Posted by
messyart on
URL: http://the-lost-and-the-damned.71.s1.nabble.com/QT-2012-Zombies-in-London-Necromunda-basis-tp6629475.html
Basically; The original thread = mess.
The rules are *everywhere* as you would expect for having made it all up as we went along.. Well, this thread will be neatening it all up!
To summarise the play system; We use Necromunda with some very important changes.
* No "Gangs". Each player commands a single survivor and joins up with every other player to survive. In games of only a couple of players, they may take multiple survivors. Minimum survivors is suggested to be 4. Maximum is up to the people interested, and the dedication of the GM. I suggest 6 to keep control.
*Assault is no longer Necromunda-based. We use a Mordheim styled form of combat which is not far removed from, say, 40k. Except in a single combat, only the model whose turn it is can strike. The opponent must wait until their own turn to fight back.
and so onto game changes;
Turns go as usual. First each player does their actions individually, then the GM makes his turn.
The player phase consists of the following actions;
Movement/ charging
Shooting
Close combat
Recovery
The order, however, is taken more RPG'ingly.
The only portion of the player phase that is set is the Recovery phase. It MUST come after all else. But the order of the rest is entirely up to each player as their game progresses.
Some weapons prevent close combat and shooting in the same turn, but that will be explained later.
Players have two new stats on their chart to what you'll recognise in Necromunda, and I shall explain them now;
DT; Determination. They act like "fate points". You may expend a single Determination point to re-roll any dice.
As a solid example of a time you might want this, we played a game where a plucky survivor had scoured every last zombie, having luckily just finished off a Behemoth on their own. They had been downed, however, and passed away as they crawled to their final objective. Had they had a Determination point, they could have used it to save themself from that dreaded 6 on the recovery chart, and make it that final movement to safety.
Some classes can increase DT, likewise increasing in experience allows players to increase certain stats, DT included.
DT is refreshed for every game.
There is one unique situation in which a player may use their DT point for someone other than themselves, and that is during a gambling session with the NPC "Gambler Richard". DT may be used to force Richard to re-roll one of his dice.
WL; Weight limit. Represents how much a survivor can physically carry. Almost everything has a weight, and it can stack up fast if you bring bigger guns to play. Rare pieces of kit can help increase a characters WL, and there are allies who can help carry your load, too. Be it medium and large dogs, who can carry anything up to 1WL or allies who can match your own survivor and be used to ferry bigger guns about.
Cash and Experience;
Players killing the infected gain a reputation amongst local traders, those who have a great enough inventory to sell weapons off to any who ask for them.
Cash earned by killing the infected is rationalised by the fact that some corpses will have valuables on their corpses, and sometimes survivors will take trophies to gain "extra credit" from the traders.
Special infected and boss-type zombies, too, carry a weight of reputation and trophies. And the danger to traders and survivors alone grants those who kill them a great deal of favour amongst them all.
As survivors get better-known, traders and sometimes even other survivors will happily trade off their better stashed equipment, allowing prolific zombie-slayers access to far better weaponry.
The zombie turn is a bit more complicated.
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. Shooting
5. Close combat
6. "Get back up" roll. D4 zombies who have been knocked to the floor by any method can get back onto their feet.
In addition, the zombies make a few vital changes to the way the game is played;
The rules for downed zombies are as follows;
If hit or wounded by ranged weapons, a zombie will always be taken to the floor. Being set on fire and wounded by it will never down a zombie. It can only kill it.
Following hits that wound the zombie will kill it, without a roll on the recovery chart.
Infected get no armour saves.
Some special zombies have saves, they are divided between "armour saves" and "dodge saves"
The difference is as thus;
Armour saves; Taken against all wounds. Modified by weapons that modify saves.
Dodge saves; Taken against all wounds. Cannot be modified unless hit by any weapon that uses a templates.
If a fighter wounds a zombie in close combat, it will be removed instantly from play, unless there are any STANDING 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 an 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.
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. If they pass, they can escape all effects of the grenade regardless of whether or not they are 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.
Zombie spawning;
The GM should draw a small map of the game board, and split it into sections. Each section is a trigger, and once a survivor has stepped inside it, a pre-determined/ #D6 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 Wailer, 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 Wailer 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.
Fire;
Some weapons set living tissues on fire when used.
Place a fire marker beside them, they now have +1 increased strength and attack stats, but suffer D3 Str 3 hits every turn until the model on fire can pass a save roll [most Infected and Special Infected have no armour or dodge rolls so they do not get this luxury]
Game mode;
The game itself is one long, lasting campaign. New players need not worry, as older players can sell them their older weaponry for cheaper, and without a limit to tiers. They will also lower the overal "Difficulty" of any game they take part in.
As characters kill, they gain experience and cash.
Experience gains;
Models with multiple wounds; IE, special infected & Bosses.
Every model that causes a wound will gain the exp/ cash listed on the infecteds'
Or to put it more simply, if you kill a Brute on your own, you will get £200 all to yourself.
Basic zombies;
The Experience and cash reward will go to the survivor who inflicted the "killing blow".
In other words, if one survivor shoots a zombie down, and another runs in an kills them, the one rewarded is the one who kills them.
Fire damage;
Sometimes, a zombie might get set on fire and run away for a bit. It could well die on its' own.
In such instances, the player who initially set the zombie on fire wins the experience when it eventually dies.
If, however, another player kills it before the fire does, THEY will take the rewards for themselves.
Level-up bonuses;
As a player kills, they will grow tougher and more capable in combat.
For every 200 exp, they can raise a single stat of their choice [Except their armour save], by one.
No stat can be raised more than twice by these means.
To do so, they must "trade in" those 200 experience points, thus slowing down their progression through Tiers.
Next up; Weapon stats and wielding rules.
Mankinds first mistake; Questioning why those around him, are dying.