Zombie Scenario (updated 4-29-07)

I thought of allowing the Helo to use it's MG's only while it was on the table, but it couldn't hover as it needed to either make room for the next inbound, or leave and unload for the next hop.
 
Good point about the hovering, and running out of fuel, if you played a "Fast" zombie game, with fast infections, maybe somebody on board would turn and attack the crew...?

Each turn a roll of a double 1 on 2d6, that would force the helio not to hang around to much.

I`m looking forward to 28 weeks later, its out in the Uk 11th may

I guess for my zombie rules the trait would be
fast infection
When killed by a zombie, roll a d6, on a 3+ instead of staying dead, the bits infect you and you are now a zombie

Again any transpot units used to move troops around the battlefield, a 2d6 needed a double 1 for a infection killing the crew, only rolled when troops enter the transport
Off to watch some Tv, hope that got your mind working overtime..!!
 
tiepilot1138 said:
I thought of allowing the Helo to use it's MG's only while it was on the table, but it couldn't hover as it needed to either make room for the next inbound, or leave and unload for the next hop.

That sounds like a good reason to limit what the chopper can do. I'd love a way to give risk to the chopper of getting zombies on board, sort of like in the Aliens movie (#2) where the evac pilot let the alien inside. A barrel of monkeys, that would be. :lol: "I guess we aren’t leaving. Time to call for another chopper I guess." :wink: (and yes I stole the first sentence in that quote from Aliens)
 
hmm the choppers being randomized sounds too harsh in my opinion to the living. my original idea was that the defenders call for evac, and a dedicated evac force is on the way. but hmmm, maybe this is an alternate :D
 
what if you had some semi-broken cars and such that u can attempt to repair and then, drive out [e.i dawn of the dead(with the two big buses with chainsaw slots!)]

i guess you would to spend two turns of something repairing it or something

i would see this as a small detail, more of a "last best hope" [lol] when helo evac is looking dire, with only a few cars capable of moving only a few 2-5 men across and off the table.
 
Full helio rules are out in the advanced rulebook..
Watching the 28 weeks later, the two should work together..

I will do a update when i can and add the transport rule idea`s as i like them, maybe when troops enter a transport unit, if zombies are within 10" reaction range, instead of 2d6, seeking a double 1, make it 3d6, this would show the the troops climbing in and a bloody hand grabbing the last guy, and all falling into the transport, blood and guts all over the walls..

So transports have to be careful supporting the troops, more so closer to the front line.

All coming together nicely, all i need is people to read my rule set...!!!!
Alan -Uk
 
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