40,000 A GAME OF RUTHLESS SURVIVAL IN THE GRIM DARKNESS OF THE FAR FUTURE by MiniWarGaming, with many rules borrowed from Awakening Ynnead Compiled by Sieger INTRODUCTION

"Throne, don't they ever stop? I must have killed a hundred or more of the damned things." "You probably keep killing the same one. If you don't destroy the head, they get back up again." - Captains Tarik Torgaddon and Garviel Loken, Luna Wolves Legion, during the Battle of Davin's Moon

THE CURSE OF UNBELIEF SPREAD OF THE PLAGUE At the close of the 41st Millenium, a new and terrifying circa M30: Creatures bearing all the hallmarks of foe assaults the Imperium. It is not one which can be plague assault the Luna Wolves Legion on the fought with bolter or chainsword, nor does it have any moon of Davin during the Great Crusade. purpose other than bringing disease and undeath. It is the Zombie Plague. 757.M41: Hydra Minoris is the site of the first recorded Zombie Plague outbreak after being assaulted by The Zombie Plague or "Curse of Unbelief," as it is also Typhus and his plague marines. known, is one of the many foul contagions spread by the followers of Nurgle. It is a combination of a circa 800.M41: The Curse of Unbelief becomes rife in infection and a physical malaise. The plague the sprawling underhives of Necromunda. degenerates those it infects, although a portion of the victim's life essence is retained by the body even after 821.M41: Hordes of plague zombies are sighted during physical death has occurred. The disease is a spiritual the Siege of Vraks. contagion as much as physical one - afflicting those lacking in utter faith. Plague zombies act like circa M41: The daemonic incursion on the archetypal zombies - mindless, shambling and Gehöft is accompanied by great zombie hordes. cannibalistic; they are hard to kill and generally require a traumatic blow to the head to kill them. circa M41: The holy planet Annuncuation is desecrated by the Zombie Plague. PLAYING THE GAME

"When there's no more room in Hell, the dead will walk the Earth." - George Romerus, former planetary governor or Hydra Minoris

Disclaimer: This is not an official • For codices like Space Marines or Imperial game. It is not intended to be balanced, and will Guard who purchase squads as groups, some probably fall apart if played by That Guy. It was made math will be involved. Divide the points cost to be fun, so have fun! by the squad number to get the individual points cost of each squad member. If upgrade OVERVIEW characters (such as sergeants) are included in This game uses standard Warhammer 40,000 rules, the cost of the squad, you may upgrade the except where listed below. sergeant model for free (still only one model)

OBJECTIVE RESTRICTIONS Each player will have one squad (as detailed below). Your Zombie Survival Team may only be composed of This squad needs to get across the board and embark Infantry units. You may not include any of the on an escape vehicle. The first player to accomplish this following: with at least one model wins. • HQ choices BUILDING YOUR ZOMBIE SURVIVAL TEAM • Artillery Use the following rules to create your Zombie Survival • Beasts Team: • Bikes or Jetbikes • Cavalry • Each player can spend up to 75 points. • Gargantuan Creatures (flying or otherwise) • Jet Pack Units • There is no minimum requirement for squad • Jump Units sizes (so an Eldar player could take one Fire • Monstrous Creatures (flying or otherwise) Dragon, one Striking Scorpion and so on). • Vehicles (including Dedicated Transports)

• Out of the models you take, you can upgrade Additionally, The Hit and Run universal special rule one to a “sergeant” if it is normally allowed, may not be used in this game, even if a model comes paying the required cost to do so. That model with it. can take whatever upgrades are available to sergeants (paying the points cost of course).

• Two other models can take different weapons than what they come with by default, according to the rules and points cost of their unit entry.

• All models are then joined into one squad, and must stay that way for the game.

• After selecting your team, you may assign one Universal Special Rule from the Universal Special Rules section of this document to one of the models. UNIVERSAL SPECIAL RULES CHANGES TO NORMAL 40K RULES After selecting your team, you may assign one of the following Universal Special Rules to one of your Player Order: models. There are two lists here: Unit Rules and Model • Each turn, the players roll off to determine the Rules. Unit Rules are assigned to a single model, but order they go in. affect the whole unit so long as that model is alive. • Zombies always go last. Model Rules only affect the model equipped with them. Respawning Phase: • If a players squad was previously wiped out, Unit Rules: Model Rules: they can respawn anywhere on the table that is at least 6" further away from the Escape  And They Shall Know  Blind* Vehicle than the player whose squad is No Fear  Feel No Pain currently the furthest away from it.  Counter-Attack  Fleshbane • After respawning, they may roll on the Power   Crusader Furious Charge Up table and apply the result.  Move Through Cover  Hammer of Wrath  Night Vision  Hatred Movement Phase:  Preferred Enemy  Poisoned (4+)* • All units roll against their full Leadership for  Shrouded  Rage regrouping, even if below 25% strength.  Slow and Purposeful  Rampage  Split Fire  Relentless Psychic Phase:  Stealth  Rending* • Roll D3 for Warp Charges.  Stubborn  Shred* • Target of power can Deny the Witch, Zombies  Smash deny if no target. *These rules only apply in Close Combat. Shooting Phase: SET UP • You may never shoot at another player, unless The size of the table depends on the number of players. they are within 18" of the Escape Vehicle or However you play, the players need to travel close to have already shot at you. 6’. For example, if you play on a 4’ x 6’ table, you • As long as the rule above applies, you may would need to travel length-wise across it. shoot into close combat, randomizing which models are hit (except for blasts and templates, An escape vehicle of some sort should be placed at the which hit as normal) edge of the table in the middle of one side. The players will deploy within 6” of the other table edge, no closer Assault Phase: than 6” to each other. No Infiltrating, Scout Moves, • You may not join in another player's assault. Deep Striking, or anything else that would modify • Consolidation is D3" instead of D6". deployment is allowed. • You may only assault another player if they are within 18" of the Escape Vehicle and are The Zombies have 2 squads of 5 zombies for each not already locked in combat. player, deployed randomly throughout the table. One • Assaults only occur on the Zombie's turn and Zombie Boss is deployed by the Escape Vehicle. on any player turns where the player has models in an assault (i.e. you will only have two assault phases for your models per game turn. ZOMBIE TURN Shamble Phase: Zombies use the following rules. The profiles for • Roll 2D6 once, all zombies move this many Zombies and the Zombie Boss may be found in the inches, ignoring difficult terrain. Appendix of this document. • Each unengaged zombie squad will move towards the nearest player's squad (even Respawning Phase: engaged squads). • Any fully destroyed zombie squad is brought • Zombies will ignore player squads that are in from reserves, and is allowed to assault on completely surrounded by zombies in an the same turn they arrive. assault. • Roll a D6 for each squad when they arrive, and • If they move far enough to reach base contact, deploy them as follows: count this as an assault (with overwatch fired as normal, and zombies getting the bonus +1 D6 Result Attack).

1 Player starting edge Shooting Phase: 2 Edge to the left of the Player starting edge • Zombies will shoot at the nearest unengaged player squad. 3 Edge to the right of the Player starting edge • If there are no unengaged targets, Zombies will 4 Escape Vehicle edge shoot at the nearest player squad, randomizing 5 Deep Strike, rolling 3d6" for distance if an arrow hits in close combat as normal. is rolled, but always scattering if a hit is rolled, from the center of the table, using Drop Pod Assault Phase: rules • Zombies will attempt to Sweeping Advance. • Zombies will Consolidate towards nearest 6 The player who is furthest away from the player squad, using rules for Movement Phase Escape Vehicle can Deep Strike them anywhere above. on the table, using Drop Pod rules

When Zombies enter a table edge, they will enter the spot closest to the nearest player squad that is currently unengaged in close combat with other zombies. POWER UPS Whenever a squad destroys the last member of a Zombie Horde, roll 2D6 and consult the following table. If a player's Zombie Survival Team dies, they lose any Power Ups that were in their possession.

If a player's Zombie Survival Team is currently the one furthest from the Escape Vehicle, they can roll twice and choose which result they want to keep. Alternatively, instead of rolling, they may instead elect to move the player who is closest to the Escape Vehicle d6" back (including any zombies that are currently in close combat with them).

D6+D6 Result 2 Zombie Bile: You are treated as the only target for the next Shamble Phase. If two or more players have this then the zombies will move to whichever is closer of those players. If another player is in the way of the zombie movement, the zombies assault that unfortunate unit as they just happened to be in the wrong place. 3 Banana Peel: In your next turn, you move as if through difficult terrain. 4 Ork Boy Tag-Along: An Ork boy has decided to join you for some reason. He is armed with a slugga and a choppa and is treated as a member of your squad for all purposes. 5 Duct Tape: Whether it's a chainsaw taped to a kayak paddle or a duct-taped-over-under gun, you may give one model either +1 attack or +1 shot per turn. Permanently. Until you die. 6 Chainsaw: The ultimate zombie close combat weapon. One model may be equipped with this item. Requires 2 hands. Hits on a 2+, and if it hits instantly takes a wound (no saves or FNP) off any zombie in close combat. If you roll a 1 the chainsaw has run out of fuel and is discarded (but any hits you got in this round still count, if you roll a 1 and get a re-roll it does not run out of fuel unless you roll another 1). 7 Medpack: May be saved, one use only, you may carry any number of these. You may ignore one unsaved wound. 8 Shotgun: There is no better tool in an zombie invasion. One model is armed with it, and that model does not need to have a ballistic skill. The shotgun has a range of 6" and hits on a 2+, instantly taking a wound off a zombie with no FNP or cover save applicable. It is an assault 1 weapon. If fired at another player, it uses the profile detailed in the Appendix. 9 Super Mushroom Speed Pack: You may carry up to one of these in your squad. When activated all members in your squad may add an extra +1 to all their movement, which includes movement, running and assaulting. The squad's initiative is also increased by 1 for that turn. 10 Defibrillator: Counts as a Medpack but may be used to bring back one model in your squad who has previously died. If that model had multiple wounds only one is restored. 11 Sweet Aviator Shades: In the next Shamble Phase, zombies will ignore your squad for the purposes of the closest target. 12 The Blessing of Chuck Norris: Your squad receives the blessing of the Great Red Bearded One until the end of their next turn. Your squad may re-roll all rolls they make (if they already have a re-roll they can re-roll that re-roll as Chuck is that awesome). MODS This section covers a variety of changes you can choose to make to the standard rules to change up the game, making it easier, more difficult, or something else entirely.

Co-op Mode Four Weeks Later In Co-op Mode, all of the players are working together Zombies lose Feel No Pain, but gain Furious Charge, to achieve victory instead of competing for it. When Rage, and roll 3D6 and choose the two highest in the playing in Co-op Mode, use the standard rules with the Shamble Phase. following changes: • Players may not shoot at or assault each other Hardcore Mode • If you roll a 6 on the Zombie Respawn Table, In Hardcore Mode, Zombie Survival Teams may not instead of Deep Striking where the furthest select a Universal Special Rule, may never gain Power player chooses, the horde automatically Deep Ups, and may only respawn once. Strikes directly in front of whichever player is closest to the Escape Vehicle. Instant Death • The player who's furthest from the Escape Players may not respawn. Once you're dead, you're Vehicle may not roll twice and pick on the dead. Power Up table. • Any players who die within 12" of the Escape Lore Friendly Vehicle may not respawn; they're dead for Players follow the Allies Chart in Warhammer 40,000: good. The Rules, and may not field any unit with the Mark of • Once any Zombie Survival Team comes within Nurgle. 18" of the Escape Vehicle, all respawning Zombies automatically respawn on the Escape T-Virus Vehicle edge. All Zombies have Toughness 4 and Feel No Pain (4+). • The Escape Vehicle may not be embarked upon until the Zombie Boss is dead. Zombie Boss Alternatives • Players embarked on the Escape Vehicle may The Zombie Boss may be modified with different fire from it's Access Points as if they were weapons and profiles, such as the following: Firing Points. Patriarch: Dead Men Walking WS BS S T W I A Ld Sv Every time a model in a player's Zombie Survival Team is killed by a Zombie Horde in close combat, 5 5 4 4 4 3 3 10 - instead of being removed from play, that model immediately joins the Zombie Horde assaulting the WARGEAR: SPECIAL RULES: Zombie Survival Team. It retains all special rules and wargear it had and gains Feel No Pain, but loses any  Assault Cannon  Concussive Power Ups it may have possessed.  Missile Launcher  Eternal Warrior  Fearless Death Korps Zombies  Feel No Pain (3+)  Zombies start with Toughness 2, and Feel No Pain (6+). It Will Not Die  Every time a horde respawns, they gain +1 Toughness Relentless and Feel No Pain, to a maximum of T6 and FNP (2+).  Rending

Every Man For Himself At the start of each Player Turn, each Zombie Survival Team that's within 6" of another Zombie Survival Team must roll a D6. On a 4+, they cannot move, manifest psychic powers, shoot, run, or charge that turn (they're too busy watching for betrayal). Killing Floor Players may not purchase weapons or upgrades for their units and begin with 50 points instead of 75. Replace every model's starting Wargear with a bolt pistol, close combat weapon, and assault grenades. Every time a player kills a zombie, they get 1 point. These points may be spent on purchasing weapons and wargear via the following tables. Weapons bought on these tables may be sold to regain half of the points spent (round up). The profiles for all of these weapons may be found in Warhammer 40,000: The Rules.

Pistols Melee Weapons Weapon Points Cost Weapon Points Cost Inferno Pistol 1 Power Sword 1 Hand Flamer 2 Force Sword* 3 Plasma Pistol 3 Power Maul 3 Force Axe* 4 Basic Weapons Heavy Chainsword 4 Weapon Points Cost Power Axe 4 Shotgun 1 Power Fist 4 Space Marine Shotgun 2 Eviscerator 5 Boltgun 3 Force Staff* 5 Flamer 3 Thunder Hammer 5 Sniper Rifle 3 Witchblade* 5 Storm Bolter 4 *May only be taken by psykers Grenade Launcher 4 Meltagun 5 Grenades (costs are for the whole squad) Weapon Points Cost Plasma Gun 5 Krak Grenades 1 Heavy Weapons Defensive Grenades 3 Weapon Points Cost Plasma Grenades 3 Assault Cannon 4 Autocannon 4 Heavy Bolter 4 Missile Launcher 4 Multi-laser 4 Heavy Flamer 5 Multi-melta 6 Plasma Cannon 6 APPENDIX

ZOMBIE RESPAWN TABLE UNIVERSAL SPECIAL RULE TABLE D6 Result Unit Rules: Model Rules: 1 Player starting edge  And They Shall Know  Blind* No Fear  2 Edge to the left of the Player starting edge Feel No Pain  Counter-Attack  Fleshbane 3 Edge to the right of the Player starting edge  Crusader  Furious Charge 4 Escape Vehicle edge  Move Through Cover  Hammer of Wrath  Night Vision  Hatred 5 Deep Strike, rolling 3d6" for distance if an arrow is  Preferred Enemy  Poisoned (4+)* rolled, but always scattering if a hit is rolled, from  Shrouded  Rage the center of the table, using Drop Pod rules  Slow and Purposeful  Rampage 6 The player who is furthest away from the Escape  Split Fire  Relentless Vehicle can Deep Strike them anywhere on the  Stealth  Rending* table, using Drop Pod rules  Stubborn  Shred*  Smash

POWER UP TABLE D6+D6 Result 2 Zombie Bile: You are treated as the only target for the next Shamble Phase. If two or more players have this then the zombies will move to whichever is closer of those players. If another player is in the way of the zombie movement, the zombies assault that unfortunate unit as they just happened to be in the wrong place. 3 Banana Peel: In your next turn, you move as if through difficult terrain. 4 Ork Boy Tag-Along: An Ork boy has decided to join you for some reason. He is armed with a slugga and a choppa and is treated as a member of your squad for all purposes. 5 Duct Tape: Whether it's a chainsaw taped to a kayak paddle or a duct-taped-over-under gun, you may give one model either +1 attack or +1 shot per turn. Permanently. Until you die. 6 Chainsaw: The ultimate zombie close combat weapon. One model may be equipped with this item. Requires 2 hands. Hits on a 2+, and if it hits instantly takes a wound (no saves or FNP) off any zombie in close combat. If you roll a 1 the chainsaw has run out of fuel and is discarded (but any hits you got in this round still count, if you roll a 1 and get a reroll it does not run out of fuel unless you roll another 1). 7 Medpack: May be saved, one use only, you may carry any number of these. You may ignore one unsaved wound. 8 Shotgun: There is no better tool in an zombie invasion. One model is armed with it, and that model does not need to have a ballistic skill. The shotgun has a range of 6" and hits on a 2+, instantly taking a wound off a zombie with no FNP or cover save applicable. It is an assault 1 weapon. If fired at another player, it uses the profile detailed in the Appendix. 9 Super Mushroom Speed Pack: You may carry up to one of these in your squad. When activated all members in your squad may add an extra +1 to all their movement, which includes movement, running and assaulting. The squad's initiative is also increased by 1 for that turn. 10 Defibrillator: Counts as a Medpack but may be used to bring back one model in your squad who has previously died. If that model had multiple wounds only one is restored. 11 Sweet Aviator Shades: In the next Shamble Phase, zombies will ignore your squad for the purposes of the closest target. 12 The Blessing of Chuck Norris: Your squad receives the blessing of the Great Red Bearded One until the end of their next turn. Your squad may reroll all rolls they make (if they already have a reroll they can reroll that reroll as Chuck is that awesome). PROFILES W B S T W I A Ld Sv Unit Type Unit Composition S S Ork Boy 4 2 3 4 1 2 2 7 6+ Infantry - Zombie 2 2 3 3 1 1 1 5 - Infantry 5 Zombies Zombie Boss 6 5 4 5 4 1 3 10 2+ Infantry 1 Zombie Boss

WARGEAR: SPECIAL RULES: Ork Boy: Ork Boy:  Slugga  'Ere We Go!*  Choppa  Furious Charge  Mob Rule* Zombie:  Close Combat Weapon Zombies & Zombie Boss  Autogun (one Zombie per Horde)  Eternal Warrior (Zombie Boss only)  Fearless Zombie Boss:  Feel No Pain  Terminator Armor  Slow & Purposeful (may still perform Sweeping  Manreaper Advances)  Blight Grenades  Rending

*These rules can be found in Codex: Orks, and only take effect if every model in the unit has them.

WEAPON PROFILES Weapon Range S AP Type Autogun 24" 3 - Rapid Fire Blight Grenade 8" 3 - Assault 1, Blast Choppa Melee User - Melee Manreaper Melee +2 2 Melee Shotgun 12" 3 - Assault 2 Slugga 12" 4 6 Pistol

WARGEAR:

Blight Grenades: Blight Grenades count as both Assault and Defensive Grenades.

Terminator Armor: Terminator Armor confers a 2+ Armor Save and a 5+ Invulnerable Save. SOURCES

Rules from MiniWarGaming: http://www.miniwargaming.com/Zombie%2040k.pdf

Based off of rules by Awakening Ynnead: http://awakeningynnead.blogspot.ca/2010/10/halloween-40k-zombie-night-return-of.html

Lore from Lexicanum: http://wh40k.lexicanum.com/wiki/Plague_zombie

Mods by Sieger

A good video of this game in action can be found here: https://www.youtube.com/embed/ypTKpvMObqo

IMAGE CREDITS Cover: Warhammer 40k Wiki http://vignette2.wikia.nocookie.net/warhammer40k/images/6/64/Plague_Zombies.jpg/revision/latest? cb=20120921001853

Page 1: Warhammer 40k Wiki http://vignette3.wikia.nocookie.net/warhammer40k/images/5/51/Plague_Zombie_Poster_1.jpg/revision/lat est?cb=20120921004626

Page 2: Kotaku http://www.kotaku.com.au/2011/04/the-world-war-z-game-that-could-have-been/

Page 3: zhuzhu http://zhuzhu.deviantart.com/art/ZOMBIE-KILLER-133209991

Page 4: Warhammer 40k Wiki http://vignette1.wikia.nocookie.net/warhammer40k/images/3/3d/Zombie_last_stand.jpg/revision/latest? cb=20130215120148