
ZOMBIE 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 zombies 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 Chaos 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 planet 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 Games Workshop • 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).
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages11 Page
-
File Size-