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Author Topic: Zombie survival horror, my own rules.  (Read 2149 times)

Offline Harrymason

  • Bookworm
  • Posts: 76
  • keeping my brain
Zombie survival horror, my own rules.
« on: June 20, 2011, 03:03:31 PM »
What follows here is my own zombie game, based on Lord of the Rings strategy battle game. For those of you who don't know, that is the exact same rules that are used in Warhammer historical: Legends of the High Seas. The rules are in a jumbled mess right now, with some entries in swedish and others in english, and nothing in anything resembling the right order :S As I straighten out my notes, I will post them here.

Basic concepts and rules changes
This is a mod for the Lord of the Rings strategy battle game, allowing player to take the role of survivors after the zombie apocalypse. The game is played rather differently than a normal game of Lord of the Rings, though uses most of the basic rules from it. The main difference is that instead of having two roughly equal forces doing battle against each other, with one player playing each army, each player controls only a single or in some cases a handful of models, while a game master controls everything else, from NPC´s, zombies and the terrain itself. You could call it a mix of role playing and strategic battle gaming.

The object of the game is not to beat the zombies, but to achieve certain specific objectives. Sometimes these objectives can be as simple as plain survival against hordes of the undead, other times they may be divided up in several steps, such as finding the access codes for a laboratory and setting explosives inside and then escaping. The scenario itself is the adversary, with the zombies being part of it rather than an enemy in their own right.. After a scenario, survivors may receive experience points and level up, or suffer injuries or die if they were taken down in the scenario.

Each player only controls a single heroic survivor. This means that the player will have to think hard before throwing himself into difficult odds,  just like in real life. This also makes heroic sacrifices more meaningful, as the player knows well that he could be out of the gme if things go badly. “You guys go on without me, I’ll stall the zombies long enough for you to escape. Don’t worry about me, I’ll find some way to catch up later… I hope.” That said, the system is somewhat forgiving, at least to begin with.

To win, players have to cooperate and use their strengths to maximum advantage, while keeping their weaknesses in check.

The rules are not made to be ultra realistic, but cinematic. Whats works in a zombie movie, works in the game. The player characters, called survivors,  have stat lines a lot stronger and more resilient than normal humans. This does not always mean that they are all super fit ubermenchen, but simply that the main characters have a tendency to survive longer than the extras ;) If you want a more realistic experience, you could try dropping a few stats a point or two.

What follows here are some extra rules I have made up, as well as some modifications of already existing ones.

Zombies
Although survivors may encounter many different threats, the main antagonists are the living dead zombies. They will be in pretty much every scenario to some degree. Zombies are not controlled directly by the game master, but always act according to the following rules.

Zombies always move as fast as possible towards the nearest enemy in its line of sight. If it can see no enemy it moves towards the location where it last saw one. If it hasn’t seen anyone, or it arrives at the location where it last saw one without seeing anyone, it stands still. If an unseen character fires a weapon within 18 inches of a zombie, it counts as having been seen by the zombie at that location (has no effect on silent weapons).

This makes for tactical gameplay where the survivors may try to outmaneuver the zombies by tricking them.

Darkness
Some areas of the board may be designated as dark areas. While in a dark area, a survivor suffers a penalty of one to his courage, and cannot target enemies with shooting attacks if they are more than 12 inches away. Additionally, all shots count as having something in the way, unless the target model is carrying a torch or flash light.

Stand fast!
Any hero type trooper may call a stand fast at the beginning of any turn. If successful, all models within 6 inches are immune to terror for the duration of the turn. The force does NOT have to be broken to make this roll.

Silent weapons
Zombies will not react if a character out of sight makes use of silent weapons.

Ammo rolls
Most ranged weapons have ammo rolls. This means that they may un out of ammo. A player does not know exactly how much ammo a survivor has left, as it is difficult to keep track of this during the heat of combat. To represent this, whenever a survivor rolls a 6 to hit with a ranged weapon, or a 6 on the dice to see who won the fight with a chainsaw, there is a risk that he has ran out of ammo. Roll another dice and consult the value given in the weapons profile. If the player equals or beats the value, everything is fine and there is still more ammo. But if he fails, the weapon has run out of ammo. After resolving the hits, the weapon may not be used again until more ammo has been found. Usually there will be ammo crates somewhere on the board, or the character may be carrying more ammo in his item slots. Reloading is a free action. Ammo crates are considered to have the right kind of ammo for any given weapon except the chainsaw, which has to look for gas cans specifically. this means that your shoutgun wielding survivor may give his spare ammo box to his rifle carrying friend, without any complicatons.
« Last Edit: June 20, 2011, 03:21:10 PM by Harrymason »

Offline Harrymason

  • Bookworm
  • Posts: 76
  • keeping my brain
Re: Zombie survival horror, my own rules.
« Reply #1 on: June 20, 2011, 03:05:47 PM »
Character creation.
First off, you’ll need a character, called a survivor. Come up with a cool name and back story first and then create your survivor, or do it the other way around.

A survivor has the following basic stat line:
Mov F/S S D A W C M/W/F
6 4/4+ 4 4 2 2 4 3/0/2

A player may choose to increase any two stats by one, except the heroic stats. A player may choose to redistribute the characters heroic stats, though Might and Fate may not go above 3. Also, each point spent on will gives an increase of two to that stat.

In addition to its stat line, a survivor may also be given special abilities and equipment.

Special abilities
To be given special abilities, a survivor must purchase them from the following list; each character has 5 points to spend, plus up to 5 points more gained from taking drawbacks.

Ambidextrous
The survivor is adept at using both hands and may fire a one-handed weapon in each hand.
Cost: 2

Command
Spell, dice score to use 4+. Range 12 inches, if successfully cast on  model, the model is under the casters control for the duration of the turn, and counts as being on its side.
Cost: 4

Fearless
The survivor has courage 8.
Cost: 2

Friendly fire
The survivor may fire even while risking to hit a friendly model.
Cost: 1

Inspiring presence
The range of the survivors stand fast!-rolls and heroic actions is increased by 6 inches.
Cost: 3

Improvised weapon
The survivor may make a shooting attack with the following profile: S d6-1 (roll each time the ability is used), range 12”, movement penalty full, one-handed. There is no need for any ammo rolls, nor does it use any equipment slots.
Cost: 2

Lucky
The survivor may re-roll failed fate tests. The second result stands, even if it is worse than the first roll.
Cost: 3

Martial artist
The survivor never counts as trapped while standing.
Cost: 3

Medic
When using med-kits, the survivor regains wounds on a score of 2+ rather than 4+
Cost: 2

Military discipline
The survivor may receive benefits from stand fast!-rolls and heroic actions if within 12 inches of the model using them (or 18 inches if the user has inspiring presence).
Cost: 1

Minion
The survivor has a minion with him. Choose one from the minion list. The minion is under the complete control of the survivor. Additional equipment may be purchased for the minion from the normal equipment list.
Cost: 5

Mutant
The survivor may regenerate wounds. At the start of each turn, roll a d6 for each wound lost previously. On any roll of 6 the survivor regains one wound.
Cost: 6

Pack rat
The survivor may carry two extra pieces of equipment.
Cost: 1

Quick shot
The survivor may fire its weapon twice. This may be combined with the ambidextrous ability, allowing a survivor to fire both weapons twice.
Cost: 3

Rousing speech
The survivor is able to bring new hope to tired comrades with a few well spken words. Spell, dice score to use 4+. Every friendly character within 6 inches (including the caster) immediately regains one previously used heroic stat.
Cost: 3

Running gun
The survivor is adept at using weapons while moving. Treat movement penalty half weapons as pistols, and movement penalty full weapons as movement penalty half weapons.
Cost: 3

Sprint
By foregoing any other action (including free actions, such as picking up equipment), the survivor may move 4 inches extra. Usable every other turn.
Cost: 2

Terror
The survivor causes terror.
Cost: 1

Vampire
The survivor is a creature of the night! If a vampire kills a model in close combat, he drinks its blood and regains 1 previously lost wound.
Cost: 7

Zombie hunter
The survivor has learned how to best kill zombies, be it from comic books or actual experience. Zombies reduced to zero wounds by the survivor may not use the brainless ability. When selecting this ability, decide if it should apply to close combat attacks or shooting attacks, or both. If you choose both you must pay double price.
Cost: 4

Zombie mimic
By imitating the movement, sounds and smell (ugh) of the zombies, the survivor can pass as one of the undead and avoid their attention. To use this ability, take courage test before the priority roll. If passed, reduce his movement value to 4. The survivor may not charge or shoot, but may cast spells. Zombies will completely ignore the survivor. If the test is failed, the character may not charge or shoot this turn, but may move normally. A survivor may use this ability several turns in a row, provided that he continues to pass the courage test before each priority roll.
Cost: 2

Drawbacks
As well as special abilities, a survivor may well have some flaws. The point given after each drawback may be spent purchasing abilities from the above list, to a maximum of 5 extra points. A character may have more drawbacks if you wish, but will receive no further bonus for these. Some drawbacks have slight positive effects as well.


Child
With age come experience, and you have little of both. As a child, you are weaker than adults, but fate seems to favor the young. A child survivor reduces strength, defence and attacks by one, but gains one point extra to each heroic stat.
Bonus points: 1

Coward
The survivor has survived by being a coward, rather running from a fight than facing poor odds. He has twp point lower courage. This drawback may not be combined with the fearless ability.
Bonus points: 2

Cthulhu mythos
The survivor has caught a glimpse of the world beyond mere mortals and been scarred for life by what he saw. He has one point lower courage to represent his failing mind, but count his fight value as the same as any evil hero he faces in combat to represent his greater knowledge of the beyond.
Bonus points: 1

Drunk
The survivor is immune to all courage tests, but will always count as trapped if he loses a fight.
Bonus points: 3

Fumble
The survivor may never move and fire  weapon, regardless of type. May not be combined with running gun.
Bonus points: 3

Weak
The survivor is weak, be it from debilitating disease or simply lack of exercise. Reduce strength by one. Also, the character may never use chainsaws or two-handed weapons, as they aer too heavy for him ton handle.
Bonus points: 2

Works alone
The survivor has survived as long as he has by relying on himself, and has learned that other people are only useful if they run slower than him. He may never gain any benefit from stand fast!-rolls or heroic actions of others, nor may anyone else gain benefits of his. However, he is immune to courage tests caused by broken force.
Bonus points: 4

Unarmed
The survivor has no close combat weapon and counts as unarmed, and may never use them even if he finds them later.

Minions
If a character has the minion ability, he gains one minion from the following list

Dog
Mans best friend, even after the apocalypse.
Mov F/S S D A W C
8 4/- 4 3 1 1 3
A dog may never use items, but may carry a single item for its owner. When the owner is in base contact with the dog, he may use the item as if he was carrying it himself.

Warrior
A bodyguard or hired mercenary, or perhaps your burly neighbor. A warrior aids you in the fight against the oncoming hordes.
Mov F/S S D A W C
6 3/4+ 3 4 1 1 3
A warrior comes equipped with either a pistol or a rifle and armour. You may purchase two pieces of additional equipment for him, but once given to him, he will not give it back. He also has the military discipline ability.

Minion
Clerical staff, assistants or perhaps a babysitter, your survivor has a loyal helper in his minion.
Mov F/S S D A W C M/W/F
6 2/5+ 3 3 1 1 3 1/0/1
A minion can carry up to four items, purchased from the normal list. Unless given a weapon, a minion is considered to be unarmed. When the survivor is in base contact with the minion, he may use any of the items as if he was carrying it himself. Additionally, whenever the survivor is within 6 inches of the minion he may use the minions heroic stats for himself.

Equiment
A survivor has four item slots. Most equipment takes up a single item slot when carried, though some larger things may take two. All survivors are considered to carry a simple close combat weapon, such as a dagger, unless they have the unarmed drawback. This does not use any item slots. A survivor may pick up equipment by moving into base contact with the item, provided he has enough item slots. This is a free action, and does not prevent him from further actions. Likewise, he may also drop items at any point during his movement as a free action. A character is given 10 points to spend on equipment (note that this is separate from the points spent on abilities).

Weapons
Assault rifle, range 24, strength 3, movement penalty half, ammo roll 5+, fires three shots, two-handed.
Cost: 4

Chainsaw, always wounds on 2+, carries a penalty of one on rolls to see who wins a combat. Ammo roll 5+. Takes up two item slots.
Cost: 6

Close combat weapon such as a bat or sword or similar, +1 attack.
Cost: 2

Crossbow, range 24, strength 4, movement penalty full, ammo roll 4+, silent, two-handed.
Cost: 2

Desert eagle, range 12, strength 4, ammo roll 4+, pistol, one-handed.
Cost: 4

Katana, user receives a bonus of one when rolling to see who wins a combat, and receives a bonus of one when rolling to wound.
Cost: 6

Rifle, range 24, strength 3, movement penalty half, ammo roll 4+, two-handed.
Cost: 2

Shotgun, range 18, strength 5, movement penalty half, ammo roll 5+, two-handed.
Cost: 4

Two-handed weapon, carries a penalty of one on rolls to see who wins a combat, user receives a bonus of one when rolling to wound.
Cost: 1

Miscellaneous equipment
Ammo. A survivor can use a box of ammo to reload his weapon if he has failed an ammo roll. This is a free action. The ammo is then removed from the item slots.
Cost: 1

Armour. A survivor wearing armour increases his defense by one point.
Cost: 3

Backpack. A survivor wearing a backpack gets three more item slots. Does not use up an item slot.
Cost: 1

Flashlight. Suffers no “in the way”-effect from darkness.
Cost: 1

Gas can. Works like ammo, but for chainsaws.
Cost: 1

Night vision goggles. Ignores all effects of darkness.
Cost: 2

Shield. A survivor with shield increases his defense by one point, and gets access to the shielding rule. May not be used while wielding chainsaws, katanas or two-handed weapons.
Cost: 3

Silencer. Attached to either rifle or desert eagle, makes weapon silent.
Cost: 1

Torch. Does not suffer courage penalty from darkness.
Cost: 1


.....

More abilities and weapons will be added as I come up with more ideas :D


Offline Harrymason

  • Bookworm
  • Posts: 76
  • keeping my brain
Re: Zombie survival horror, my own rules.
« Reply #2 on: June 20, 2011, 03:39:10 PM »
Monsters and minions
And here they are, the things that make post apocalyptic life so hard, starting with everyones favourites, the zombies!

Zombie
Mov F/S S D A W C
4 2/- 3 3 1 1 8
Special rules:
Clumsy: A zombie only succeeds with climbing tests of 4+, and receive no bonus for rolling a six.
Brainless: When a zombie loses its last wound, do not remove it from play. Instead place the model on its side. During its next movement phase roll a dice. On a roll of 1-2, the zombie dies and is removed from play. On a roll of 3-4 the zombie lies motionless. Leave on the table and roll again at the start of its next movement phase. On a roll of 5-6 the zombie rises again and may move and fight as normal with one wound left on its profile. If an unengaged survivor stands in base contact with a knocked down zombie in the close combat phase, he may automatically take it out of action.

Super zombie
Mov F/S S D A W C
6 4/- 4 4 2 2 8
Special rules:
Clumsy, Brainless, Terror

Soldiers
Mov F/S S D A W C
6 3/4+ 3 4 1 1 3
Special rules:
Military discipline
Equipment: Assault rifle, armour (included in profile)

Drill sergeant
Mov F/S S D A W C M/W/F
6 4/4+ 3 4 1 1 4 1/1/1
Special rules:
Military discipline
Equipment:
Desert eagle, armour (included in profile)

Nemesis monster
Mov F/S S D A W C M/W/F
8 3/- 6 5 4 3 4 2/0/3
Special rules:
Terror, regeneration

Nemesis warrior
Mov F/S S D A W C M/W/F
6 5/5+ 5 5 2 3 5 3/0/2
Special rules:
Terror, regeneration
Equipment:
Minigun (range 18, S5, 5X shots, movement penalty full, ammo roll 4+), close combat weapon.

More monsters to come… Tomorrow I will post some simple scenarios.

Offline Onebigriver

  • Mastermind
  • Posts: 1856
Re: Zombie survival horror, my own rules.
« Reply #3 on: June 20, 2011, 04:11:26 PM »
Interesting stuff. Are you a member of the LOTR Variants Yahoo Group?
Waiter, my soup is giggling.

Offline dinohunterpoa

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Re: Zombie survival horror, my own rules.
« Reply #4 on: June 20, 2011, 04:34:51 PM »
PERFECT!

 :)
"Because life is made of inspiration, dreaming and insanity in about equal measure."
- Erzsébet Báthory - 1560-1614 (?)

 

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