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Title: Zombie Invasion Game For 40k
Description: Halloween gaming club idea


Battle Brother Loken - October 24, 2009 11:26 PM (GMT)
So for Halloween i am working on a new rule kit for my gaming group
please tell me what you think so far

L4D- 40k style



7 Turns

Turns 1-4 Running towards Rhino

3 turns holding the rhino



Turns 1-5 Night Fighting rules



4 Bodyguard models for each from same codexs that are beign used: only 1 body guard model per player



300 point max to spend on a HQ per player



All player-controlled units are fearless but may retreat if they wish



NO Monster Creatures or bikers allowed for HQ slots



Medkits: In one building there will be medkits, only one model may carry the medkits and if he dies the medkits are lost. It will give all HQ models +1 wound or feel no pain when brought back to the rihno.


Fallen Comrade: If a HQ model dies one model may wait a turn and help them back up with one wound. If overcome by the zombies during this turn both models will be lost.

Battle Brother Loken - October 25, 2009 04:12 AM (GMT)
The Zombies
1st Turn: The Zombie player may bring in 50 Basic Zombies with no specials
2nd Turn: The Zombie Player may bring in 50 more Basic and one Hunter or Boomer
3rd Turn: The Zombie player may bring in 50 more Basic and one more Hunter, Boomer or Smoker
4th Turn: The Zombie Player May bring in 50 more Basic and 2 of any combo of Boomer, Hunter or Smoker
5th Turn: Zombie Player may bring in 50 more Basic
6th Turn: Zombie Player may bring in a single Tank
7th Turn: This is the final rush Zombie Player may bring in 100 more Basic Zombies

Basic Zombie
WS-BS-S-T-W-I-A-LD-SV
2- 0- 3- 3- 1- 2- 1- 10- no save
Feel No Pain
Fearless
Slow and Purposeful
Fleet
Independent Characters in movement phase

Hunter
WS-BS-S-T-W-I-A-LD-SV
4- 0- 4- 4- 2- 6- 3- 10- 6+
Charges like Calvary
Feel No Pain
Fearless
Fleet

Boomer
WS- BS-S-T-W-I-A-LD-SV
2- 4- 3- 5- 2- 1- 1- 10- No save
Slow and Purposeful
Feel No Pain
Fearless
Boomer Bile: Once per turn a Boomer may fire his bile like a flamer, it has no S value but for each enemy model that is under the template add 4 zombies to the next wave.


Smoker
WS-BS-S-T-W-I-A-LD-SV
2- 4- 4- 4- 2- 4- 2- 10- 5+ cover save
Slow and Purposeful
Feel No Pain
Fearless
Smokers Tongue: May fire up to 36”, if Smoker scores a hit it may pull the hit unit D6+4” that turn and hit unit strikes at I1 next turn.


Tank
WS-BS-S-T-W-I-A-LD-SV
4- 0- 7- 6- 5- 3- 6- 10- 4+
Monstrous Creature
Feel No Pain
Fearless
Fleet
Move through cover


Let me know what yah think

Battle Brother Loken - October 26, 2009 02:09 AM (GMT)
Here is the finalized Version please tell me if you can find any loop holes or things i may of overlooked

Here is the finalized Version please tell me if you can find any loop holes or things i may of overlooked

L4D- 40k style


Humans : up to 4 Human Players

7 Turns

Turns 1-4 Running towards Rhino

3 turns holding the rhino

On the End of Turn 7 Evac comes and each player with a HQ still alive wins



Turns 1-5 Night Fighting rules



4 Bodyguard models for each from same codex’s that are being used: only 1 bodyguard model per player. Body Guard may not be monstrous creatures, HQs or have an armour value.



300 point max to spend on a HQ per player



All player-controlled units are fearless but may retreat if they wish



NO Monster Creatures or bikers allowed for HQ slots



Medkits: In one building there will be medkits, only one model may carry the medkits and if he dies the medkits are lost. It will give all HQ models +1 wound or feel no pain when brought back to the rhino.



Fallen Comrade: If a HQ model dies one model may wait a turn and help them back up with one wound. If overcome by the zombies during this turn both models will be lost.



Human Models may never be locked into combat and may leave after the assault phase if they so wish.




The Zombies: One Zombie Player

1st Turn: The Zombie player may bring in 50 Basic Zombies with no specials

2nd Turn: The Zombie Player may bring in 50 more Basic and one Hunter or Boomer

3rd Turn: The Zombie player may bring in 50 more Basic and one more Hunter, Boomer or Smoker

4th Turn: The Zombie Player May bring in 50 more Basic and 2 of any combo of Boomer, Hunter or Smoker

5th Turn: Zombie Player may bring in 50 more Basic

6th Turn: Zombie Player may bring in a single Tank

7th Turn: This is the final rush Zombie Player may bring in 100 more Basic Zombies



Basic Zombie

WS-BS-S-T-W-I-A-LD-SV

2- 0- 3- 3- 1- 2- 1- 10- no save

Feel No Pain

Fearless

Slow and Purposeful

Fleet

Rage

Mindless Hoard: All Basic Zombies are part of a single unit, but may ignore the coherency restriction. Also models removed as Casualties must be the ones closest to the firing model.



Hunter

WS-BS-S-T-W-I-A-LD-SV

4- 0- 4- 4- 2- 6- 3- 10- 6+

Charges like Calvary

Feel No Pain

Fearless

Fleet

Rending

Move through cover



Boomer

WS- BS-S-T-W-I-A-LD-SV

2- 4- 3- 2- 2- 1- 1- 10- No save

Slow and Purposeful

Feel No Pain

Fearless

Boomer Bile: Once per turn a Boomer may fire his bile like a flamer, it has no S value but for each enemy model that is under the template add 4 zombies to the next wave. Also if boomer is killed place large blast template over it, any enemy model covered is hit by Boomer Bile





Smoker

WS-BS-S-T-W-I-A-LD-SV

2- 4- 4- 4- 2- 4- 2- 10- 5+ cover save

Slow and Purposeful

Feel No Pain

Fearless

Smokers Tongue: May fire up to 36”, if Smoker scores a hit it may pull the hit unit D6+4” that turn and hit unit strikes at I1 next turn.





Tank

WS-BS-S-T-W-I-A-LD-SV

4- 0- 7- 6- 5- 3- 6- 10- 4+

Monstrous Creature

Feel No Pain

Fearless

Fleet

Move through cover







Witch

WS-BS-S-T-W-I-A-LD-SV

6- 0- 8- 3- 2- 8- 6- 10- no save

Feel No Pain

Fleet

Fearless

Rending

Don’t Startle the Witch: Zombie player may place up to two Witches in the start of the game on random points on the map. To do this take 5 markers and mark down which markers are hiding a witch. Then pick a point for each marker and roll 3d6 scatter, if a hit is rolled then roll 2dg instead and follow the small arrow. If a HQ or Bodyguard comes within 6” of the marker then see if that marker is hiding a witch, if so then the witch is revealed. The Human player will have their shooting phase to bring the witch down, after the shooting phase the model that startle the witch will automatically be assaulted by the witch.

Whitehorn - October 26, 2009 09:23 AM (GMT)
over 500 zombie models moving independently ? Could be a slow game.

Battle Brother Loken - October 26, 2009 01:38 PM (GMT)
QUOTE (Whitehorn @ Oct 26 2009, 09:23 AM)
over 500 zombie models moving independently ? Could be a slow game.

The suffer from rage so move towards the nearest enemy model and they are a unit in all respects except coherency and close combat pile in

Whitehorn - October 26, 2009 03:18 PM (GMT)
Still, you're looking at 8 minutes solid just to move that many models. I can't imagine many people that so many zombie models to use either.

You may want to reword 'independent character in movement phase' because it's not what you've just stated.

Astelan - October 26, 2009 05:48 PM (GMT)
Why are these Zombies "Fleet"...

Especially the ones with the slow and purposeful rule?

If I'm honest, it seems like quite a waste of time... Go and get a copy of Necromunda : Outlanders (No, I'm not telling you where from) if you want a classic Zombie fight in the 40k universe!




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