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Discussion Starter · #1 ·
My new game:

Before you look at it, can you please tell me one thing I could do to improve it or tell me something I probably missed out after reading. Thanks


Guard Zombies

Set Up:
The Space Marines are trapped in the building (this building can be anything from your imagination from an abandoned outpost to a blood-spattered ammunition factory). The Space Marine player/players may choose where to place 4 of the barricades while the Zombie player/players may choose where to place the other 2 (barricades must be placed against a wall). The Random Weapon Box is placed by the Zombie Player and then scatter it 3D6 inches. If the Box hits a model, wall or piece of scenery place it 1” away from it, far enough not to have it be destroyed. The Space Marines are only placed after the barricades are chosen but not the Random Weapon Box. The Zombies remain off the table and arrive as described below. Space Marines have 5 wounds.

Movement Phase:
At the beginning of the movement phase, for every barricade roll a dice. If the result is a 5+, then place a unit of Zombies within 1” of the barricade they appeared from, the barricade then counts as being broken. If a barricade is broken, the 5+ roll instead becomes 3+. A Space Marine can fix a barricade by standing next to it but to fix it, they must forfeit their Shooting Phase. Decide the amount of zombies using the table below:


Turn 1 – 1 Zombie appears at the barricade

Turn 2 – D3 Zombies appear at the barricade

Turn 3 – D3 + 1 Zombies appear at the barricade

Turn 4 – D6 Zombies appear at the barricade

Turn 5 – D6 + 1 Zombies appear at the barricade

Turn 6 – D6 + D3 Zombies appear at the barricade

Turn 7 – 2D6 Zombies appear at the barricade

Turn 8 – 3D6 Zombies appear at the barricade

Turn 9 – 4D6 Zombies appear at the barricade

Turn 10 – 5D6 Zombies appear at the barricade

Turn 11 – 6D6 Zombies appear at the barricade

Turn 12+ – 6D6 Zombies with re-rolls to appear


Zombies can only shuffle 4” while Space Marines can move 6”. Zombies cannot charge but instead only shuffle into assault. Space Marines can also move instead of shooting and/or assault.

Shooting Phase:

Zombies can’t shoot. Space Marines always hit on the roll of a 4+. Every Space Marine at the beginning of the game starts off with a Bolt Pistol.

Any Space Marine that is next to the Random Weapon Box may roll to pick up a weapon that is inside it. Roll 3D6. Depending on the result, pick one of the weapons below. If you are unhappy with the result, you may re-roll the result though (but only once, no extra rolls to decide). A new weapon cannot be picked until at least the next turn.


1: Bolt Pistol - 1 hit – 5+ to kill – 6” range

2: Boltgun – 1 hit – 5+ to kill – 12” range

3 :Heavy Bolter – 3 hits - 4+ to kill – 18” range

4: Storm Bolter – 2 hits – 5+ to kill – 12” range

5: Plasma Pistol – 1 hit – 2+ to kill – 6” range – Get’s Hot

6: Plasma Gun – 1 hit – 2+ to kill – 12” range – Get’s Hot

7: Plasma Cannon – D6 hits – 2+ to kill – 18” range – Get’s Hot

8: Flamer – 1 hit – 6+ to kill – Template

9: Heavy Flamer – 1 hit – 5+ to kill – Template

10: Meltagun – 1 hit – Instant Kill – 6” range

11: Multi-Melta – 1 hit – Instant Kill – 12” range

12: Lasgun – 1 hit – 6+ to kill – 6” range

13: Lascannon – 1 hit – Instant Kill – 18” range

14: Shotgun – 2 hits – 5+ to kill – 6” range

15: Sniper Rifle – 1 hit – 3+ to kill – 18” range – Hard to Miss!

16: Missile Launcher
(Frag) D6 hits – 4+ to kill – 18” range
(Krak) 1 hit – 2+ to kill – 18” range

17: Assault Cannon – 5 hits – 3+ to kill – 18” range

18: Z Boltgun – D6 hits – 4+ to kill – 12” range


Assault Phase:
Zombies charge 6” while Space Marines charge 8”. The models that charged are the ones that attack first and will always do so for the rest of that combat.

Zombies always hit on a 6+ while Space Marines hit on a 3+. Zombies always wound on a 3+ while Space Marines wound on a 4+.


SPECIAL RULES


Get’s Hot – If the roll to hit is a result of a 1, the Space Marine takes a wound.

Hard to Miss! – A Space Marine with a weapon with Hard to Miss! Can re-roll all rolls to hit.
 

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I did a variant of this myself, only I played guard on guard zombies. I had a to wound roll of 1 or 2 indicate a wasted shot that didn't kill or incapacitate the zombie, a 3 or 4 indicated a headshot that killed the zombie, and a 5 or 6 would force the zombie to crawl at 2" per turn, hit in assault on 3's and wound on 5's.
 

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1: Bolt Pistol - 1 hit – 5+ to kill – 6” range

2: Boltgun – 1 hit – 5+ to kill – 12” range

3 :Heavy Bolter – 3 hits - 4+ to kill – 18” range

4: Storm Bolter – 2 hits – 5+ to kill – 12” range

5: Plasma Pistol – 1 hit – 2+ to kill – 6” range – Get’s Hot

6: Plasma Gun – 1 hit – 2+ to kill – 12” range – Get’s Hot

7: Plasma Cannon – D6 hits – 2+ to kill – 18” range – Get’s Hot

8: Flamer – 1 hit – 6+ to kill – Template

9: Heavy Flamer – 1 hit – 5+ to kill – Template

10: Meltagun – 1 hit – Instant Kill – 6” range

11: Multi-Melta – 1 hit – Instant Kill – 12” range

12: Lasgun – 1 hit – 6+ to kill – 6” range

13: Lascannon – 1 hit – Instant Kill – 18” range

14: Shotgun – 2 hits – 5+ to kill – 6” range

15: Sniper Rifle – 1 hit – 3+ to kill – 18” range – Hard to Miss!

16: Missile Launcher
(Frag) D6 hits – 4+ to kill – 18” range
(Krak) 1 hit – 2+ to kill – 18” range

17: Assault Cannon – 5 hits – 3+ to kill – 18” range

18: Z Boltgun – D6 hits – 4+ to kill – 12” range
err... I don't think you can roll a 1 or a 2 with 3D6. just fyi
 

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tez changed the die numbers. Dice now come with 2 hidden blank sides.

Overall, I like it. It has zombies and that makes me smile ^_^
 

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I like the concept! =) However, I worry that so many additional rules and gun stat changes will both confuse players and bog down the experience in rules discussion. Perhaps you could go back through this and find places that the regular Warhammer rules would do just as nicely?

Heh heh, one other thought: Ogryn Zombies. ;)
 
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