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For now, one topic.
Then when I have enough sorted, I can start up a new, clean thread, with more .. organised posts
Mankinds first mistake; Questioning why those around him, are dying.
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Zombies will be led on their sides/ backs. Much easier. Otherwise I'd have to expect people to buy two lots of zombie hordes just to have models to show when one is shot. We could make it ourselves, and it'd be better that way, really. I don't know if too many other people would use a modern world setting of that scale. I'll be doing mine in a mix of styles I think. Some gravel, some muddy, some grassy.. etc I have gorillas. But they're on all fours
Mankinds first mistake; Questioning why those around him, are dying.
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This post was updated on .
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Nice! post these in the Sci-Fi Miniatures section
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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In reply to this post by Removed
most of the tables at THW are 6'x4' (bar 3 tables which are 8'x4') but we normally play The Zombie Game on around half a table. a 3'x3' matt in the centre of a table would be ideal and leave us some room around the edges for character sheets, dice and 'out of play' Zombies
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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In reply to this post by MortiS-the-Lost
Now I feel bad for wasting all of those party poppers for the sake of using the explosive goodiness inside..
So, now we need to find easy ways to make houses! I'm thinking multi-levelled, and using much smaller boards when we do so.
Mankinds first mistake; Questioning why those around him, are dying.
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In reply to this post by MortiS-the-Lost
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This post was updated on .
Because the zombies add a bit of a complication to the turn system [with rolls within their own turn that has not yet been addressed as having an important order] I am going to quickly summarise the order in which a zombie phase is played;
1. Spawn roll, if in play during the given scenario/ if triggered by a survivor. 2. Sprint roll. D4 zombies sprint in this turn. [This is the only way Infected are allowed to sprint] 3. Movement 4. Close combat 5. "Get back up" roll. D4 zombies who have been knocked to the floor by any method can get back onto their feet. The rules for downed zombies are as follows; If hit or wounded by ranged weapons, a zombie will always be taken to the floor. Following hits that wound the zombie will kill it, without a roll on the recovery chart. Infected get no armour saves. If a fighter wounds a zombie in close combat, it will be removed instantly from play, unless there are any zombies within 2" of the wounded model. If such is the case, all downed zombies will remain on the board [attacking, with 1 less A then usual] until the last standing zombie around them is killed or downed. They are considered "Alive" right up until the survivors turn, then, instead of attacking them normally, he may remove as many zombies as he has attacks [So consider each of his attacks and instant hit, instant wound and treat it as if shooting them]. This means gunning down a bunch of zombies and charging the remains will finish them off efficiently. Special zombies will never go down, or suffer flesh wounds. Instead they roll on the following table when they have lost their final wound; 1 - Angered - The zombie is at -1 Ws for the next turn 2-5 - Staggered - The zombie cannot move or shoot. If it was staggered in close combat, it recovers before its' next turn. Place a stagger marker beside the zombie, to remind the GM if he has not been paying attention. sorryMort 6 - Deader - Remove the model from play. If a survivor is downed by zombies, he will not be immediately taken "out of action". He will remain, albiet on the floor, until he either rolls a flesh wound, rolls an "out of action" result, or is helped by teammates. The zombies can still attack him, and every further wound will force him to make a new armour save, and a new injury roll if failed. What's more, while the survivor cannot fight back in melee, he may shoot at the zombies. Normal Bs is taken into account, and they may even use a grenade [Which will not scatter] if they feel suicidal. If they have a bit of room to crawl and manuevre, they may declare they are "Dropping da bomb" before they crawl, in which they place the blast marker and move their model 2" from their starting spot [providing there is enough room]. They then roll an initiative test. If they fail, they will be hit, counting as if fully under the blast. They may not crawl if they are surrounded, as they will be effectively pinned and trapped in place. Judge by base gaps, as to if they will be able to back away. A further amendment; The following weapons get to utilise "Rapid fire"; Autogun Lasgun and in the modernised version of the game; Assault rifles {C} Assault rifles {M} SMG One handed SMG Grenade launcher {M} Sniper rifle {M} A debatable one; The military shotgun. It gains D3 damage, which would make up for much of the power and rate of fire. If we were to add rapid fire [some do fire very quickly] and the D3 damage.. You could easily kill every zombie within a 12" range. Tempted to add it, actually. The risk of ammo rolls forcing you to lose your weapon would make a player think carefully about how recklessly they use them. Rapid fire; They use a rapid fire dice, or, for those without one, they use the following chart on a D6; 1-2 - 1 Shot 3-4 - 2 Shots 5 - 3 Shots 6 - Misfire - The weapon jams and may not shoot this turn. If the survivor also carries a single handed weapon of any sort, he may use it in the same turn a weapon misfires, but will suffer -1 Bs [to represent the desperate use]
Mankinds first mistake; Questioning why those around him, are dying.
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Zombie spawns;
Between campaigns and difficulties and time limits, the amount of zombie present makes a huge difference to play. In the Necromunda version of the game, high zombie counts cause a very prolongued format, as players try to kill them before reaching an objective. While hordes may be preferable, the small gang size and few guns in use create a problem. Thus, I am almost completely scrapping the 2D6 spawn I had previously decided upon for every turn. Instead, the GM should draw a small version of the map, and split it into sections. Each section is a trigger, and once a survivor has stepped inside it, a pre-determined number of zombies appear. They may be placed anywhere on the board, but no closer than 5" from any survivor. This prevents an immediate swarming, but rather a brief window of escape or "trimming" of their numbers. Dependant on the scenario, no more than a third of the total sections of the board can spawn 2D6 zombies, the rest must roll a single dice. However, any number of sections will spawn a special zombie [a single special of each type may be used in any one game, unless special scenarios are set up for particularly successful survivor groups]. And Behemoths/ Brutes are considered as something of a finale. To put it simply, if you have a set destination for your survivors, ensure the Behemoth is somewhere along the only choice of paths they can take, preferably at the end. If the GM chooses to field the Witch, he marks one specific spot on his map pre-game. Once a survivor comes within 24" of the marker, the model is placed. It is advised to include the Witch only in games in which the survivors have earned at least 100 experience points through their campaign. Sure, you can place her in a starting game, but you'll not be making many friends. Once a group has shown they can clear your 2D6 groups of zombies in short order, without much of a threat, feel free to beef up the roll by an extra D6. A point of advice for any wannabe GM's out there, swamping a single character in zombies is the perfect way to clear off dangerous survivors. For added affect, employ Special zombies as distractions, and have the survivors break their formations, seperate them and then begin leading them into new spawn zones, ready to be surrounded and killed off. If you fight a group of survivors who seem "Capable" in a struggle, as in, they stick close and fend off your attacks too quickly; Emply multiple special zombies through spawn zones. Remember, just because the zone is in one patch of the board, doesn't mean you have to place the zombies in that area. Gather a team of special zombies and wait. The players will know you have a plan, but if you simply ensure they cannot see your models, they will simply approach slowly and more nervously. When they next hit a spawn point, surround them and block line of sight to the Special zombies, and then use a combination of abilities to destroy them. A spitter clambering over a roof to attack the bunched up squad will start destroying their armour saves. A hidden Boomer will then bring any zombies who were too far too assault, into a better range. The Tangler can pick his position and timing carefully and pick off individuals too far from the main group to be saved if Tangled [It is best to attack no more than 2 models at a time]. Then the group is already 1-2 models down, and will suffer much more for the hording methods. The use then, of more specialised ambush zombies, like Leapers, will land a hellish blow on any survivor left standing. If they can make it through such an attack intact, consider a Tank rush. Place the Behemoth just within charge range, place any zombies you've rolled for around the survivors. If needed, use a Boomer to attract zombies you may have hidden further afield. Use the zombies as a cover for the Behemoth while it throws projectiles to weaken the survivors, then when they have begun clearing space amongst the horde, charge them. If they manage to fight through *that*, congratulate them. If any sruvivors have just read that, BAD, NAUGHTY. SLAP YOURSELF ON THE WRIST IMMEDIATELY. And be prepared, because I have a million more plans in mind for you guys.
Mankinds first mistake; Questioning why those around him, are dying.
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Hunter movement speed;
Because the Leapers' rather inescable footspeed has terrified one or two of my helpers, I am going to make one change to their rules. Sprint; In order to sprint in their turn, the Leaper must roll an initiative test. If failed [If he rolls a 6. Haha, yea right.] then it must move 4" only [but may still "Pounce"] Climbing; A Leaper may use their full sprint move - Upwards. But to climb, they must roll 2 initiative tests. [Essentially, 2D6, trying to avoid a 6]. If they fail, they may only move up to 4" in their chosen direction. They may still "Pounce" afterwards. Again, their Pounce may still avoid all terrain, even taking them up walls and across gaps with ease. In addition, Leapers can never suffer from "Falling" due to the mutations they've endured. Behemoth/ Brute armour save; Typically, an armour save is modified by particularly powerful weaponry. The Behemoth, while still more vulnerable to these weapons, can never have a save less than 6+. Regardless of source. I am tempted to add a "Rage" rule, too. Something like; Rage; The Behemoth exists to destroy. It is somewhat controlled in destruction. But while out of a fight, the Behemoth becomes worryingly irate. It may go for one full turn without combat, safely. But for every turn past that in which it is not fighting, the Behemoth must roll a D6. On a 6, it has managed to wound itself in rage, and takes an immediate armour save. In addition, the rage can create a furious meteorite of destruction. For every turn the Behemoth isn't pumelling a survivor, it gains +1 A. This will reset once the first round of combat there-after is initiated. Thus, holding a Behemoth back for three turns will grant it 6 attacks when it finally reaches whatever unfortunate ******* gets in the way. But of course, it may well already be two wounds down by the time it gets there. Tangler movement; Now, it has disgusted people that I liked the idea of the Tangler being able to use his muscle cords to cross terrain without penalty. So I shall attempt to simplify a method of slowing him down; Movement of 6. May always sprint. "Difficult" terrain is ignored. Vertical terrain is treated as per-usual, but the Tangler must sacrifice 1" of movement for every inch of height. Thus, while ignoring initiative rolls, he is still slowed greatly by the terrain he climbs over. "Idea" I kind of forgot, part way through writing, exactly what I wanted to add here. >.>; I believe it was something to do with military escorts and "friends" As well as defended bases for scenarios, etc. Military escorts and friends will function like dogs, but they will have a pre-set list of weapons/ cash to spend] They cannot gain cash or experience, but their kills will count as cash & exp towards the survivor who paid for them.
Mankinds first mistake; Questioning why those around him, are dying.
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I just threw together rules to make a weapon more deadly than a normal chainsaw, it turned out cheaper.
*sigh* It hits at a strength of 5, does D3 damage for every hit, and every wound made counts as two. I think the costs need tweaking. It costs £72, as opposed to the basic chainsaw that costs.. £90
Mankinds first mistake; Questioning why those around him, are dying.
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It will all be beefed up e_e
I'll make special rules costs cost a percentage of the weapons cost, I think. I'm growing steadily more and more tempted to add remote controlled cars right now. Just picture that petrol powered little monster.. Riding along with an explosive packed onto it.. Or a chainsaw mounted on top! :D
Mankinds first mistake; Questioning why those around him, are dying.
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This post was updated on .
A horrible idea came to mind.
And it settled with a "Babies wouldn't be able to age once infected" which was dissapointing. But it's left me with an idea. The "Unborn" Babies forcefully aborted due to the infection. I won't go into details, but they are bloated on the only flesh available to a child in the womb. And not all of the mothers were zombies before the babies were born/ aborted. Regardless, the Unborn are a disturbing affront to "new life". They are barely capable of movement, and they lack the teeth and claws to even pass on the infection. Their true ability is their constant wail and crying. The sounds of a crying baby can often tug at the heartsprings of decent human beings, and many survivors have run to the sound of a crying child, only to be ambushed by the undead. What's more, the racket created by the child has a hazardous affect on the local undead population. They are attracted to the sounds of life, and the streets soon fill with their numbers while an Unborn is weeping. Weapons; Slappy hands, gummy nom. [Counts as a single knife] Rules in mind; Innocently weeping; The Unborn sits, unmoving, and weeps. Begging for a mother who has long since passed, and baying for blood. Survivors in earshot find themselves struggling to ignore an instinctive need to protect. Any model within 24" of an Unborn must roll a Leadership test every turn. If they fail, they must move towards the Unborn. They may still shoot, as normal. In addition, they must roll a Leadership test to shoot the Unborn unless within 6" [When they can finally decide that it is not possible to save the source of the sound]. Luring wails; The Unborn attracts new zombies to the table for every turn it is on the board. Every turn, D6 new zombies are placed along the board-edge closest to the Unborn. They may be placed anywhere along the length. Small target; They are very small, and thus, very difficult to hit successfully with ranged weaponry. All models firing with conventional firearms suffer a -1 pentalty to hit. Models using blasts or template weapons do not suffer penalties. This includes a shotguns basic ammunition. And I REMEMBERED THE IDEA I HAD LAST NIGHT! Determination points. Mort and Rob can consider this along the lines of Fate points. and they will do much the same thing. Each survivor starts with a single point of Determination. And for every 100exp they gain, they can add a single new point of Determination. A Determination point may be used to allow a re-roll for the following; Initiative roll Jump roll Injury roll Gambling roll [As in, Gambler Richard - See later post] It represents that last, desperate act to preserve oneself. I considered this after our last game. I liked the horrible death-struggle right at the end, but to get all that way to die of bloodloss, 5 inches from the end objective [without any further danger!] was a bit.. dissapointing. So I thought "What if players had some small form of back-up, to save them in that most grim and dire moment?" Tell me what you think :3 And Liam, find time to play :P
Mankinds first mistake; Questioning why those around him, are dying.
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isn't that pretty much what 'the witch' zombie type does already?
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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The Witch is a land-mine of death.
The Unborn is more of a horrible beacon. The Witch is a scary distraction, the Unborn is more of a severe inconvenience :3
Mankinds first mistake; Questioning why those around him, are dying.
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