BF evo-s Zombie rules now up for playtest and rip apart..!!!

soulman

Mongoose
Hello all, i have mixed BF and SSTAG from s&p40 to make a game system called EVO-S, S as in Skirmish, more one to one rules then unit based.

First i have done the basic, unplaytested rules for zombies, and love you feedback after playtesting please.

Once i` happy with them, or BOOED at, i will move onto XCOM evo-s, and then stargate/Aliens and Ghostrecon too.
One step at a time.

I have seen a lot of zombie rules that i really did not like, so i`m trying to grab the things i like to see and feel is right for this sort of game.

Zombie Evo rules in basic form can be found at

http://groups.yahoo.com/group/mongoose_mods/?yguid=10144846

Love to hear your feedback, just don`t hurt my feelings too much...
 
From the first 15 sec scan I'd say the only thing missing is a . 357 and a double barrel shotgun :D Give it a run through tonight.
 
You guys are terrible..!!!

Its all about firepower..!!!

Anyway i must say i forgot about the double barreled shotgun..

The weapon stats was done with no thought, just a quick rush, based around the 1d6 system of course...

I`m trying to flesh out the hand to hand weapons, so input on them will be great, as i said i was writing stats when cooking dinner

Hope you see something you like, love to sort the rules out, and move on to others ideas like XCOM and ALIENS...
Cheers all
Alan
 
Here you go Soulman:
ZombieBlankCardTest.jpg
 
No need mister evil.... ( so cool a name )
Its only based on basic rules..

Somebody has done 14 pages on starwars, really great work, from troops to space fighters etc...

Keep the name alive...
"You are so evil..."
:-)
 
I was looking at the zombies

How about The Undead Pooch

Size 1
Move 6"
Actions 2
ACC x
CC 4+ 1d6
Wound 4+
Kill 7+
Save 5+
Specials Scare/Fear Knock Down On a to hit Roll of 6, target is knocked to the ground, it takes 2" of Movement to stand back up
While prone all CC attacks are +1 better to be hit.

Also on the Slow Zombie, keep it at one action but increas the move to 6", still much slower than everthing else, because of one action, but gives them some sort of chance to get into combat, and be a threat.

A Human can go 10" in a turn, as well as the Fast Zombies, 4" a turn seems to slow is all.

Also I will playtest, but you might want to have the good armor save on the slow ones, and the poor saves on the fast ones, just a thought.

If you want them to be a harder to figure threat, perhaps make the single action Move 1D4+2, this way the Humans never can go, Oh hes 5" away so I do not have to worry about him.

I find some unknown areas help horror based games a lot.

Lee
 
Many thanks to hiromoon, who made a zombie card for me..!!!

I will try and work out what i need to do to add pictures and text..!!!!
BUT a big thank you for hiromoon in doing that.

ALSO to Larac
Many thanks for quickly looking over the rules, and writing the undead dog, in fact we could make it a standed dog, fighting on the human side, carrying spare ammo, and to distract zombies.

Like your stats many thanks for reading and thinking about this, i liked the KNOCKDOWN rule, maybe as you said when kknocked down you fight at +1 to CC, BUT zombies attacking you get a -1 to their CC, meaning as you lay on the ground the zombies have a better chance to rip you to bits...!!!



MORE RULES TO FOLLOW

I will use the AMMO rules from SSTAG, and i was thinking about LEADERS, in BF EVO, your squad needs to be within 6" of a leader, but with the zombie game you do not need to be within a group BUT...

IDEA COMING UP

If you are within 6" of a LEADER, you can use his specials, so if the cop has HEADSHOT, then anybody within 6" of him, gain it also, until thet are over 6" away from him.
Its like him telling the group to aim at the heads and not to panic, Also if the Fireman is the leader he is better taking the group into CC as he gets a +1 to the scared test to enter the fight..?

Your thoughts on this....

Hope you like the rules i have done, so i can move onto XCOM and Ghost recon too
 
Mr Evil said:
can i sugest befor we start moding the evo system we actualy play enough of it, and read the full rule book ?

When I brought a question close to that I was told, These ARE the Core Rules, the Real rules if you may, the book is force comp, campaigns, advanced rules, but these are the rules not a Lite version.

Lee
 
yes true, but how many games and how many different units have you used for BF-evo so far ?

a years worth ? i doubt it.

dont run befor we walk.


ok how i may do zombies

1 action, 2 reactions.

M= D10*

D10* roll a D10 foir units movement, the point of the D10 dice points in the direction the shambling zombies move in.

Zombies contact Enemy = the move classed as a charge.

Zombies contact or pass through more zombies, they herd together and the passed through zombie squad become part of that squad and get carried along with them. evan if activated or havnt activated from that point on they are part of that zombie unit.

Zombie inteligence for a zombie unit to react it must pass a test by rolling 2D6 and scoring a number lower than the unit size. thats right units of 1 or 2 zombies wont react they will just sway and shammble.

thats just an idea i would do to make them very different to operate, and maybe have them as a NPC unit in the game that require no control by a plyer, a def no brainer force for solo games.
 
I have fixed the CC, to stay based on the BF EVO system, so hand to hand should be quicker now.
Changed hand to hand weapons, based on are they better to hit then hands, and mods to the armour save, and can they cause a luckly headshot.

Shotguns can force a zombie back 1"

And added a Human Dog, to help the good fight..

More to follow if people are happy

Alan
 
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