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Author Topic: Urban Zombie board Thread: resurrection 2023!  (Read 173548 times)

Offline SBRPearce

  • Mad Scientist
  • Posts: 633
    • "The Cellar-Dweller" blog
Re: Urban Zombie board Thread: Zed update: Mantic plastic mash up!
« Reply #435 on: November 30, 2010, 02:05:54 PM »
Forgive me if this question was answered further back in the thread, but how do you generate Surprise Events like the car alarm incident, and random encounters in hidden spaces like the med-center? Is there a separate deck of Crisis cards that get drawn on each  red-card go, with many of the cards being blank so there's no crisis during that go?

Thanks
from Mr.Vampire: "It's the paintjob that makes the miniature fight harder not the size."

Offline AKULA

  • Supporting Adventurer
  • Galactic Brain
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    • Little Wars
Re: Urban Zombie board Thread: Zed update: Mantic plastic mash up!
« Reply #436 on: November 30, 2010, 02:11:15 PM »
Looking good Mark - keep them coming.

 8)

Offline Commander Vyper

  • Galactic Brain
  • Posts: 8130
  • Remember Reach.
Re: Urban Zombie board Thread: Zed update: Mantic plastic mash up!
« Reply #437 on: November 30, 2010, 02:25:42 PM »
Forgive me if this question was answered further back in the thread, but how do you generate Surprise Events like the car alarm incident, and random encounters in hidden spaces like the med-center? Is there a separate deck of Crisis cards that get drawn on each  red-card go, with many of the cards being blank so there's no crisis during that go?

Thanks

Well things were going too easy to be honest ;)

For the car alarms it was just a case of roll a dice on a 6 the car/bike alarm goes off. I do the same for mobile phone's/walkie-talkies etc... if people have them and forgot to switch them to silent, a blast of static or a call from noodles reminds them next time!

Buildings it's a little more rule based.

It takes 1AP to move up a level once in a building, if during that time 'inside' a black zed activation card is pulled then I just use my zombie spawn point rules:

Quote
 Zombie Spawning Points:

The dead are drawn to the living like well… undead bees to a fleshy honeypot.

Gunfire, screaming, chainsaw motors, mobile phone ring tones, motorised vehicles, human scent/blood all draw more zombies onto the table.

This is a simple spawn point rule that would work on both small and large tables.

Mark out your table edges: dice are used at table entry markers, three down each long side of the table, (one in each corner and one in the middle ordered 1-6.).

Gamers note:

On a small table this works well, especially when an objective is placed in a corner or near to a table edge spawn point, gives the survivors, (and zombies) something to really get their teeth into!


To spice things up a little, (urban sprawl, busy shopping mall etc..). Consider 2d6 for zombie numbers entering the table rather than 1d6.

At the beginning of each zed turn roll 1d6:

1d6   Result:
1-3   Attracted by human activity… more zombies shamble forth!
4-6   Your actions go unnoticed: no additional zombies for this turn…

So when in a building on a zombie turn, roll 1d6 and see what happens. I don't have separate interiors for the majority of buildings so what I have is level markers (I use dice to represent what floor the miniatures are on). For flat roofed buildings it makes it a little easier to resolve building occupancy and combat.

Hope this helps

The Commander


« Last Edit: November 30, 2010, 02:29:21 PM by Commander Vyper »
Now water can flow....or water can crash...be water my friend.
Sifu Bruce Lee.




Offline ryoden

  • Librarian
  • Posts: 136
Re: Urban Zombie board Thread: Zed update: Mantic plastic mash up!
« Reply #438 on: November 30, 2010, 03:13:44 PM »
Looking good, in short games/small boards I can see that runs of player or zed cards can lead to quick death or easy success.
The richest man is not he who has the most but he who needs the least.

Offline Commander Vyper

  • Galactic Brain
  • Posts: 8130
  • Remember Reach.
Re: Urban Zombie board Thread: Zed update: Mantic plastic mash up!
« Reply #439 on: November 30, 2010, 03:16:03 PM »
Looking good, in short games/small boards I can see that runs of player or zed cards can lead to quick death or easy success.

Yeah, still six foot of board for them to tranverse but as with all things, it's the way of the cards.  :D

The Commander.

Offline Dr.Falkenhayn

  • Mastermind
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Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #440 on: November 30, 2010, 04:03:22 PM »
awesome Board and Minis!  ;D im not familiar with Modern/Zombie Rulesets at all but the Game sounds very dynamic  :)

Offline Arlequín

  • Galactic Brain
  • Posts: 6218
  • Culpame de la Bossa Nova...
Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #441 on: November 30, 2010, 04:20:43 PM »
Excellent... keep it coming!  :D

Offline Big Frank

  • Scientist
  • Posts: 411
Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #442 on: November 30, 2010, 05:14:03 PM »
Fantastic report and some great pic's. The last one, with the chopper flying off over the zombies is quality. Looking forward to reading more.

Offline Commander Vyper

  • Galactic Brain
  • Posts: 8130
  • Remember Reach.
Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #443 on: November 30, 2010, 09:58:04 PM »
Why did the zombie chicken mascot cross the road?



Game Two up next  :D

Offline warrenss2

  • Mad Scientist
  • Posts: 837
Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #444 on: December 01, 2010, 02:05:06 AM »
If gunfire and other loud noises attract the undead hoard... imagine what that helicopter does!!!

Excellent work as always, my good Commander.
Never underestimate the power of human stupidity.

Offline Commander Vyper

  • Galactic Brain
  • Posts: 8130
  • Remember Reach.
Re: Urban Zombie board Thread: Game Two.
« Reply #445 on: December 02, 2010, 12:38:11 PM »
Game Two:

Fuel run - survivors with an RV run out of gas and have to get to the petrol station on foot, start the generator and pumps, fill up the cans and get right out of dodge.

Ok, so tell me again why we dumped the bikes and went for this RV Deuce? I'm still not getting it?

'Ok, I'll go through this one more time and slowly for you Butch..... Cause we'd be fricken meals on wheels for those dead fuckers out there and I ain't going out like Trey and Mumbo... that weren't pretty! So we got this RV as its big, it fits your fat ass don't it?'

'Ok you guys this aint good', 'Smokes' shouts from the driver's seat. 'Fuel gauge is playing around and I think we're shit out of gas!!!!'

'Shut her off and coast a littleways, quiet now. Right there's a gas station a block or so down the road, we need to get to it, get some fuel, get back to the RV and get the hell out of Dodge'.


But I though we were in Hope's end Duece??...


'God give me strength... ok let's do this!'



Three bikers need to get to the gas station, get the power on, fill as many containers of fuel as possible and get back to the RV, fill her up and get away. Simples! ;)

Basically a full on rush to the pumps, supported by good cards. Duece goes to the kiosk and turns the power on, the station lights up and the fuel pumps kick into gear. Zeds will be attrached to the pumps on the next black card. It takes a full AP quota to fill one fuel can per player, so smokes and Butch spend a turn each filling up.





I don't know if it's fricken city or regular it takes just fill up the damn can! And put that out Smokes jesus christ man!


While the boys are manning the pumps, Deuce makes a run for it back to the RV, the boys finish up and follow suit.

Then the cards turn...



More later
« Last Edit: December 02, 2010, 01:41:31 PM by Commander Vyper »

Offline fairoaks024

  • Mastermind
  • Posts: 1559
Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #446 on: December 02, 2010, 02:24:35 PM »
See, this is why i like LAF so much.

true gaming enthusiasm and class.

keep up the good work Commander.

regards

jim
Cult of the black goat cultist No.10

Offline YIU

  • Mad Scientist
  • Posts: 739
Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #447 on: December 02, 2010, 04:50:37 PM »
Your board rocks Commander. Now you have brand new rules to play with  ;D
I wish I were an octopus to paint more miniatures...Cthulhu must be a great painter

Offline Big Frank

  • Scientist
  • Posts: 411
Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #448 on: December 03, 2010, 01:18:52 AM »
Great so far, looking forward to seeing how this turns out.
 I'm thinking the use-to-be bikers are soon going to be use-to-be living.

Offline Darkoath

  • Mastermind
  • Posts: 1196
Re: Urban Zombie board Thread: November 2010 Gaming reports and update
« Reply #449 on: December 03, 2010, 06:53:54 AM »
Wonderful pics Mark!  Always love your battle reports! :-*

Darkoath

 

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