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Unofficial Mini Expansion

Zombie survival

Artwork

Zombie WS BS 3 0

S 3

T 4

W 1

I 1

A 1

Ld -

Sv -

Wargear: Close combat weapon Teeth Special rules: Feel no pain Shambling (slow and purposeful) Fearless bbbbrainzzzz bbbbrainzzzz: All zombies have the unnatural ability to sense and find brain matter, all zombies move as fast as they can towards the nearest visible survivor, if none are in sight they will move towards the nearest non visible survivor, finding the fastest way around or through barricades, walls, rivers or any other terrain, regardless of any dangers they may face. Teeth: A zombies teeth are its most dangerous weapon, all close combat attacks made by zombies are poisoned (4+), in addition any unsaved wounds inflicted by a zombie in close combat make the survivors controlling player roll a d6, on the roll of 4, 5 or 6 the survivor is reanimated as a zombie, they loose all ranged weaponry and reduce their armor save by 1, (an armor save of 6+ is reduced to nothing) their toughness is increased by 1, they also gain the zombie profile above, keeping any skill increases in WS,S,T,W,A.

Survivor WS BS 3 3

S 3

T 3

W 1

I 3

A 1

Ld 8

Sv +6

Wargear: Close combat weapon Special rules: Natural born survivor BOOM HEADSHOT Natural born survivor: Each survivor starts with a point of luck. A survivor may use a point of luck to reroll any one of the dice they roll (to hit, to wound, armor save, leadership test, etc) or to force an enemy to reroll any of the dice they roll to harm the model. Every time the model kills a zombie (without using a point of luck that turn) gains a single point of luck. You may only use one point of luck per model per day. BOOM HEADSHOT: The survivor has learned first hand, or has been told by a fellow survivor where a zombies weak spot is (the head) All attacks made against zombies by the survivor with any weapon (shooting and close combat) count as rending.

The board used to play should be square consist of one main building and several smaller surrounding buildings, the main building must be in the centre of the board, all other buildings mustnt be touching, being at least 6 away from each other and the main building. All models count as individual units. Each Day consists of a day-light and a night-time phase. In the day-light phase survivors can spend their points (as detailed later on.) and/or go scavenging. To go scavenging the player(s) playing as the survivors picks a building not already scavenged successfully from and rolls a d6, on the roll of a 4, 5 or 6 they are successful, on a roll of 1, 2 or 3 they fail to break in and return to the main building unsuccessful, if they are successful they roll a d3, you get one roll on the scavenging table for the number on the d3 (if you roll 3 on the D3 you roll 3 times on the Scavenging table (d6).) the player can also set up barricades they may have bought onto an open entry point within the main building and move all survivors up to 6 within the main building. If you have no food left at the beginning of the day then you skip the day-light phase and cannot buy anything new, scavenge in any buildings or set up any barricades. If you have no food left for 3 days the game ends, the zombies controlling player(s) win. Each night-time phase consists of 5 rounds, each round consists of moving, shooting and assault phases for both the zombie player(s) and the defending Survivors player(s) the zombies always go first. During the 5 rounds the zombies will attack the main building to get to the survivors inside and the survivors will defend both the main building and themselves. There are two different kinds of entry points, there are sealed entry points (locked doors) and open entry points (which can be barricaded.) For a zombie to open a sealed entry point they must be in base contact with it, the controlling player must roll a d6, on the result of a 6 the zombie smashes through the door into the building. For every unsuccessful turn a zombie is in base contact with a sealed door the number needed to open the door next turn is reduced by 1, a survivor that is in base contact with a sealed door can repair it from the inside each turn to its full strength. (a zombie that has been in base contact with a door for 3 turns only needs a 3+ to break in, however, if there is a survivor of the other side of the door then the zombie still needs to roll a 6 to break in.) If broken in to, a sealed entry point ceases to be sealed and becomes an open entry point. Open entry points can be barricaded with barricades bought in the day-light phase, zombies may assault a barricade as if it were an enemy model, they automatically hit and once they are gone zombies can climb/walk through the entry point. ending their turns movement inside the building (although they can still assault.) If by then end of the night-phase (5 turns) there are still zombies are left, the zombies leave the table and are added to the next night-phase of zombies. The survivors learn and profit from each zombie they kill, each zombie killed adds 10 points to the survivors player(s) total, the individual that killed the zombie also earns a skill point (totally separate from points.) Skill points are kept to the individuals that earned them (unlike points which are pooled together.) they can be used to increase WS, BS, S, T, W, I and A, each progressive upgrade costs more points. You must buy them in order, you cant skip one upgrade in the skill. Use the Skills table and a sheet of scrap paper to keep track of each of your survivors skills (also their weapons and armor if you dont have the exact figures.)

The player(s) playing as the zombies starts with 10 zombies, zombies can all come from one board edge, or come evenly from all four board edges. On the second day the person(s) playing as the zombies will receive d3+4 zombies per table edge and can again choose to keep the zombies coming from the table edge they were rolled for, or to have all the zombies come in on one table edge. Each day the amount of zombies added to the d3 is doubled, so on day 3 the amount of zombies per board edge will be d3+8. Zombies only ever appear in the night-time phase of the day. The player(s) playing as the survivors starts with ten survivors, 2 days worth of food and water, 2 days worth of ammunition, 5 skill points to use and 100 points. Points can be used to buy armor upgrades, weapon upgrades, barriers, food supplies and ammo. The idea of the game for the survivors is to try and survive long enough to be recued, on day 3 you can start to roll a d6 to see if help comes, on a roll of a 6, help comes and the player must bring all surviving survivors to the pick up spot determined by a large blast template that scatters 3d6 from the centre of the board (moving as little as possible to miss terrain features and scattering off the board.)If the player(s) decide to risk it then it becomes night-time phase and zombies will attempt to stop the survivors getting to the pick up spot. The person(s) playing as the survivor can choose to keep playing if they think the pick up spot is too far away, but cant roll to see if they are saved next day.

Item Basic wood/metal/junk barrier Reinforced barrier Ceramite plated barrier 1 days worth of food and water 1 days worth of ammo

cost 10 points 20 points 50 points 20 20

Ability A 2W T4 Barrier. A 3W T4 Barrier. A 4W T5 Barrier Keeps all survivors fed for a day Allows all survivors to shoot ranged weaponry (not needed for grenades/ demo charges.) Decreases the amount needed to roll on a d6 to be found and rescued to 3+

Scavenging Table
# rolled 1 2 3 4 5 6 result Nothing. 20 points worth of guns/armor. 1 day worth of ammo. 1 day worth of food and water. 20 points. A survivor

Radio/vox/communicator

500

Skills Table WS BS S Upgrade Cost Upgrade Cost Upgrade WS4 8 BS4 2 S4 N/A N/A BS5 4 S5 N/A N/A BS6 8 S6 Cost 2 5 10 T W A Upgrade Cost Upgrade Cost Upgrade Cost T4 5 2W 5 2A 3 T5 10 3W 10 3A 6 N/A N/A 4W 20 4A 12

Upgrades
Armor Upgrades Flak armor Carapace armor Power armor Points cost 10 35 150 Weapon stats (unless unchanged from rule book) Range Str. AP Type Unchanged Unchanged Power fist that takes up both hands. Unchanged Unchanged Unchanged 6 3 2 Pistol Unchanged Unchanged Unchanged Unchanged Unchanged 12 3 Assault 2 OR Heavy 1 blast 18 3 2 Rapid fire Unchanged Unchanged Unchanged Unchanged 6 4 6 Assault 1 Blast 6 8 3 Assault 1 Blast 6 8 1 Assault 1 Blast Unchanged

Weapon upgrades Close combat weapon Power sword Eviscerator Power fist Las pistol Bolt pistol Hot shot Las pistol Plasma pistol Las gun Bolt gun Storm bolter Sniper rifle*** Shotgun Hot shot Las gun Flamer** Heavy flamer** Plasma gun** Melta gun*,** 1x Frag grenade**** 1x Krak grenade**** 1x Melta bomb*,**** 1x Demo charge,****

Points cost Free 30 40 55 10 20 35 45 10 25 30 35 35 40 50 60 60 60 20 30 40 65

*allows you to scavenge a building without having to roll (melta bombs are used up.) ** A weapon with this mark is counted as a special weapon, you can have a maximum of 3 special weapons. *** A sniper rifle gets a rending shot on 4, 5 or 6. **** Each survivor can hold up to 3 grenades of any kind or 1 demo charge.

An example board

Window (open entry point) Door (sealed entry point) Other building (for scavenging)

This expansion is completely unofficial and is in no way endorsed by Games workshop limited. No challenge to their status intended. All rights reserved to their respective owners. Free fan made unofficial expansion for the Warhammer 40,000 table top wargame. 6

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