sorry soulman, not trying to rain on your parade, but after seeing yours i had to post mine... i was going to enter this in the EvoComnd contest, but never got around to finishing it, what do you all think?
PS ill update as i get suggestions
World War Z
Battlefield Evolution Scenario
By: Byram Jennex
Suggested Players 2-6
Scenario Overview:
The dead are arising, and there is no explanation, we do not know if its disease, magic, or Christ’s second coming, all we know is that, they are advancing on our position and we must hold them off until we can evac out of here. There is no armor support, or air cover, just you and your rifle. HERE THEY COME!!!!
Defender Overview (2-4 players):
Any non-zombie player is automatically a defender. Your objective is to hold your perimeter until evac arrives and, then once evac arrives, you must get your forces to the evac point.
The defenders may choose any unit that is not an air unit, armor unit, or APC unit. This is an infantry fight, therefore only light vehicles are only allowed.
Attacker Overview (1-2 players):
Kill all the defenders, eat their brains, and feast on their souls.
Your forces depend on numbers therefore it is suggested that you have a ratio of 3 zombies to 1 defender for game play (players can agree on how many zombies start the game, it really just depends on how many models you have).
Setup:
Play on an 8’x4’ board. The terrain should be fairly heavy on the outer edges of the board, as long as there is a 4’x2’ section clear of any terrain (this is the landing zone for the helicopters to evac the defenders). The defender places his forces, anywhere on the table, 18” from the edges. The attacker moves his zombies to the table edge in the first turn, as their first action, they may take another action after that.
Special rules:
Zombies have the following profile:
|Size| 1
|Move| 5"
|Close Combat|3xD6
|Target| 4+
|Armor| 4+
|Kill| 6+
Squad size: 10
Infected: Zombies get +1 to their Target rolls.
He’s dead Jim: zombies are dead, therefore they are fearless and cannot be suppressed. All zombie units ignore the out of command rules.
BRAINS!!!: zombies want to create more zombies, so therefore they must always move towards the closest ground unit, and must make a charge move if they have the ability to.
And every time a living soldier dies, they are swamped by zombies, to represent this, the attacking zombie that killed them, mus stay in base to base contact for one game turn, as well as D6 zombies from the zombie unit. Living soldiers will more often than not be angry that they just ate one of their buddies, to represent this, any unit can shoot at zombies who are in base to base with a killed soldier (What hes already dead, likes gonna care...).
IT’S A WHOLE CITY!!!: All the defenders can see is a living ocean of corpses moving towards them, anytime the attacker has enough zombie casualties to form a new unit, they may form a new unit on the table edge as if they were deployed in the first turn (see setup rules, for how to move them on).
Flinch: because zombies are hard to kill, any zombie that is shot but not killed flinches 2" directly away from the attacker.
PS ill update as i get suggestions
World War Z
Battlefield Evolution Scenario
By: Byram Jennex
Suggested Players 2-6
Scenario Overview:
The dead are arising, and there is no explanation, we do not know if its disease, magic, or Christ’s second coming, all we know is that, they are advancing on our position and we must hold them off until we can evac out of here. There is no armor support, or air cover, just you and your rifle. HERE THEY COME!!!!
Defender Overview (2-4 players):
Any non-zombie player is automatically a defender. Your objective is to hold your perimeter until evac arrives and, then once evac arrives, you must get your forces to the evac point.
The defenders may choose any unit that is not an air unit, armor unit, or APC unit. This is an infantry fight, therefore only light vehicles are only allowed.
Attacker Overview (1-2 players):
Kill all the defenders, eat their brains, and feast on their souls.
Your forces depend on numbers therefore it is suggested that you have a ratio of 3 zombies to 1 defender for game play (players can agree on how many zombies start the game, it really just depends on how many models you have).
Setup:
Play on an 8’x4’ board. The terrain should be fairly heavy on the outer edges of the board, as long as there is a 4’x2’ section clear of any terrain (this is the landing zone for the helicopters to evac the defenders). The defender places his forces, anywhere on the table, 18” from the edges. The attacker moves his zombies to the table edge in the first turn, as their first action, they may take another action after that.
Special rules:
Zombies have the following profile:
|Size| 1
|Move| 5"
|Close Combat|3xD6
|Target| 4+
|Armor| 4+
|Kill| 6+
Squad size: 10
Infected: Zombies get +1 to their Target rolls.
He’s dead Jim: zombies are dead, therefore they are fearless and cannot be suppressed. All zombie units ignore the out of command rules.
BRAINS!!!: zombies want to create more zombies, so therefore they must always move towards the closest ground unit, and must make a charge move if they have the ability to.
And every time a living soldier dies, they are swamped by zombies, to represent this, the attacking zombie that killed them, mus stay in base to base contact for one game turn, as well as D6 zombies from the zombie unit. Living soldiers will more often than not be angry that they just ate one of their buddies, to represent this, any unit can shoot at zombies who are in base to base with a killed soldier (What hes already dead, likes gonna care...).
IT’S A WHOLE CITY!!!: All the defenders can see is a living ocean of corpses moving towards them, anytime the attacker has enough zombie casualties to form a new unit, they may form a new unit on the table edge as if they were deployed in the first turn (see setup rules, for how to move them on).
Flinch: because zombies are hard to kill, any zombie that is shot but not killed flinches 2" directly away from the attacker.