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Post by Deraj on Aug 19, 2008 20:00:35 GMT -5
Well… I drove for about 8-10 hours Sunday, and spent about 4-5 of those hours thinking. Unfortunately I had my copy of World War Z sitting beside me, and was on my way to a store called zombie planet, whose owner co-wrote the rules for my favorite game; zombies. I wanted to make some zombies for fantasy that fit the solanum virus, as opposed to necromancy.
The skaven had been working on accelerating a strange virus, increasing its speed, hoping that through this, they could take over the world. Unfortunately, the skaven working on it were affected by it, going insane and killing their brethren. Unable to contain this blight, the lair soon fell, soon followed by several goblin tribes and dwarf holds. This horde began to spread, unleashing a zombie apocalypse.
Cause fear/terror- all zombies cause fear to infantry and terror to mounted troops (steeds are particularly frightened by these beasts)
Hard to kill- zombies can only really be killed one way, destruction of the brain/head removal. This gives them a 5+ ward save to hammers, flails, maces, and other blunt weapons, a 4+ ward save to cutting/piercing weapons, and a 3+ against arrows. They do not get their ward save against warmachines.
Dead- zombies are immune to psychology, poison, and are unbreakable.
Flammable
Slow and…dead- zombies cannot march, though their bloodlust allows them to charge They are also unaffected by difficult terrain and water, being able to walk under it. If they end their turn underwater, roll 2 d6 and move them that far downriver.
Infectious- whenever the zombies kill a model, roll a d6. On a roll of 6, the model is slain. For each other number, put a counter where the model fell, and a zombie spawns in that position in the rolled number of turns. Dwarves, elves, and dark elves gain +1 against this. Does not affect undead or daemons. These new undead have the same stats, other than their ws is lowered to 2 and their bs to 0. Mounted units come back without their mounts (Solanum does not affect animals.)
Armor- zombies may where armor. Its not like they take it off when they die. They may not carry weapons though, or shields.
Zombie mob- zombies count as skirmishers in the same way as Beastmen, meaning they may still count 2 ranks. This is due to the fact that the scariness of these living dead is proportional to their numbers.
Zombie hunters- This upgrade is for a living model. The zombies fighting this model lose their ward save, as the hunter knows that you must aim for the head. (+25pts per unit, +15 pts per individual model)
Army list- HQ-none? Special- Dragon ogre zombies, minotaur zombies, troll zombies, ogres zombies, and rat ogre zombies. Take the base cost of these models and add 20.
Core- Goblin zombies, peasant zombies, orc zombies, etc(just your average troop choice.) add 5 points to the base cost.
Rare- Zombie dragon (I will put up stats later tonight, I don’t have my codex on me at the moment.)
I hope you guys enjoy, and as I've said to JD; you may call it cheesey, I call it the horror of a zombie apocalype
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Post by Arguleon Veq on Aug 19, 2008 20:25:56 GMT -5
Its a nice start, some of the rules just wont work though.
The Ward Save rule. Just make it 5+ for combat and 3+ [or 4+] for range. As their is no distinction for many units wether they are carrying blunt or sharp hand weapons. Dwarfs for example, many in the unit have hammers, many have axes. Perhaps make it 5+ Against great weapons and 4+ against Hand Weapons.
With the creating more Zombies, simply have models killed added to the killing unit on the roll of a 6. Make the new model the same as the parent unit. You cant have millions of little 2 man units going around or a unit with mixed stats in. Same with armour values. So if you kill a mounted unit, just add 1 to the parent unit. As your rule currently is it is way too complicated. Perhaps make it a 5+ to make up for the lack of Necromancers and Raisers.
Cut down on the amount of units. Simply have Ogre Level Zombies. Human Level Zombies. Orc/Beastman Level Zombies. Hlafling/Gobbo Level Zombies. Have a Monster Level Zombie [so the option for wings or not]. This makes things a lot cleaner and simpler and means anybody wanting to use your list will not have to have loads of army books. A second Special choice could be flying Zombies.
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Post by Deraj on Aug 19, 2008 20:39:40 GMT -5
Duly noted. I wasn't sure about wether to do this for full scale games, or just playing without units, like say 40 "living" things and 20 dead things. I'm not sure how to explain it yet, so as far as in regular fantasy, yeah, your rules sound great.
On the other hand, playing with 200 points of models, then it may be more fun, ecspecially if nothing was in a unit.
I'd like to ask anyone willing to playtest this idea, I haven't yet, but I hope to tonight.
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Post by Arguleon Veq on Aug 20, 2008 10:09:11 GMT -5
Those more in depth rules will work for something like Mordheim or Warhammer Skirmish.
I think your best sticking to Fantasy for now though as you are more familiar with those rules [At least I assume you dont play Mordheim?] and it will have a larger target audience.
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Post by Deraj on Aug 20, 2008 21:00:17 GMT -5
Well, I decided to split into two game types, one as a supplement to regular WHFB, the other a stand alone. The stand alone I will refer to as simply ZSA, and the warhammer one as Zombie Apocalypse.
ZSA: To anyone who has played Mark of Chaos (as empire), this set up may seem familiar. Those who haven't: in Mark of Chaos, you control armies, but one night you decide to walk up to one of your other commanders and go "hey, it's the middle of the night, I'll give you 20 bucks to go into that spooky graveyard, it'll be just like a DnD game" or something like that (I don't remember the reason the game gave, but it was fun) then later your friend is like "dude, we should go into this other spooky graveyard at night, nothing could possibly happen this time" and another friend is like "yeah, don't be chicken, what's the worst that could happen?" and on both counts you go in with 2-3 hero choices, and fight zombies.
The rules here are simple: For 2+ players; deploy one hero per player, then randomly deploy 10 zombies per hero. If playing with lords, deploy 25 per model.
The zombies move 4" in randomly rolled directions. If they come within 18" of any living model, they will head straight for said model. In addition, any zombie within 6" of a zombie that is going after a living model will also head directly at that model.
You may choose from any number of objectives; kill all of the zombies, escape to the other edge of the board, hold your position for X amount of turns, etc.
ZSA rules:
Cause fear/terror- all zombies cause fear to infantry and terror to mounted troops (steeds are particularly frightened by these beasts)
Hard to kill- zombies can only really be killed one way, destruction of the brain/head removal. This gives them a 5+ ward save to hammers, flails, maces, and other blunt weapons, a 4+ ward save to cutting/piercing weapons, and a 3+ against arrows. They do not get their ward save against warmachines.
Dead- zombies are immune to psychology, poison, and are unbreakable.
Flammable
Slow and…dead- zombies cannot march, though their bloodlust allows them to charge They are also unaffected by difficult terrain and water, being able to walk under it. If they end their turn underwater, roll 2 d6 and move them that far downriver.
Infectious- whenever the zombies kill a model, roll a d6. On a roll of 6, the model is slain. For each other number, put a counter where the model fell, and a zombie spawns in that position in the rolled number of turns. Dwarves, elves, and dark elves gain +1 against this. Does not affect undead or daemons. These new undead have the same stats, other than their ws is lowered to 2 and their bs to 0. Mounted units come back without their mounts (Solanum does not affect animals.)
In addition, if a model takes a wound, roll a D6. On a roll of 6, he model is infected, and will die in D6 turns, to rise as a zombie.
Armor- zombies may where armor. Its not like they take it off when they die. They may not carry weapons though, or shields.
Zombie mob- zombies count as skirmishers in the same way as Beastmen, meaning they may still count 2 ranks. This is due to the fact that the scariness of these living dead is proportional to their numbers. They can also only charge if 25% of the unit is within charge range.
Zombie hunters- This upgrade is for a living model. The zombies fighting this model lose their ward save, as the hunter knows that you must aim for the head. (+25pts per unit, +15 pts per individual model)
Zombie stats:
Normal zombie: M_WS_BS_S_T_W_I_A_LD 4__2__0__3_3_1_2_1_5
Ogre zombie(counts as 4 zombies) M_WS_BS_S_T_W_I_A_LD 6__2__0__4_4_3_2_3_5 ***************************************************
Zombie Apocalypse
Cause fear/terror- all zombies cause fear to infantry and terror to mounted troops (steeds are particularly frightened by these beasts)
Hard to kill- zombies can only really be killed one way, destruction of the brain/head removal. [glow=red,2,300]This gives them a 6+ wardsave against great weapons, 5+ ward save in combat and a 4+ ward save to ranged attacks. They gain no save against warmachines. [/glow] Dead- zombies are immune to psychology, poison, and are unbreakable.
Flammable
Slow and…dead- zombies cannot march, though their bloodlust allows them to charge They are also unaffected by difficult terrain and water, being able to walk under it. If they end their turn underwater, roll 2 d6 and move them that far downriver.
Infectious- whenever the zombies kill a model, roll a d6. [glow=red,2,300]On a roll of 5 or 6, a new zombie is added to the ranks of the unit that killed it, sharing their stats.[/glow]
Armor- zombies may where armor. Its not like they take it off when they die. They may not carry weapons though, or shields.
Zombie mob- zombies count as skirmishers in the same way as Beastmen, meaning they may still count 2 ranks. This is due to the fact that the scariness of these living dead is proportional to their numbers.
Zombie hunters- This upgrade is for a living model. The zombies fighting this model lose their ward save, as the hunter knows that you must aim for the head. (+25pts per unit, +15 pts per individual model)
Zombie army (as it previously was, I was thinking to make it simpler, by trying to offer something from any codex, but that offers the temptation to want something from any codex, so instead, I'll make stats)
HQ- still nothing, if any of you have ideas, we'll see....
Special-
1+ Ogre zombies- 45 pts M_WS_BS_S_T_W_I_A_LD 6__2__0__4_4_3_2_3_5
1-3 (bases) Crow swarms- 30 pts M_WS_BS_S_T_W_I_A_LD 2__2__0__2_2_3_2_3_5 Flying, alive (do not follow zombie rules)
Core-
5-20 Normal zombie- 9pts M_WS_BS_S_T_W_I_A_LD 4__2__0__3_3_1_2_1_5
5-20 Orc zombies- 15pts M_WS_BS_S_T_W_I_A_LD 4__2__0__3_4_1_2_1_5
Rare-
0-1 Zombie Giant- 205 pts Counts as a regular giant, but is still flamable and "dead"
0-1 Zombie Dragon- 250 pts M_WS_BS_S_T_W_I_A_LD 4__5__0__6_5_5_2_3_5 Terror, dead, flamable, scaly skin (4+ save) large target, fly, breath weapon (counts as Wind of death from the lore of death, bound 8)
Hope you guys enjoy, C&C welcome
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Post by Arguleon Veq on Aug 20, 2008 21:55:09 GMT -5
I'll just comment on the Fantasy list. It looks good to me. I'd make the Ogre unit cause Terror.
As a HQ perhaps;
Strain Origin;
The first to contract the virus is invariably the most powerful of its kind. More infectious and retaining more of its intelligence.
Give it maybe 4 attacks Initiative 4 and S 4 T 4. Make it convert enemies to Zombies on a 3+.
Make those Orc Level Zombies S3.
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