Zombie Scenario (updated 4-29-07)

Quick test today of my rules, i have dropped the ACC score for hitting, as a roll to hit before rolling against wound/kill, slowed things down, since your trying to hit a slow moving target, trying to get a 5+ to hit first did not feel like the films...

SO..

SLOW ZOMBIES ARE
WOUND : 3+ being slow moving
Kill 7+ ( head shot skill knocks it down to 6+)
SAVE 4+ , bullets go right though them so it will be 3+ against them, but 4+ against shotguns..
"The best weapon against the undead i guess.."
CC is 1d-1 " not great fighters " since hitting a human wound is 4+ you need a 5 or a 6, i`m thinking of making it 1d-2, so its a 6 only to wound..

That way when you have say 4 zombies pulling on you, its 4d6, looking for a 6 to wound ( or kill infact )

Humans have a natural save of 6+, which go`s to 5+ with the "self defence " trait.

Thoughts on the above please.....
 
soulman said:
SLOW ZOMBIES ARE
WOUND : 3+ being slow moving
Kill 7+ ( head shot skill knocks it down to 6+)
SAVE 4+ , bullets go right though them so it will be 3+ against them, but 4+ against shotguns..
"The best weapon against the undead i guess.."
CC is 1d-1 " not great fighters " since hitting a human wound is 4+ you need a 5 or a 6, i`m thinking of making it 1d-2, so its a 6 only to wound..

That way when you have say 4 zombies pulling on you, its 4d6, looking for a 6 to wound ( or kill infact )

Humans have a natural save of 6+, which go`s to 5+ with the "self defence " trait.

Thoughts on the above please.....

What ratio are you thinking of for Zombies to humans? I would say given this stats at the very minimum 10 Zombies to 1 human. As its going to be relatively easy for humans to kill zombies, and difficult (or very difficult if you give the zoms cc D6-2). Also what will the movement rate of zombies be?

If normal humans are 5" then zombies have to be at least 4", otherwise humans could just move shoot, and the zoms would never catch them... Remember the humans will always get a reaction before the zoms are even likely to get into charge range. Actually doing my basic maths I wonder if its even possible for zombies to catch humans if they are the same speed without boxing them into a corner. I would say make zoms actually faster than humans (a bit different to the movies I know) or change how deployment works, humans always deploy 1st and zoms can deploy within 6" of any board edge. This means the zoms will find it easier to pincer the humans.

I would suggest making zoms armour 2+ and 3+ against shotguns, or putting their target value up just to give them a bit more survivability. Even in the films a shotgun weilded by a non-hero character only blows chuncks out of zoms, and they keep coming.... (and a pistol weilded by a hero can take heads off)
 
byram said:
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*

Finally! Now I have a use for that "Bag O' Zombies Babes" I got on the clearance shelf!

Time to defend the Winchester!

now... how do I model cricket bats and records?
 
Soulman, I really like the idea of the one-inch "flinching" rule (shotgun) and the "knockdown" rule (you too, Evil), as they have effects that don't need any bookkeeping. I'd probably suggest to not roll Zombie ratios with dice, but have it be a fixed ratio after a bit of play-testing to get a good number nailed down. After you run this a number of times, it would be funny to do a twist and run it as an SST scenario against the MI (new "disease" on a colony that the MI has to clean up) and also against the Arachnids (hey Brainy, try and interrogate THIS!) :shock: :lol:. Turnabout would be a failed interrogation, and the Brain becomes the new Guinness record for a Zombie (either that or the Guinness record for a Zombie Dinner, lol. :twisted: . :idea: :lol:

M U S T E A T B R A I N B U G :!:
 
Hi buships, thanks for the input, i really wanted to have a change with the standed guns and shotguns, and the knock back of 1", shows this nicely, also having standed guns pass though zombies adds to this, thats they zombies armour against shotguns is a standed 4+, but drops to a 3+ for normal guns..

Maybe to balance the shotgun, you cannot target a zombie in CC against a friend, as the blast could hit both, so shotguns are great, but not helping a friend out of a jam.

I has also thinking of the double barrel shotgun, only 2 rounds, but double deadly..
RULE IDEA...

If 2 zombies are base to base touching, then you can roll 2d6, 1d6 for each zed, BUT any double`s rolled on both dice, you need to reload using up 1 action...?

Great to use in tight spaces, inside buildings etc...

Zombie movment for slow zombies is 4" and only 1 action.

I will try the free reaction within 10" rules today, and the loser falls back 2" if not. killed rules for the basic rules as well.

I have put some new ideas down, try need to sort out the CC rules, i was thinking 1d6-2 for zombies, so you just need a 6 to Hit a human..

Off to playtest after cleaning my car...

Alan
 
Update after play testing, had to stop after a couple of fights, as cat wanted to play with me..!!!

Rules are looking good, shotguns, knock the zombies back 1" if they fail a save.

I added the reaction rules, which i forgot about, as slow zombies only have 1 action of 4" movment, being inside the 10" range and the smell of brains, adding the free extra 4" movement at an attacker works really well, this way when you shoot and don`t kill a zombie with the 10" range, he comes after you, like in films, when they get closer they move aliitle faster ( must be the brains ).!!!!

Only behind some cover does a human get to react first at a attacking zombie, before he strikes, but over after the zombie attacks and misses when in the open..? is this correct , if i don`t kill the zombie then, the human defender is moved back 2"
Is this correct...?

Also thinking that heros should have a second reaction, which he can give out to another with the 6" range...?

Taking that rule from the "Predator drone " from wave 10....

thats about it until i get feedback, once the above ideas are ok with people, i can have a look at zombies CC dice...
At the moment its 1d6-1, so hits on a 5+ with save or a 6 without a save..
Maybe a CC of 1d-2, i like the idea of hitting only on a 6, but thats a kill and no save..?

I really need the humans to have a standed save of 6+ which turns into a 5+ in CC with the " Self Defence trait ".

The headshot trait works great, knocking the zombies kill of 7+ down to a 6, my guy with the chainsaw and shotgun, got some great headshots in the last game...

Over to you
Alan
 
The rules seem to be really good, i like the "force" rule, out of interest could this cause a "domino" effect if say the Zombies are stacked rank and file.

So if two EFTF Riflemen with shotguns both "knocked down" two zombie targets, any other zombies who would be hit by this 1" ("flinch") movement would also be knocked down in the process. Causing four zombies to actually drop.

But this does not mean that a zombie blown back by the "force" of a shotgun moves any zombies in his "line of fire"(line of knock back) a further 1". This additional "knockie" will just be placed alongside the primary EFTF Rifleman target.

Also on another note the "Defending" players could use their surrondings against the ravenous horde. By targeting objects such as cars, oil tankers or petrol stations the players should be able to intentionaly use their environment against the enemy.

E.g

USMC fire team encounters a 10 man zombie horde, the corporal decides to draw the zombies in, and in doing so gets the zombies to walk past a large public bus. He then orders his Grenadier marine to take out the bus, this in effect just gives you a target [stationry so auto hit], when wounded will cause say a 8" FZ(or whatever) explosion with D6+2 damage.

or would this complicate things to much??

i'd imagine all explosive objects having these basic sats:-

Small: Target, auto. Wound, 3+. Kill, 5+. [motobikes, "smartcars"]

Medium: Target, auto. Wound, 4+. Kill, 6+. [cars, 4x4s...]

Large: Target, auto. Wound, 5+. Kill, 7+. [trucks, lorries, buses, trains...]


braaaaaaaaains!

anyone thought of rules for saving civilians, e.i like a mission objective. "Evac the Locals"??
 
Hi mally, and thanks for the input, having a free weekend, as given me the time to test my rules out and expand on the better ideas..

At the moment only " double barreled " shotguns, can attack 2 zombies in base touching, and cause knock back on both of them, but a normal shotgun in a tight space against a single line of zombies could, if 6 zombies was coming down the hallway and i hit a zombie and only knocked him back 1", then all the rest behind would also, as they are not agile to move out of the way, and bump into the first guy stepping back into them...

As for blowing things up, Yes indeed, Just like normal damage rules for BF, but you now have a trait called " BLAST " which means anybody not dead on the spot, needs to make a roll of 4+ to stay on their feet..
"SO.. when the zombies are passing your bus etc, you may like to try and blow the bus up, the zombies would take 1d6+2 damage etc like you said, but any not killed need to roll a 4+ to stay standing....

"Sounds good to me "....

I will post my new rule update on the yahoo group mongoose mods site, or private email me and i send them to you by email...

You will like the traits for players, like my COP...
He has the "Headshot " Trait, meaning zombie kills on a 6+ not 7, and the " Self defence " Trait, which gives him a 5+ save in CC...

Others are -
Fireman " courage "
Waitresses " weak and poor fighter "
Lawyer " coward and poor shoot "
The lawyer must make a 5+ roll each time he wishes to shoot or enter cc, and he shoots zombies on a 4+ not 3+

"As you can see if you need help and the lawyer is standing next to you, don`t count of him to save your skin...!!!

Its the traits that Makes Bf, and works so well with the zombie ideas...

Cheers
 
I think this is a wonderful idea. My only problem is it has evolved quite a bit through playtesting and suggestions. Would it be possible to put up a posting with the complete current ruleset for the scenario?

P.S. I must have missed something, where do we get shotguns?
 
Byram you need to give Zoms the ability to charge as a reaction.... using the current rules they can only move or *SHOOT*. Also are they affected by suppression? I would think not....
 
cordas said:
Byram you need to give Zoms the ability to charge as a reaction.... using the current rules they can only move or *SHOOT*. Also are they affected by suppression? I would think not....

Good points, both. I say call it "MOVE" or "CHEW". :lol:

BTW, wouldn't it be a bummer if you were a senior citizen zombie and you lost your false teeth? I see a real joke that's been missed in zombie movies over the years. I can imagine some soldier having a "SCZ" lock onto his arm and start gumming away. Then the soldier rolls his eyes as he pulls his sidearm and blows the zombie's head off. John Carpenter, eat your heart out! :lol:
 
tiepilot1138 said:
I think this is a wonderful idea. My only problem is it has evolved quite a bit through playtesting and suggestions. Would it be possible to put up a posting with the complete current ruleset for the scenario?

P.S. I must have missed something, where do we get shotguns?

the complete update is in my first post, it does not have ALL the ones suggested as some are to much book keeping for the idea of the scenario, but may be good suggestions for smaller games.

as for the charge as a reaction...it IS in theme with zombies, but i must disagree, the Zeds are moving fast as it is, so within two turns they will be on top of the living, and they have the wait of numbers on their side to win in CC.

Cordas, i believe i made them immune to supression :D
 
Full rules on all the ideas and rules are in the file section on

http://groups.yahoo.com/group/mongoose_mods/?yguid=10144846
Its a yahoo group called mongoose mods, and has rule ideas for all their games...

In my rules you find the shotgun ideas and chainsaws..!!!

Rules for characters, and stats on both slow and fast zombies, all long as you know the BF basic rules, this will expand it all...

On the same site, you find
GHOST RECON
My detailed combat rules on the computer game
STARGATE
Based on the tv show...

Hope to work on X-COM soon, i`m just looking for feedback on my rules ideas....

Alan-Uk
 
I put together a rule for evacuation...

Evac!: Inbound Helicopters are available to evacuate survivors. Roll a D6 at the beginning of each defender turn. If the die roll is equal to or lower than the turn number, One Helicopter arrives for evacuation. Each helicopter can carry 10 Size 1 models. Vehicles have crew in number according to their size. (example, a size 2 vehicle has 2 crew needing evacuation). Mounting and dismounting vehicles each take 1 action. Vehicles move to the helicopter to transfer crew. Squads that are split up during evacuation are assumed to automatically select a new leader at no penalty (the Sgt. stays behind to make sure his troops get out?).

I like the idea of the randomness of the helo's coming in. The Defender could get "lucky" and get one on the first turn, and then get hosed and not get one for 3 or 4 more turns.

This assumes you have more than 10 defending models, otherwise the game would end fairly quick. (but if you got a Bag O' Zombies, you should be ashamed if you have less than 60 or 70 zombies out there!)
 
tiepilot1138 said:
I put together a rule for evacuation...

Evac!: Inbound Helicopters are available to evacuate survivors. Roll a D6 at the beginning of each defender turn. If the die roll is equal to or lower than the turn number, One Helicopter arrives for evacuation. Each helicopter can carry 10 Size 1 models. Vehicles have crew in number according to their size. (example, a size 2 vehicle has 2 crew needing evacuation). Mounting and dismounting vehicles each take 1 action. Vehicles move to the helicopter to transfer crew. Squads that are split up during evacuation are assumed to automatically select a new leader at no penalty (the Sgt. stays behind to make sure his troops get out?).

I like the idea of the randomness of the helo's coming in. The Defender could get "lucky" and get one on the first turn, and then get hosed and not get one for 3 or 4 more turns.

This assumes you have more than 10 defending models, otherwise the game would end fairly quick. (but if you got a Bag O' Zombies, you should be ashamed if you have less than 60 or 70 zombies out there!)

Of course your suggestion can be a two-edged sword in that if you have say 20 models defending and a chopper comes early, you now have only 1/2 of your models to fend off all of the zombies while they wait for another chopper. :wink: A creative option might be to allow the chopper to safely hover while using its on-board weapons to hose down zombies, heh.
 
That would be a bit harsh Buships, cos you could just leave the helicopter hovering and hosing the area, until another turned up. I would suggest instead giving victory points only for models taken off the table, and points penalties for having the heli hovering on board, afterall for every turn its hovering its one less turn it can be used to rescue people.
 
cordas said:
That would be a bit harsh Buships, cos you could just leave the helicopter hovering and hosing the area, until another turned up. I would suggest instead giving victory points only for models taken off the table, and points penalties for having the heli hovering on board, afterall for every turn its hovering its one less turn it can be used to rescue people.

I should have used more emoticons, as that would be cheating to "hover and hose" :lol:. If a player forced the issue and wanted to stay and hover, I'd allow the zombie player to roll a die to see if the chopper ran out of fuel, lol. That might convince him to take his 'winnings' and leave the table. :wink:
 
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