allocate wounds dealt to the unit rather than the ZM allocating the wounds.


Each player chooses 1 of the following, and no two players may make the same choice:

- 1 Terminator
WS BS S T W I A Ld Sv
4 4 4 4 1 4 3 9 2+/5++
- Terminators begin the game with a power fist.
- Terminators may be equipped with two weapons of any type and two items of wargear.
- Terminators may move and fire any non-template weapon at double its normal rate.

-2 Space Marines
WS BS S T W I A Ld Sv
4 4 4 4 1 4 2 9 3+
- Space Marines begin the game with a bolt pistol.
- Space Marines may carry two items of wargear.
- These Space Marines have fought alongside one another for over a century, and have
learned to coordinate their firing patterns very well. If both Space Marines fire at the
same unit of zombies, the second Space Marine to fire will count as twin-linked.

-3 Storm Troopers
WS BS S T W I A Ld Sv
3 4 3 3 1 3 2 8 4+
- Storm Troopers begin the game with a hot-shot laspistol.
- These Storm Troopers have spent their entire military career involved in urban combat.
If a Storm Trooper model is chosen to break down a door, his leadership value will be
at +1 for that test. Also, zombies inside intact buildings only get a 6+ cover save
against shots fired by Storm Troopers.

-4 Veteran Guardsmen
WS BS S T W I A Ld Sv
3 4 3 3 1 3 2 8 5+
- Veteran Guardsmen begin the game with a laspistol.
- These Veteran Guardsmen have traveled a long way to reach this place, and their
attention to stealth is what has separated them from the infected. Any
zombie unit creation checks taken by any unit will be improved by one, but will never
be better than 5+.

-5 Guardsmen
WS BS S T W I A Ld Sv
3 3 3 3 1 3 2 7 5+
- Guardsmen begin the game with a laspistol.
- These Guardsmen have spent a great deal of time in this area and know each alleyway
and hiding place well. Guardsmen have the Move Through Cover special rule.

- Make sure the models are easily distinguishable to avoid confusion by adding in sergeants, models with special weapons, different skin tones, etc.


Special rules:
- Each model is treated as a separate unit.
- Each model may be equipped with one heavy or template weapon or two other
weapons, an additional pistol of any type, grenades and a single item of wargear.
- Any model may assault after firing any type of weapon.
- Any model can countercharge up to 4” to help a player model which has been assaulted.
- Any model may move and fire a heavy weapon or remain stationary and fire the heavy
weapon at double its normal rate.
- Any model may move or remain stationary and fire a rapid fire weapon twice at full
range or three times at half-range.
- Any model may fire any non-template pistol or assault weapon at double rate.


Getting Killed

If a player model is killed by enemy shooting, it dies as normal. If, however, it is killed in assault by zombies, the owning player must make one of two choices:

Put him out of his misery: the wounded model is shot in the head before he becomes a zombie and is removed from the game.

Take the chance: The team won’t kill their invaluable friend until they absolutely have to and will risk letting him stick around to see if he becomes a zombie or not. If this is chosen, roll a die with the following results:

1-4: The model becomes a zombie and immediately moves 6” towards the nearest player model, beginning a new round of assault not involving other zombies if he reaches a player model. The model is treated as an independent unit of its respective zombie type and keeps any armor or invulnerable saves it had, but will not use any guns or wargear to attack.
5: The soldier pulled the pin on a frag grenade before he was overtaken. Place a S4 AP6 small blast centered over the model and then remove the model from the game after resolving the hits against the zombies. Other player models are unharmed by the blast.
6: Though the soldier got some deep cuts and scratches, he managed to avoid infection, pulled out a hidden knife at the last second, stabbed the zombie that was on top of him in the face and shot up all the others in a huge blaze of glory. All zombies which allocated attacks on the player model are removed and the player model remains on the table unharmed.


Environment

Throughout the mission, there may be things other than moving, shooting and assaulting that must be done, to do this, a single model spends its entire player turn performing an “action.” Actions include searching buildings for supplies, altering equipment, operating machinery, etc. Actions do not cause zombie units to appear unless the ZM says so.

Weapons and Wargear

Imperial weapons and various items of wargear may be found throughout the mission. Models may exchange equipment for free at the beginning of the movement phase if they are within 2” of one another. Most equipment is standard as it appears in its respective codex, but some unique items will appear, including:

Silenced weapons: Silenced weapons will cause a zombie unit creation check of 5+ rather than automatically cause a unit to appear and include: Laspistols, lasguns, hot-shot laspistols, hot-shot lasguns, multi-lasers, meltaguns, sniper rifles, and weapons equipped with a silencer or suppressor.

Powered weapons: Powered weapons require a constant supply of electricity and can only be used by Terminators, Space Marines, Storm Troopers, or models with a Power-pack and include: Power weapons, power fists, lightning claws, thunder hammers, storm shields, meltaguns, assault cannons, hot-shot laspistols and hot-shot lasguns.

Template weapons: Due to their overpowering strength in these missions, any one template weapon may only be used five times before running out of fuel. Players may not salvage flamethrower fuel from the tanks of abandoned vehicles, no matter how much they whine.

Wargear:

Teleport charge (Terminators only): the terminator may move 24” as if it were jump infantry and may shoot and assault in the same turn. One use only.

Jump pack (Space Marines only): Makes a Space Marine model into jump infantry.

Personnel cloaking device (Storm Troopers only): Storm Trooper activates the device during the movement phase, may move through enemy models, will not cause zombie units to appear due to movement, will not attract zombies and cannot be assaulted during the following zombie turn. Three uses only.

Grappling hook (Veteran Guardsmen and Guardsmen only): A model with a grappling hook does not subtract from their movement range when moving up or down floors in a building.

Power-pack: A backpack containing a small generator. Allows Veteran Guardsmen and Guardsmen to equip powered weapons.

Medi-kit: A backpack containing medical supplies. All models within 6” of the model with the medi-kit have the Feel No Pain rule against shooting attacks.

Trip mines: Any number of markers representing trip mines may be placed within 3” of a model carrying them during the shooting phase. Whenever a zombie’s movement phase takes it within 1” of a trip mine, the mine bursts directly over that zombie at the end of its movement phase at S4 AP- with the small blast template. Player models are not harmed by the blast unless they were within one inch of the mine marker when it was triggered.

Carapace armor: confers a 4+ save. Does not count against wargear limit.

Camo cloak: confers stealth rule and improves movement check for the creation of a new zombie unit by 1 if the wearer has the lowest armor save being tested against. Does not count against wargear limit.

Refractor field: confers 5+ invulnerable save. Does not count against wargear limit.

Rosarius: confers 4+ invulnerable save. Does not count against wargear limit.

Note: the range of all thrown weapons is 6” if the throwing model is S3 and 12” if S4.

Flash-bang grenades: all zombie units within 12” of the point of detonation of a flash-bang grenade will move toward the point of detonation instead of the nearest player model in their next movement phase, but may still assault player models if in range. Scatter as normal to determine the point of detonation.

Demolition charges: As in Codex: Imperial Guard. Count as wargear rather than a weapon.

Grenades

Grenades do not count against the wargear limit and any number may be carried at once. Apart from template weapons, grenades are the only type of ammunition which we will keep track of in this mission. Each player will keep track of how many rounds of grenades he has, and if any number of his models use grenades on any turn he must subtract one round of grenades from his total. Krak grenades and melta bombs will not be used in this mission.

Frag grenades: At the beginning of a player assault phase, the players may declare they are using a round of frag grenades. They gain the frag grenade bonus for that turn and subtract one from their frag ammunition.

Defensive grenades: At the beginning of a zombie assault phase, the players may declare that they are using a round of defensive grenades. They gain the defensive grenade bonus for that turn and subtract one from their defensive grenade ammunition.


Vehicles

Any vehicles found require models to operate them from inside, with the following roles:

-Driver: One model is needed to drive the vehicle and may fire a single fixed, forward facing weapon on the vehicle at normal rate if moved 6” or less.

-Gunner: One model may fire any sponson or turret-mounted weapon at double rate if stationary, or at regular rate if vehicle moved 12” or less.

All other models inside may use any other fire points with the normal transport shooting rules.

Running over zombies: A tank-type vehicle may run over and instantly kill any zombies of any type without any wound checks or cover saves needed. Simply remove any zombies run over by the vehicle during its movement phase. However, additional dangerous terrain checks must be taken for every three zombies killed in this way or for every zombie killed in this way which has an armor save of 3+ or better.

Repairs: If a vehicle remains stationary, any number of models inside may devote their shooting phase to attempting to repair an immobilized or weapon destroyed result instead. Simply declare which problem a model is attempting to fix and roll a D6 for each model. Any rolls of 6 will repair the problem. Terminators and Space Marines will fix a problem on a 5+.

Danger of being overrun: If a vehicle is immobilized, it counts as being open-topped until the problem is fixed.

Walkers: Walking vehicles like Sentinels and Dreadnoughts may move over zombie units during their movement phase without engaging in assault, but may be assaulted by zombie units.

Noisy: Moving a tank-type vehicle will automatically cause a zombie unit to appear. Other types cause a unit to appear on a 3+.


Alternate Rules

38 Millenia Later Mode: The ZM may choose to change the zombie movement and placement rules so that zombie units appear farther away but are very difficult to outrun. In this case, place newly created zombie units 18” away from any Player models, and have any zombie units without guns move 6”+D6” or 2D6” through difficult terrain instead.

Zombie Master

The ZM is in charge of setting up the table, determining objectives for the team, determining how many zombies are in each piece of terrain, and determining what supplies are in each piece of terrain. Really only the ZM needs to read the rules in detail and can explain things to the players as needed. They will keep some surprises secret until they happen, and are allowed to “bend” events a bit if the game has become too hard or too easy. The ZM should feel free to change or add any rules beforehand as he sees fit. The game should be fun, challenging and winnable, but not impossible or so easy that winning is automatic. Many things will be made up as you go along, just try to keep things fun and streamlined, and anticipate the following things:

-What equipment will be found if a piece of terrain is searched. There should be something useable (though not necessarily desired) in each piece of terrain in order to keep things interesting. Come up with a few things not included in the rule book or codices as well. If you plan on having a lot of equipment in a single piece of terrain, write it down beforehand.

-How many zombies are in each piece of terrain. As with equipment, there should be zombies in everything to keep things tense and exciting. It’s up to the ZM when to keep things steady, or when to set up a huge ambush of twenty zombies or to give the players a reprieve with just one or two.

-What should be done to change the difficulty. Partway through the game, the players will be tricked out will all sorts of good equipment, so the ZM should come up with ways to make things more difficult. Things like adding space marine zombies, zombies with armor saves, faster zombies, or boss fights are good examples.

Sample Missions:

Scenario 1: Evacuate the Relic (battle report included in final pages of document)

The survivor team has finally emerged from the Inquisition base with the relic of Nurgle, and must now find a transport to evacuate them to the Navy ships in orbit. The team begins at the edges of an Imperial Guard military installation at the outskirts of a city. They will start near a barracks which can be searched for small arms. In two different directions lie an armory full of powerful man-portable equipment, and also a motor pool which may contain vehicles that will be useful in escaping the city. The team must choose to visit either the armory or motor pool while resistance is still light, or to visit one and to risk fighting their way to the other one to get the extra supplies. The team will be required to reach a communications tower and operate the radio there in order to call a transport plane to pick them up. The team must then fight their way to the landing zone outside of town to get evacuated. A successful evacuation of at least one member of the team ends the game with victory for the players.

Suggested setup: Two 4’x6’ tables, in a T-shape. Players start at the bottom of the T-shape, and are evacuated in either the top left or top right corner of T-shape.

Estimated time with suggested setup: 4-6 hours.


Scenario 2: The Zombie Classic

The survivors find themselves holed up in a stronghold that won’t last forever and need to find a way out of town. There is a motor pool across town and the survivors have spotted a tank with dozer blades that was left behind. They must salvage what they can, fight through to the motor pool and then drive the tank through town and out to the highway so they can find haven at a starport about a hundred kilometers away. In order to win, the players must drive the tank off the table edge they began on. Any players with surviving models traveling in the tank at the time of escape are victorious. If all models are killed or all tanks are wrecked then the mission is failed.

Suggested setup: One 4’x6’ table. Players start in a building (shopping mall, bar, etc.) within 6” of one short edge determined by the ZM and the Chimera is placed within 6” of the other short edge by the ZM.

Estimated time with suggested setup: 2-3 hours.


Scenario 3: Eliminate the Source

The team of survivors has determined the original source of the zombie infestation, and if it is destroyed then the planet may be cleansed without issuing an Exterminatus order. It’s up to the team to hunt down this dangerous Demon/Brood Lord/Necron machine/Psyker/Etc. Players are victorious if the source is destroyed.

Suggested setup: You’re on your own for this one.

Necro
03-24-2011, 12:21 PM
I really like the infestation rules. I'm a little worried that your basic zombies aren't powerful enough for your players. Then again, if you swarm them enough... As for zombie models, a lot of people have the Zombies! game. You could also get some rapid prototype (http://www.realizeinc.com/) custom models if you wanted. Depends on how realistic you want your zombies.
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mordiano
05-07-2011, 03:14 AM
Thanks for the zombies there!!

Exactly what I had in mind!!! I´ll check it out!!

:)