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Author Topic: Zombie Scenerio, terrain, and rules  (Read 17715 times)

Offline forlorn

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Zombie Scenerio, terrain, and rules
« on: 09 August 2013, 02:28:10 AM »
Hi all. I love zombies. Love. Them. And for several years now I have wanted to put on a zombie scenario using a variety of resources. I am going to use figures from different lines and mash it all together to make a zombie game worth fighting for.. 

The rules. M.M.R or My Made-up Rules.

The scenario.

A 10 man team is to investigate the disappearance of a guard detachment in a city overrun by the undead. The guard were sent into the city to reinforce the perimeter in a section of the city thought to be void of activity. They were to enter the city..quickly set up force field pylons and get out. During communication with the Colonel assigned to this task, he had reported they were making excellent progress and had installed several of the pylons. At the next scheduled update no transmission was made and the detachment has not been heard from since. The Marines have dispatched an insertion team to investigate and extract the Colonel along with his unit.

The first thing I did was set about making terrain for this event. The city is an isolated island with a single bridge still remaining. My zombies can't cross water. Don't ask why, they just can't. So this bridge is the only way in or out by foot.

I have a bridge, so I started with the barricade holding the undead at bay. The gaming gods smiled upon me and a chariot sized base fit perfectly across the width of the bridge. Brilliant!




With the Walking Dead show in my head I made a couple of warning signs.




And to give you an idea of the final look.







A dash of salt. A pinch of make believe. A dose of wishful thinking. A smidgen of truth. There you now have the recipe for a rumor.

Offline forlorn

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Re: Zombie Scenerio, terrain, and rules
« Reply #1 on: 09 August 2013, 02:42:10 AM »
My plan is to use GW Space Marines because they offer such a wide variety of poses. My zombies are going to be Zombicide Zombies because they offer different types of zombies such as walkers, runners, fatties, and abominations and that will offer a nice twist to the game. If you aren't familiar with zombicide here is a link to their previous kickstarters.

http://www.kickstarter.com/projects/coolminiornot/zombicide
http://www.kickstarter.com/projects/coolminiornot/zombicide-season-2

Next I found several ruined / abandoned vehicles and painted them up.












The wet look is from the wash still drying.





And I had a remnants of a Razorback so I made it into an abandoned military vehicle from the evacuation.




A city just wouldn't be a city without dumpsters. Not exciting to paint but someone had to do it!







And garbage.





Check back later! More to come!
« Last Edit: 09 August 2013, 02:44:19 AM by forlorn »

Offline forlorn

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Re: Zombie Scenerio, terrain, and rules
« Reply #2 on: 09 August 2013, 03:33:49 AM »
Now the rules.

I wanted a game with dice rolling that'd be fast paced so people wouldn't be waiting around to play. The players will run the Marines and the Zombies will play themselves and auto move towards noise or attack if able.

The Marines will have 3 options when firing. One of those options they will have when they fire is Full Auto. With this option you roll 2d6+3 and you will hit anything within a 45 degree arc of fire in front of you. I came up with an idea to make a template for this. I wanted it to wrap around the base for a true arc of fire.




And with the help of the Internets I was able to find this!



It was a huge picture but thanks to the work copier I was able to reduce the image down to where this now fits a 25mm round base perfect. So I’ll now use this template to help me make um..templates. Brilliant!

But firing Fully Automatic comes at a cost of not only a lot of ammunition but a chance to jam. And wouldn't you know it I have jam dice! I'm not sure where these came from, they aren't the Space Hulk sustained fire dice. Maybe a newer version of Space Hulk? Anyhoo they will be perfect. The player will roll 1 die when firing fully automatic.



So here are a few additional rules I am tinkering with.

Marines. (Space Marines)

Marines will get 2 actions (move, fire, reload, aim, attack etc)

Shooting. Marines will have 3 choices for firing their bolters. Single shot (better aim) burst fire (3 shots) or full auto (2d6+3 shots that hit anything within an arc of fire) there will be no "to wound" rolls. you hit or you don't. so marines get a 3+ to hit with 6's being an instant kill (head shot) if a marine aims you get a headshot on a 4+

Burst Fire you get hits on a 4+ (this may change), Fully Automatic fire it goes to a 5+ (this may change) and you must roll a jam dice. fun fun

Each player will receive a laminated index card for ammunition tracking (this is vital) and every card will have every weapon available. If a weapon is picked up a box next to that weapon will be blackened showing that model now carries that weapon. (card size may change slightly)

Ammo consumption will be accounted for and each player will be responsible to run 1 marine. WYSIWYG will be in full effect. What the model has is what he has (unless a dropped weapon is picked up) Players will move simultaneously so there isn't standing around waiting. The only pause will be to move the zombies and they simply will either move randomly (scatter dice) or towards noise.

Hand to hand. Don't roll a 1. Simple. All Marines can use their weapons to strike down a zombie so 1 action you can take out 1 zombie so long as a 1 isn't rolled on a d6.


Zombies.

Normal Shamblers get 1 action.
Runners 1 action + 1d6
Fatties take 2 hits to bring down
Abominations are like bosses. (working on rules for them still)

For ease of understanding zombies get a 4+ FNP (feel no pain) roll on any hits that aren't instant head shots.

One zombie hits on a 6+, two on a 5+, three on a 4+, four on a 3+, five or more on a 2+ to show the difficulty in defending against a horde attack. (I'm unsure if a hit will be considered a kill. I'm inclined to say no. Perhaps the first hit has a helmet torn off thereby exposing the marine making him vulnerable to bites. still working on that. maybe a couple armor boxes or something)

I also am considering that unless a marine is brought down under a pile of zombies that once bitten he'll have X amount of time til he turns. So other players will now have to contend with a ticking time bomb within their ranks.

As I said earlier I'll be using zombicide zombies.

You get 4 versions of zombies. Walkers. Runners. Fatties. Abominations. This will add a nice twist to the game of what shows up.

Any marine killed will come back as a zombie and will have a 3+ FNP roll due to the difficulty in killing an armored zombie.

Here is a WIP on a zombie marine.


I have a few other ideas I'll share later.

Offline nils

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Re: Zombie Scenerio, terrain, and rules
« Reply #3 on: 09 August 2013, 03:18:59 PM »
nice i can almost smell the dumpsters(who maks them and the garbagepils)

Offline obsidian3d

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Re: Zombie Scenerio, terrain, and rules
« Reply #4 on: 09 August 2013, 05:10:25 PM »
Great scenery so far!

Offline Too Bo Coo

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Re: Zombie Scenerio, terrain, and rules
« Reply #5 on: 09 August 2013, 07:08:21 PM »
Fantastic project!
"A little nonsense now and then, is relished by the wisest men."
-Willy Wonka

Offline Sangennaru

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Re: Zombie Scenerio, terrain, and rules
« Reply #6 on: 09 August 2013, 07:28:41 PM »
I LOVE the trash bags! where did you find them? *_*

Offline forlorn

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Re: Zombie Scenerio, terrain, and rules
« Reply #7 on: 09 August 2013, 09:53:36 PM »
I LOVE the trash bags! where did you find them? *_*

Armorcast makes the trash pile.

http://armorcast.com/store/product_info.php?products_id=888

ACCS002 Garbage Pile & Dumpster (2 pieces)

Offline forlorn

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Re: Zombie Scenerio, terrain, and rules
« Reply #8 on: 09 August 2013, 09:58:30 PM »
nice i can almost smell the dumpsters(who maks them and the garbagepils)


The dumpsters came from 2 different companies. From my previous reply the trash pile and dumpster come as a set. The other dumpster comes from Ainsty Castings.

Full Wheelie Bin and Rubbish

http://ainstycastings.co.uk/product_info.php/cPath/52/products_id/464/osCsid/97ddac915ce9e65dc7600ed035a653ef

Dumpsters

ACCS001 Dumpsters (2 pieces)

http://armorcast.com/store/product_info.php?manufacturers_id=&products_id=206




« Last Edit: 09 August 2013, 10:08:17 PM by forlorn »

Offline forlorn

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Re: Zombie Scenerio, terrain, and rules
« Reply #9 on: 09 August 2013, 10:01:39 PM »
The Marines

1st Squad

Centurion Quintos


Legionary Lucius


Legionary Cicero


Legionary Agrippa


Legionary Junius


And the model that'll be placed when he fires. Cause it just looks cooler.




2nd Squad

Centurion Titus


Legionary Tiberius


Legionary Pullo


Legionary Tiro


Legionary Castus


« Last Edit: 09 August 2013, 10:11:35 PM by forlorn »

Offline S_P

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Re: Zombie Scenerio, terrain, and rules
« Reply #10 on: 10 August 2013, 01:59:41 AM »
Love the car with the girder on top of it.

Offline forlorn

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Re: Zombie Scenerio, terrain, and rules
« Reply #11 on: 10 August 2013, 02:14:35 AM »
Love the car with the girder on top of it.

Thanks. That's also an armorcast model.

Offline forlorn

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Re: Zombie Scenerio, terrain, and rules
« Reply #12 on: 10 August 2013, 04:20:46 AM »
So, because ammunition is going to be at a premium, when a Marine dies I created tokens where his weapon would have dropped where he fell. If a player can get to that counter he/she can then pick up and use that weapon. All other equipment actually on the figure is lost.




As I said earlier the WYSIWYG rule is in full effect so whatever the figures has it has. Each Legionnaire has 2 extra clips for their bolter. Some have grenades and some don't. Whomever uses Pullo should have some interesting choices with meta bombs!

And every city has sewers..so I fashioned sewer grates outta the bits off my vehicle accessory sprue. During the game there is a chance that zombies could emerge from the sewers so these pieces are important.



I plan to do dropped guard equipment so that as players enter deeper into the city they begin to find the remains of the guard detachment. I'll drop these markers down as they move along. These grave markers were the first of the "events" the players will come across.


Offline Captain Nemo

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Re: Zombie Scenerio, terrain, and rules
« Reply #13 on: 10 August 2013, 05:59:48 AM »
 :o I love those supplies / ammo tokens!
Fantastic work!
\"The natives over there are cannibals. They eat liars with the same enthusiasm as they eat honest men.\"

Offline Papa Spanky

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Re: Zombie Scenerio, terrain, and rules
« Reply #14 on: 10 August 2013, 06:09:45 AM »
I like the swap out rocket launchers. (or as my kids call them "hittles", because you shouldn't call them missles, they have the word miss in them.)
Im interested in how your rules play, I'll be watching with interest.

 

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