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Author Topic: Any TWD House rules  (Read 1134 times)

Offline manchesterreg

  • Librarian
  • Posts: 158
Any TWD House rules
« on: May 09, 2021, 03:05:28 PM »
Has anybody got house rules they use with the walking dead, i am trying to work out how to use Motorcycles/Cars etc. Not sure how far they should move, but also how they attract the dead, finding it hard, how to deal with attracted zombies when the vehicle stops, at the moment when it stops its swarmed.

Offline lBigBadWolfl

  • Student
  • Posts: 11
Re: Any TWD House rules
« Reply #1 on: May 10, 2021, 05:06:01 PM »
Theres an ATV special gear card that comes with one of the later expansions so you could use those rules for Motorcycles. It's 24 points andhas the following rules "May move up to 6", causing Noise, or up to 12" causing Mayhem. May not enter buildings or climb. Grants the Attatchement:ATV keyword to up to 2 items. Adds 1 Red Dice to the survivors defence. Discard this card to ignore all damage from a single attack. Replace mounted model with a model on foot. Hopefully this helps I sort of assumed you were asking reguarding Mantics The Walking Dead all out war.

Offline commanderkaiser

  • Bookworm
  • Posts: 67
Re: Any TWD House rules
« Reply #2 on: May 15, 2021, 06:00:14 PM »
Haven't really looked at the later expansions so unsure if they added this as a rule or feature.

A lot of the games we played were on boards with lots buildings you could play in so we decided when you open a door you have to roll the zombie dice and it added that number of zombies in that room. Gave it a bit of danger and mystery when going through buildings.

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9358
    • Ultravanillasmurf
Re: Any TWD House rules
« Reply #3 on: May 22, 2021, 01:45:32 PM »
Cars are going to be more complicated, they are less manoeuvrable than pedestrians or quad bikes/motor bikes plus they may contain more than one figure: the driver who - oddly enough - drives and so counts as the "figure" for actions plus passengers.

Some thoughts:

Copy the Noise/Mayhem rules from the ATV.
Vehicles can:
Manoeuvre travel 4 inches, make Noise and make any number of direction changes as long as the final direction is no more than 90 degrees from their direction of travel
Move travel 6 inches, make Noise and make one 90 degree turn overall
Motor travel 12 inches, make Mayhem and one 90 degree turn (should that be up to two 45 degree turns at 6 inch intervals?)
Reverse travel 4 inches, make Mayhem  and one 90 degree turn

Enclosed Civilian Vehicles initially have two White Dice defence. Roll defence against Walkers as normal. If the Vehicle is defeated subsequent combats are resolved as Survivors behind a Barrier (including the previous "Stacking" bonus).

Vehicle that loses a combat is immobilised on a blank on the Black die.

Open Topped or the back of a pickup only ever counts as a barrier.

No idea how to handle passengers, allowing even just one Action between the Vehicle Actions gives too much of an advantage.

Offline manchesterreg

  • Librarian
  • Posts: 158
Re: Any TWD House rules
« Reply #4 on: May 25, 2021, 08:27:51 AM »
Thanks all for the rules, I do love the TWD, but feel the zombies are too static, the kill zone is fine, but I've increased the pain by on noise ALL zombies within 10 inches move towards the noisemaker, and 20 inches for mayhem, it may be better on larger tables, currently playing in a 6 by 4 town, if playing on a mat id keep to the rules. I've also made clumps of zombies who move together.

Like the idea of rolling per room as well.

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9358
    • Ultravanillasmurf
Re: Any TWD House rules
« Reply #5 on: May 26, 2021, 10:50:49 PM »
The behaviour of the Walkers does match the tone of the two shows, books and comics - the conflict is between the living, with the dead a threat to the unwary.

 

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