QT 2012 - Zombies in London (Necromunda basis)

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Re: QT 2012

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Potential death rules

messyart
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"Death rolls"
When a survivor is felled in-game, they are removed.
They roll on D6 and see the result;
1-3 - Back in action
4 - -1 to hit with all rolls in next game.
5 - Scarring injury, roll a further D6;
1-2 -1 Ws
3-4 -1 Bs
5 -1 I
6 -1 A
6 - Crippling injury, roll a further D6
1 -1 S
2 -1 T
3 -1 W
4 -1 Dt
5 -1 All stats
6 - Deceased. Permanent exclusion from campaign.
Mankinds first mistake; Questioning why those around him, are dying.
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Re: Potential death rules

messyart
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This post was updated on .
New ammo types. {blame FPSRussia on youtube for these ideas!}

Custom bolt;
Strictly for shotguns. An arrow is packed into the barrel of the shotgun with a modified shell.
It does not use the template, instead firing a single dart that can penetrate only a few models at once.
If the first target is hit and wounded, the shot will carry on into up to two more zombies directly behind the initial target. It will pass through them exactly as for the first model hit.
Any models wounded on a 6 are killed outright and do not get an injury roll.
It has a short range of 8" and a long range of 18". At short, it gains a +1 bonus to hit. At long, a -2.

Trader value; Unavailable.


Bolas-shot;
Again, strictly for shotguns, the Bolas-shot does not use a template, instead firing at a single target.
If it hits successfully, it inflicts *triple* the amount of wounds it would tyically inflict.
It has a short range of 8" and a long range of 24". At short, it gains a +1 to hit. At long, a -3.

Trader value; £200


Full metal jacket rounds;
Used in all pistols, rifles, assault rifles and SMGs, the FMJ rounds inflict gaping exit wounds.
If used, it boosts the strength by 1 and the save mod gains a further -1 bonus.

The basic round costs £200, but it may be upgraded further to include an incindiary centre.
Any model wounded and killed by this upgraded round will explode and damage all models within 1", wounding them on a 6+.
To upgrade the FMJ costs a further £100

Mankinds first mistake; Questioning why those around him, are dying.
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New infected classes;

messyart
Administrator
And so it came to pass that I caved in to the dissapointment of the weak zombie hordes..

And added different types of "basic" infected.

Ravager/ Sprinter/ Speedy fuck heads etc etc.
With the same basic statline as a normal zombie, the Ravager may not seem as much, but the various haste-based monickers given to it perfectly explain the nature of the infected.
Their basic movement is boosted to 6.
When rolling to see how many zombies can sprint per turn, any number of Ravagers may be picked instead of normal infected.
They're worth £5/ 5exp


Bully/ Bruiser etc etc
A generally larger, spikier or simply more belligerent version of the basic form of infected, the Bullies are far more capable of injuring survivors stuck around them.
They have T 4 but otherwise share the same stats and abilities as the basic infected. In addition, they can re-roll failed rolls to wound.
They're worth £10/ 5exp
Mankinds first mistake; Questioning why those around him, are dying.
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Enviromental changes.

messyart
Administrator
In reply to this post by messyart
An idea came to mind months ago and every time I came to write about it, I forgot..

I remembered, and I will use it, now, as an excuse to set up a post especially for special game conditions.



Military strike;
The game is punctuated with a deadly airstrike as military aircraft pierce the skies.
At the start of the game, roll 3D3. This is in how many turns the next bombing run will be.

When it arrives, the GM must choose between the three following styles of attack;

1. Strafe
Helicopters fly by and machinegun anything within a pre-determined path (Chosen by the GM picking one spot on a table edge, and any spot on another table edge)
Every single model within 6" of the path takes a single Military Machinegun hit on a 4+.

2. Bombing run
Jets fly by in a path chosen exactly as for the Strafe. D6 bombs fall along the line, scattering with 2D6.
They each count as a Frag grenade with a 3" blast range.

3. Napalm run
Jets fly by in a path as chosen above. D6 bombs fall along the line, scattering with 2D6. They use the 3" blast
Every model under the template is hit by the blast automatically and is wounded on a 3+ regardless of toughness.
In addition, they are set on fire.

"Predetermined path"
When the roll is made to find out how long it will be until the strike, the GM places tokens to dictate the path.
Every turn, each may be moved 6" along the board edge in any direction, to alter the path of the strike.

Once a strike has been made, 3D3 is rolled again to find out when the next shall arrive.
__________________________________________________________________________________________________________
Mankinds first mistake; Questioning why those around him, are dying.
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Likely to die (Mission hazards)

messyart
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In reply to this post by messyart
After a long few months of play and many odd ideas, there has been one that stuck by throughout.

Because I use soldiers as hostiles sometimes, I wanted something worse. Something terrifying by comparison.


Attack helicopters.

>:)
I have one, too.

To rules!

Movement; Capable of flying over all terrain, it moves 12" per turn.
It comes equipped with a single "special" military machine gun.

It also has two military missile launchers.

All of the weapons can be fired in the same turn!
It has a ballistic skill of 4

Damage;
The helicopter comes in sections, with each giving their chance of downing the vehicle.

1. Tail; 5 body points, small target (-1 to hit regardless of range). Toughness 4
2. Motors; 6 body points. Toughness 6
3. Cockpit; 5 body points. Toughness 5
4. Rotor mount; 4 body points, small target (-1 to hit). Toughness 5
5. Body; 10 body points. Toughness 6
6. Missiles; 4 body points, small target (-1 to hit). Toughness 4

If any single section is reduced to 0 body points, the helicopter scatters 2D6 and explodes on collision with the ground. It explodes as if C4, the blast being centred on the rotors of the helicopter.

Every time a model shoots it and hits, they roll a D6 and hit the part of the helicopter listed above.
Models using a blast weapon lands D3 hits (rolling for location on each hit landed).


It may only target models directly within line of sight (So cannot shoot at models under cover)
And will always target the undead before it shoots the players.


In addition, it may leave the table at any time. When it does so, it can come back in the following turn from any point along the table edges.

It may also land. It cannot shoot in the turn it does so, and once it does, the pilot can choose to leave the vehicle.
Players CAN then get into the helicopter. However, it's unlikely they will ever know how to fly it.. Doll 2D6. If they score a double, they successfully work out how to work the most rudimentary functions (IE; Flying without crashing).
In the following turn, they can begin using the weapons.

If they fail to roll a double, the helicopter scatters 3D6 and crashes. It explodes like C4.

The pilot counts as a basic soldier.
Mankinds first mistake; Questioning why those around him, are dying.
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Belcher & The Horror

messyart
Administrator
The Horror

Among those infected by the pure organic slime that leaked from the meteor, extreme mutations erupted. The constant damaging exposure to the substance caused an endless physiological change.
Some escaped, causing havoc in local areas. Some remained, "prospering"  and even evolving.

The Horror is one of the more disturbing escapees, and is considered for the most part, simply a hoax and a nightmare.
It's said to assimilate the dead, growing steadily in size as it does so.
Sadly, all reports have thus far been vague, panicked calls through radios, and no known survivors have yet come forth to share their own tales.

But if rumours are to be believed, the Horror is currently a bloated, immense form, made up of many straggley limbs and leering faces. Stitched inellegantly into one shuffling, wailing construct. It attacks with a clumsy shunt, and shuffles along at an unremarkable pace.
However, if the various distress calls are indeed true, then this creature is one of the hardiest and most resilient of the creatures created by Qt-4U.


M 3 - may not sprint
Ws - 2
Bs -
S - 4
T - 6
W - 10
I - 1
A - 4+D6
Ld - 10
Sv - 3+

Special rules;
Assimilation of the dead;
All zombies killed within 2" of the Horror are absorbed by the Horror. It gains +1 wound for every zombie taken out of action. This can take the total above the base wound stat.

Clumsy;
All survivors hitting it in close combat may re-roll failed rolls to hit.

£40/ 40xp /wound.



Belcher;
Seemingly an aggressive mutation caused when the virus comes into contact with asthmatics. Mutations include, and are certainly not limited to;
Intense swellings of the lungs and skin of the upper body.
Swelling (and often perforation) of the throat.
Volatile corruption within the digestive tract.
Excessive gas production.

Sufferers are found to limp and crawl under the weight of the mutations, and frequently "belch" large clouds of what can only be assumed is contagious, porous phlegm.
It is advised to avoid any contact with these mutations, as the airborn particles can quickly overwhelm those inhaling it with excrutiating and often debilitating pain.
Those able to escape need only focus on breathing deeply. Those unable to do so will soon be crippled as their lungs cease to function, soon suffocating the victim and passing on the virus to yet another unfortunate host.

More worrying is the Belchers habit of "Cuddling". That is, rather than aggressively attack the unafflicted, they seem to grasp them firmly. Do not let their rotten visage fool you, as with many of those affected by the virus, their strength is beyond human.

Furthermore, they are well-known for erupting in a lethal cloud when killed. This cloud will not settle for quite some time, lingering like a malignant fog over a large area. Some even force this by will, often trapping survivors so that other infected can swarm them.

Ws - 3
Bs - 2
S - 4
T - 4
W -1
I - 2
A - 2
Ld -
Sv - 6+

Special rules;
Deadly contagion;
Unlike the weaker forms of the virus that are spread by bite, the Belcher harbours an intensely focused form that can be utterly lethal to any uninfected organism within range.
The Belcher uses this in a ranged attack, and explodes with the same substance, covering a 2" radius. This effect lingers for D3 turns.
Any model under the template suffers D3 wounds without a save of any kind as their lungs burn and collapse from the corruptive nature of the virus.

When they use this voluntarily, they may either use the flamer template, or explode and place the 2" blast over themselves immediately.
When using the template, every model may avoid the attack by passing an initiative test.

£30/ 25xp
This is a creature to avoid at all costs.
Mankinds first mistake; Questioning why those around him, are dying.
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Unique weapons

messyart
Administrator
In reply to this post by messyart
LARRY THE LARKS, BLOWOUT SALE!


Weapons, army weapons, experimental and no doubt ILLEGAL weapons, MEGA WEAPONS!
Come on people, survivors and hunters alike, come down to LARRY THE LARKS BLOWOUT SALE!

We've got miniguns to make the eyes water, flamethrowers to make your nob water and more firepower than sense!

If you're looking for cheap and cheerful upgrades, look no further! We've got hedge trimmers, cleavers, nail bombs, heck we even have clean underwear to replace the pair you just shat yourself in!
For the more discerning customer, we've got stripped down heavy classics like the minigun, the missile launcher and yes, you guessed it, Pamela Anderson!

But if that ain't enough, Larry HIMSELF has customised and upgraded some of your favourite rarities, from the sniper rifle to the .45!

Still not impressed? Try out our range of one-off, first come, first served monstrocities! Models ranging from the massively underestimated CROWBAR! (As used by a free man!)
We've got the Spock Cannon, we've even got things the army wanted to keep out of your collective knowledge!

So if you're curious or just want to fuck about on our gun range, come on down to LARRY THE LARKS BLOWOUT SALE! (located wherever the fuck Larry has wandered off to next!"
Perhaps he'll be coming to safezone near you!
Mankinds first mistake; Questioning why those around him, are dying.
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"Super Boomer"

messyart
Administrator
In reply to this post by messyart
The Super Boomer, a horrifying version of the normal Boomer.
It does not ride around in the air on a motorbike like the super-devil, but it's bigger and tougher than your average Boomer, too!
Picture this;
A Behemoth walks down a clear street one day and finds an abandoned McDonalds. He smashes his way in, finds a chunky, fragrant big mac just.. Sat there. Untouched.
He smells flesh, and crams a mouthful down. He is overwhelmed by the taste.
A mindless brute suddenly has a plan.

He'll capture the people he meets, cook them up and eat them!


Ok, that's probably not how this guy came into being, but he's a big as a Tank and just about as strong!
Know what's worse?
He's not slowed by objects in his way. He'll fucking barrel-roll you if he needs to get by.
Well. He'll shuffle one step too far and tumble over, but he'll not stop moving until something big's in his way.
(Wanted to use my new JD Fattie in zombies!)
Mankinds first mistake; Questioning why those around him, are dying.
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