Zombie Scenario (updated 4-29-07)

byram

Mongoose
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.
 
Sounds good..... Now I just need to get a load of zombies :)

Wonder if I could convince my mates to play this in the dark using glow in the dark zombies :twisted:
 
cordas said:
Sounds good..... Now I just need to get a load of zombies :)

Wonder if I could convince my mates to play this in the dark using glow in the dark zombies :twisted:

check this out cordas:
http://www.rpgshop.com/product_info.php?products_id=31243

100x25mm zombies for $10 USD :D
 
I might have a couple of takers.... when I talked about it tonight with one of the mates I play BF:Evo with he said negative but the twinkle in his eye says that if glow in the dark zombies turn up it would happen.... and as the other mate who plays Bf:Evo is a fan of the movies it shouldn't be too hard to convince him to give it a blast for a laugh.
 
Looks really good. I'd love to try it. Having said that, could you imagine what a full squad of USMC (17 men) or Feds could do to a zombie force (especially the Feds, SVUs and AT-14s anyone?)

Although against 16 marines you're bound to be facing at least 48 zombies that keep on showing up...

On and Byram, game length, how long would the scenario last or are you thinking the Resident Evil Apocalypse style "they left us behind" idea?
 
byram said:
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.

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.

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).

Three quick suggestions:

Firstly, I'd drop the armour 4+ in favour of a "tough" rule which states: Zombies are dead hard. *groan* They will ignore the first three hits on them. A Kill roll will kill them as normal (sort of a head shot rule).

Secondly, if they are that tough, I'd be inclined to drop their hit characteristics by 1 to 3+, after all they are mindless zombies and not trained fighters... preservation of life isn't high on their list.

Thirdly may need a rule about ignoring out of command rules for the zombies. Possibly under the "they're dead Jim" special rule.
 
i should have put that in there... my idea was that on the sixth turn or something, the helos would show up and start picking people up... the objective is to hold the perimeter and extract your men, without being overran by running zombies

each helo can carry 10 size 1 models, and the size 2 and up models just need to get close to the helo, leave the model behind, and the crew gets out, and takes up 1 position for every size point of the vehicle (symbolizing crew). the game ends when all are off the board, or dead...

edit, oh and have like 1 or 2 helos show up a turn in the LZ :D
 
Gibbs said:
Three quick suggestions:

Firstly, I'd drop the armour 4+ in favour of a "tough" rule which states: Zombies are dead hard. *groan* They will ignore the first three hits on them. A Kill roll will kill them as normal (sort of a head shot rule).

Secondly, if they are that tough, I'd be inclined to drop their hit characteristics by 1 to 3+, after all they are mindless zombies and not trained fighters... preservation of life isn't high on their list.

Thirdly may need a rule about ignoring out of command rules for the zombies. Possibly under the "they're dead Jim" special rule.

1. i would normally do the tough rule...but your talking about alot of f'ing zombies to keep track of...this would slow the game down...

2. see above...

3, good point forgot about that, ill edit that in when i get back from my bday party tonight :D
 
Seems to me you're going for the 'sprinter' zombie. The kind from the remake of Dawn of the Dead or The Morningstar Strain: Plague of the dead novel. If not, why make Zack move faster than the living? Why give Zack anything but a Kill score? After all, either you hit it in the head and put it down or you don't. I think the ratio of dead to living should be higher, maybe 6-1. In the movies and books the living are always drastically outnumbered and the dead's numbers just keep growing. A sense of desperation and hopelessness is always palpable and maybe the good guys have met their final battle this time.

My 2 cents, coming from a huge Zombie fan.
 
byram said:
Attacker Overview (1-2 players):

<snip>(players can agree on how many zombies start the game, it really just depends on how many models you have).

go for it brass1, 6 would be sexy, but the defenders are going to get overwhelmed to fast i think...the zombies as is right move 10" in one turn from all the running LOL

hmmm the kill score is a nice idea....saves time on all the book keeping...nice one :D ill consider it...keep in mind guys... feel free to modify this as YOU see fit, if this is a spring board for other ideas for games, have at it by all means 8)
 
Just thought of something; to represent Zack's appetite for brains you could have any zombie that causes a casualty to become inactive for the next turn as it feasts on the fresh kill. You could even roll a D6 to see how many additional zombies join in the feast. This could help even the odds in a high dead to living ratio game.
 
Sgt. Brassones said:
Just thought of something; to represent Zack's appetite for brains you could have any zombie that causes a casualty to become inactive for the next turn as it feasts on the fresh kill. You could even roll a D6 to see how many additional zombies join in the feast. This could help even the odds in a high dead to living ratio game.

very good idea i lvoe it :D
 
byram said:
1. i would normally do the tough rule...but your talking about alot of f'ing zombies to keep track of...this would slow the game down...

It could but you could also change shooting to some degree so that the rule is that instead of allocating hits (highest to lowest) on models within the fire zone you use the highest to lowest principle but allocate hits until the closest model is killed followed by the second closest ect. So if you rolled 2 6s a 5 and two fours from a single shoot action you'd allocate the two kills to the closest models followed by the remaining three dice to the next closest model . That'd be a way around it but you are right, it does seem that it would require a lot of monitoring. Oh well, it's not like these are set rules anyway, we can take and choose as we please....
 
The more zombies the better, but only play testing will tell us what the real number needs to be.

I think the target 4 - armour 4 works, if anything I would drop the armour maybe to 3. This is NOT to represent then wearing huge amounts of armour, but just that you have to blast away most (well nearly all) of the body, or take off its head to stop the bloody things.

I would suggest looking at the SST:Evo rules for bug warriors and give the Zombies a modified version of the horde rules -
Feast of Zombies - zombies will horde together making a maximum squad size of 10 at the start of their turn and advance together :) (not sure what the collective noun is for a bunch of zombies so chose Feast)

Also

Brainless hunger - Zombies can move or charge as their reaction. They also handle reactions slightly different, Zombies can react to being shot at, or any SHOOTING action within 16" of one model in the zombie squad, however they only react to any other action if it is within 6". (this is to represent they only react to loud noises and can be fooled by moving quietly)

I also want to see a special action usable by human forces -
Walk like a Zombie - With a ready action human forces can practice walking like a zombie, from now on they can act like zombies and walk amongst them (provoking no reactions, and can't be attacked by zombies). At the start of the human players turn (before any human actions are taken) roll a D6 for every human model that is within 6" of a Zombie on a 1 the human looses it and runs in a random direction and any Zombies within 6" can react to the human squad (whether they have already reacted or not).
 
So great to see people opening up their minds and adding ideas...
Cheers all...

My own zombie rules are based on EVO-S , its like SST ADVENTURE GAME that came out in a S&P..

I have added a SHOOT SCORE ( ACC)
This is what you need to roll to HIT your target, the skill is used instead of beating the WOUND number which is a mix of hard to hit and toughness etc...

IE/
Basic evo

Marine shoots at mea in the open :
Roll 4+ to hit and kill, since he has no armour

Evo-s system
Marine needs a 4+ ( Acc 4+ ) to hit the mea, then its a roll to kill him
which is a Wound of 4, Kill of 6, just like Basic evo, so a second roll of 4+ on the weapons 1d6 damage dice will kill him.

With the above the mea shoots back at the marine in the open
Mea needs a 5+ ( Acc 5+ ) to hit, and the the marine stats are
Wound 4+ Kill 6+, armour 5+

BACK to the Zombies....!!!

Keeping the zombies wound of 4+ is the fact of the zombies flesh, not the speed of the movment, a my give a +1 to ACC for shooting them.
Easy to Hit, Hard to kill etc...

As for the marines and mea etc, my ghost recon rules, now have differnet weapon stats for P90`s, Ak`s, Drones and Mules etc.....

Fingers crossed i will test out the zombie rules, and the large list of hand to hand weapons, Golf clubs added..!!!!
 
My sugestion

keep the hit in their but make a rule that a hit knocks the zombie down (place him on his back) this means he needs to spend an action to get up again so you can slow the tide down a little and get that feel of zombies gettin up from the dead.

quantity of zombies could be count the amount of figures your using and roll that many d6 to get a total amount of zombies, ie you feild 5 guys roll 5D6 and add the scores up.

also for every guy killed (ie usmc/eftf/mea/pla) gives the zombie player D6 reenfocemtns that can come on from any table edge.

just ideas, and simple to do.

reaction could be a D10" move for all within the fire zone.
 
Hello evil, and thanks for the input, at the moment, Shotguns have a trait called "force" , which when a zombie is hit, and not killed, is knocked back 1"....

Grenades have a trait called "Blast", any zombies in the blast zone not killed, will be knocked down on a 4+, talking a action to get up, which means missing their next turn, fast zombies have 2 actions a turn.

A did a nice list of hand to hand weapons the other night, cannot wait to try them out..

As for zombie movement, thats the only thing i need to look at, within reaction range ( 10" ) zombies will move towards any target.

Outside the reaction range, i think random movement, unless somebody makes "noise " like shooting a gun etc, then all zombies move towards the sound.

At the end of the turn, a roll maybe on adding more zombies, based on noise or no noise in the turn, and location, like in a city or in a open field etc...

And maybe some kind of mob movment, for groups to come together, when outside the 10" reaction zone maybe...

Right lets get some great yarmouth fresh air..!!!!
Alan
 
i think the trick is keep it simple so figs that come out in 2 years time wont conflict with your rules.

movement: id assign D6 (per 1k) zombies per turn, these have a 6" command area and these then move as a unit leaving any othes behind. your oponent then rolls a D6 (per 1k) and moves that many zombies where they like.

simple to do and a little fun for both.
 
cordas said:
I also want to see a special action usable by human forces -
Walk like a Zombie - With a ready action human forces can practice walking like a zombie, from now on they can act like zombies and walk amongst them (provoking no reactions, and can't be attacked by zombies). At the start of the human players turn (before any human actions are taken) roll a D6 for every human model that is within 6" of a Zombie on a 1 the human looses it and runs in a random direction and any Zombies within 6" can react to the human squad (whether they have already reacted or not).

ala shaun of the dead...

diva diva diva da du di da *arrrrrgh*
diva diva diva da du di da *arrrrrgh*
diva diva diva da du di da *arrrrrgh*
 
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