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Nurgle Zombie Apocalypse

Nurgle Zombie Apocalypse is a 2 - 4 player RPG game based on the world and rules of Warhammer 40k 6th edition Nurgle Zombie Apocalypse is set on world over run by the forces of Nurgle, where the citizens have been turned into Nurgle Zombies who roam the planet looking to infect those remaining survivors. The Nurgle plague originated from a warp portal on the planets surface which is now almost unreachable due to warp storms and a thick green haze that fills the air. Now, that the Nurgle plague has taken hold the only way to the portal is by foot. Many Heroes have arrived on the planet in attempt to destroy the portal but all have failed or worse been turned to the forces of Nurgle. As the planets few survivors are slowly consumed by the plague Heroes still arrive attempting to rid the world of the demonic forces. Why some Heroes come at all is unknown. Perhaps glory brings them or the promise of rewards from their gods. Whatever their reasons the heroes find themselves fighting alongside unlikely allies, but can they be trusted? Does a mutual enemy make for an unlikely ally or simply draw them towards itself knowing that they will turn on each other given the slightest opportunity?

Whilst Nurgle Zombie Apocalypse is meant for casual gamers to enjoy using all their favourite Warhammer 40k characters models in a fun, relaxed environment, we have made our best attempts to balance the game so that all players will be able to have an equally enjoyable experience. As with any table top game, the more games of Nurgle Zombie Apocalypse you have played and the better you have learned the rules the quicker the games will be. We have found that a game with four players will take roughly the same amount of time as a 2000pt Warhammer 40k game.

We hope you have as much fun playing the game as we did creating it. We will also regularly be updating the game with new equipment and scenarios for you to play with your friends.

If you would like to provide feedback, have ideas of what you would like to see in the game or have picked up any errors, please email us at NurgleZombieApocalypse@yahoo.com. We do take the time to read your mail and get back to you where possible.

Setting Up The Table


Table Size
Nurgle Zombie Apocalypse is set up on 4x4 foot board, After placing the centre tower, draw a line using a tape measure from the centre point of the middle tower to any table corner.

Terrain Layout
The first step to beginning the game is setting up the Terrain. This is done by players simply placing terrain on the 4x4 table until it resembles a battlefield. Terrain may be laid out in any manner with these exceptions; Starting from the centre point of the middle tower place the centre point of a 40mm tower 10 and 20 from that point along the line. This should leave 2 towers in line with a corner point and the centre tower all with their centre points no closer than 10 to each other. The centre of the tower farthest from the middle tower should be 14 from the closest table corner. Repeat this process, measuring a line from the centre of the board to each corner and place 40mm towers until eight 40mm towers are placed. Then measure 4 from each corner towards the centre of the board and draw a perpendicular line to mark off a deployment zone in each corner. Once the deployment zones have been drawn the table layout should be laid out as seen below.

No terrain pieces may have more than a single level requiring a 3 move to scale. Any piece of terrain with multiple levels can be used if players agree that no model may access levels beyond the first. No terrain piece may be placed within 6 of a table corner.

Table Layout
After laying out the terrain, the towers and deployment zones can now be laid out. There are a total of nine towers in Nurgle Zombie Apocalypse, one 60mm tower and 8 40mm tower. Start by placing the 60mm tower in the centre of the board. If the tower cannot fit due to terrain, move the intervening terrain piece the minimum distance required, using a scatter dice to randomly determine the direction, so that the tower can be placed on the table and not above ground level (small hills and such are acceptable for the tower to be placed upon)

4 Deployment Zone 40mm Tower

40mm Tower 4 feet 60mm Tower

10

10

Lane

10

4 feet

Choosing Your Hero


Selecting your Hero.
Once the table has been laid out, all towers placed and deployment zones defined, players may create their Hero. Players may select any single model from any codex as their hero with the following restrictions.

Equipping your Hero.


Once you have selected your hero you may equip them with any wargear available to them in their codex entry. There is no point limit only the restrictions governed by the units entry in its codex.

The model must be either an independent character or a model that can be taken in a unit consisting of 1 model eg. A Paladin can be taken as it comes in a unit size of 1 - 10. The model must count as a kill point in a game when it is removed as a casualty The model can not be a vehicle or special character The model can not be a monstrous creature The model can not have a base size over 40mm The model may not ride a bike or jet-bike The model may not be a squad character that must be upgraded from a normal member of the unit.

Hero psychic powers.


Heroes use and select psychic powers in the normal fashion. However, if they choose to trade in their powers to instead roll on the psychic power tables in the Warhammer 40k rulebook, they must pay an additional 20pts.

Remember to note the cost of hero as this will effect the turn sequence in the game to follow.

Core Rules
Core Rules
In the following pages , the core rules for playing Nurgle Zombie Apocalypse will be detailed. Nurgle Zombie Apocalypse is played on the Warhammer 40k platform. This means where there are no rules written to describe any game mechanics or effects, resort to the rules contained within the Warhammer 40k rulebook and subsequent codices.

Playing the Game


Lanes
Each deployment zone as marked on the diagram on the Setting Up The Table page has a corresponding lane. These Lanes are the areas stretching directly between a deployment zone and the middle tower. You can find the exact area of a line by drawing two lines from the outer corners of each triangular deployment zone to the outer most points of the 60mm tower in the centre of all board. Lanes do not provide physical boundaries but are used to describe certain movement and effects within the game. is less than four players, deployment zones may be left empty. No player may chose to deploy in a deployment zone that has already been selected. Also at no point in the game can another player controlled model enter another players deployment zone. While a character is in its deployment zone it may not be harmed in any fashion. Once all players have chosen their deployment zone, each player in the same order as they chose deployment zones deploys there character within their deployment zone. Reserves When deploying a character inside its deployment zone, a player may instead decide to use an alternate deployment method if available to them All characters may be placed in reserve and once they arrive may enter from one of the two table edges that borders their deployment zone. They may not however move through another deployment zone. Outflanking Characters who can outflank may instead deploy into reserves and elect to outflank. Character that elect to outflank move on from any table edge that does NOT border their deployment zone

Deploying
After all players have selected and revealed their characters the players may begin the deployment phase. Characters deploy in one of the deployment zones marked on the diagram on the Setting Up The Table page. Each deployment zone has a corresponding Lane as described above. Who Deploys First? The character who is worth the least amount of points before deployment gets to pick when to deploy (1st, 2nd, 3rd or 4th) The next cheapest characters player chooses when to deploy next. This sequence is followed until finally the most expensive player character is left . Each player then in their chosen order selects a deployment zone and deploys. In games where there

Playing the Game (continued)


when they arrive from reserves. They may not however move through another deployment zone. Deep Strike Characters may instead decide when deploying to deep strike onto the battlefield. Once the character is available form reserves it may deep strike onto the battlefield uses the standard rules for deep striking. If the character arrives from deep strike in another players deployment zone, treat this a mishap. Scouting Models with this ability may do so as normal, obeying the standard rules set in the Warhammer 40k rulebook Infiltrating Models with this ability may do so as normal, obeying the standard rules set in the Warhammer 40k rulebook. Units that infiltrate within a towers firing range are not attacked upon deploying.

How to Win the Game


There a single way in which a player may win the game. There is however two ways in which the Zombies may win the game, this is the Apocalypse after all! In order for a player to win the game they must be the one who destroys the middle 60mm tower. In order to do that the two 40mm towers in between that players deployment zone and the centre tower must be destroyed before the centre tower becomes vulnerable. A player may also be declared the winner if they are the last Hero left alive. This means that all other players must be killed and not have enough credits to pay for their resurrection. The Zombies win the game if all Heroes are permanently killed. The Zombies also win if 25 zombies are on the table for each player who stated the game. For instance if 4 players started the game then as soon as 100 zombies are present on the table the game is lost and won by the zombies, if 2 players start the game then the zombies will win through numbers when they reach 50 in number.

The Turn Structure


Players take it in turns in the exact same manner as in Warhammer 40k however, each player will have an individual turn which will therefore mean that in most games there will be more than two player turns per turn. As well as each player having a turn, the Zombies have their own turn as well. There is no turn limit in Nurgle Zombie Apocalypse. Who gets the first and subsequent turns? The Zombies always have the first player turn in each turn. The players will take their turns based on the cost of their character before deployment, where the cheapest character gets the first turn and the most expensive character the last.

The Towers
All towers in the game can be destroyed though some only become vulnerable after others have been destroyed. The four 40mm towers within 10 of one of the 4 deployment zones (the 4 outer most towers) are always vulnerable. These towers are called lesser towers. The four towers in between the lesser towers and the middle 60mm tower are called the greater towers. These tower are only vulnerable to any forms of damage attacks or effects once the lesser tower closest to them is destroyed. Once both the lesser tower and the greater tower in a single table quarter are destroyed, the player who chose the deployment zone within that quarter may now damage the centre 60mm tower as it will no longer be invulnerable to that player only. Each player must destroy both towers in the table quarter containing their deployment zone before the centre 60mm tower is no longer invulnerable to them. The Centre tower is called the Castle Tower and contains the warp portal allowing the Nurgle plague to spill forth onto the planet. When this tower is destroyed the game ends as described under How to Win the Game.

Destroying a Tower
In order for a character to damage a tower, the character must be within 5 OF THE CENTRE OF THE TOWER when making the attack. If the player is further away from the tower then the attack has no effect. Any item or effect may only effect a tower if the character using them is with 5 of its centre.

Playing the Game (continued)


Tower Statistics
The towers are treated as immovable creatures with the following stat line Lesser Tower: described in the Zombie section of the rules, however he is always an independent unit. The Tower Guardian may be attacked by any player controlled units. He will also attack any player controlled character or model that he can see. If the tower guardian can see or is in charge range of the unit that destroyed his tower, he will always attack, move towards and assault that unit over any other units he may be in range or sight of. If no player controlled units are within his vision he will walk towards the deployment zone in the same Lane as his tower. When he reaches the deployment zone he is simply removed and does not respawn. The tower Guardian is only generated when the tower is killed. Upon killing a Lesser or Greater Tower roll a D6 and consult the chart below to see which character is spawned in the next zombie spawn wave. Any ability the tower Guardian has that would effect units from his own codex instead effects all zombies. Lesser Tower:
D6 Roll 1 2 3 4 5 6 Character Spawned Belial Asurman Pedro Kantor Straken Khan the betrayer Commander Farsight

WS 1

BS 3

S 4

T 4

W 6

I -

A -

Ld -

Sv 5++

Greater Tower:

WS 1

BS 4

S 5

T 5

W 6

I -

A -

Ld -

Sv 4++

Castle Tower:

WS 1

BS 5

S 6

T 6

W 6

I -

A -

Ld -

Sv 3++

All the towers saves are invulnerable. All towers are also unaffected by any attack, wargear etc that causes effects that do not do direct damage, for example rad grenades. The towers are automatically pass any test they have to make, they can never fail an attribute test. The only way to hurt them is through attacks that result in wounds.

Tower Defences
All towers have some kind of defensive system to protect them. A tower will attack any player or player controlled unit that enters their range. All tower weapons have 5 range measured from the centre of the tower, this is the same range that they can be effectively damaged and destroyed. As soon as a Player controlled character or unit enters within 5 of its centre it will fire upon them no matter the turn or phase of the game. If a player model moves into its range through the movement phase, assault phase, consolidation etc it will be fired upon. Once the model has been fired upon it will not be fired upon for remaining within its 5 range unless it leaves its threat range and re-enters.. The Tower will also fire at any and all player controlled units within its 5 threat range at the start of the zombies shooting phase. It will fire at a player controlled unit even if that unit has been fired upon already for moving within 5 of its centre. The towers attacks are as follows: Lesser tower: Str 5 Ap 4 Assault 3 Range 5 Greater Tower: Str 6 AP 4 Assault 4 Range 5 Rending Castle Tower Str 7 AP2 Assault 2 Twin linked Range 5

Greater Tower:
D6 Roll 1 2 3 4 5 6 Character Spawned Marneus Calgar Draigo Abaddon Asdrubal Vect Mephiston Ghazghul

Greater Tower: All Guardians have eternal Warrior, If they already have eternal warrior, they gain True Eternal Warrior as described in the Game Special Rules section found later in the rules. All Guardians also gain the fearless special rule.: Guardians spawned from the Greater Tower also have the Feel No Pain and Relentless Special rule. All Guardians will use any and all attacks and abilities available to them in order to defeat a player hero and will shoot any available weapon at a player.

Tower Guardians
Each Lesser and Greater Tower has a guardian inside. Upon destroying the tower, the guardian is released. The Tower Guardian will be released from the Castle tower in front of any zombies spawned that turn. The Guardian will always go towards the deployment zone in the same Lane as his tower. The Guardian follows the same rules for movement and vision as the Zombies

Playing the Game (continued)


Game Specials Rules
Nurgle Zombie Apocalypse is played with a few rules permanently in effect and has a few new rules that are constantly in effect during the game.

Units inside their deployment zone may not be harmed by any means. And are essentially invulnerable until they leave the deployment area. Characters inside their deployment zone at the beginning of their turn regenerate d3 wounds at the start of their movement phase.

Nurgle Zombie Apocalypse is played under the constant effect of Night Fighting as described in the Warhammer 40k Rule Book All effects that remove from play instead cause instant death. Every unit in the game possesses the Eternal Warrior special rule as described below. Eternal Warrior - Any model possessing Eternal Warrior will instead only take D3 wounds when suffering the effects of an instant death attack or any attack that removes them from play. Any Character that naturally has (or starts the game before deployment) the Eternal Warrior special rule instead gains the special rule True Eternal Warrior as described below. True Eternal Warrior - Any model possessing True Eternal Warrior will instead only ever take a single wound when suffering the effects of an instant death attack or ability that removes them from

Free For All!


While models can be locked in combat as normal this does not always effect each player in the same fashion. A player who is locked in combat, may not be able to shoot ranged weapons in the melee, however other enemy units may still shoot them in combat. This is because everyone is fighting everyone! Units may fire weapons into a combat that doesnt involve a friendly model, treating the models as if they were being shot at by normal means. To hit, wound, saves, cover etc are all done exactly as described in the Warhammer 40k shooting phase.

The Zombies
The following pages will detail everything you need to know about the Zombie plague in the Nurgle Zombie Apocalypse.

4 Zombie spawn wave


Castle Tower

The Zombies
The Zombie are all treated as individual models. However, for the sake of speeding up the game there are rules that allow interaction with the zombies in ways to keep the game moving.

Zombie Spawns
The Zombies will continually spawn from the Castle tower throughout the course of the game, the exact details will be covered later. The zombies spawn in waves, the first of which happens at the beginning of the first zombie turn before their movement phase Zombies will continue to spawn from the Castle Tower every 3 turns after, that will be turn 4 turn 7 and so on. Each Wave of zombies will spawn 2d6 Zombies in each lane that had a player start in its deployment zone. If no player started in a deployment zone, zombies will never spawn in its coinciding lane. If player is killed, zombies will still spawn in the players lane. Zombies who spawn do not count as having moved and will move after they have been deployed .

Tower Guardian

Zombies

7 Zombie spawn wave


Castle Tower

Tower Guardian

Zombies

Spawn Patterns
When each Wave of zombies spawns they are deployed in a specific pattern around the Castle tower. This very important as it makes sure that each zombie will act in a certain manner after its deployment. The zombies deploy in 3 layers as shown n the following diagrams.

9 Zombie spawn wave


Castle Tower

12 Zombie spawn wave


Castle Tower Tower Guardian

Zombies

Tower Guardian

Zombies

Zombie Spawns on Non Spawn Waves


There are instances where zombies will spawn without the 2d6 being rolled. When Zombies reach any deployment zone, they are removed from the table to be spawned from the Castle Tower in the following turn in the same patterns as described above. This may mean that they are spawning along with the 2d6 that is rolled on a spawn turn. In this case they are added to the number of the spawn but will never increase the number of spawns per wave for each lane past 12. The maximum zombies that can spawn in a lane in any turn is 12.

2 Zombie spawn wave


Castle Tower

Tower Guardian

Zombies

Tower Guardian Spawn


When a tower guardian is released it is always only released as part of a wave of zombies where the 2d6 spawn occurs. When the tower guardian is deployed, it is always deployed in the exact middle line of a lane touching either one or two zombies depending on the number spawned.

The Zombies (continued)


Zombie Movement Each Zombie is an individual unit and moves just like normal infantry though there are circumstances where they act differently than player characters. In the movement phase zombies move 6 inches or roll 2d6 and pick the highest roll as their move distance in inches if they move through difficult terrain. Only ever roll difficult terrain for a single zombie as that will be the move distance for all zombies that will be passing through difficult terrain that turn. range to do so successfully. Zombies will not attempt to charge 12 inches every turn. The zombies will always charge the closest opponent so be sure to measure carefully. Once you have decided which zombies will be charging where, all zombies that are in charge range of a specific unit and will be charging the unit in this phase form a single unit for the purpose of combat and all effects that occur within the combat. Zombies will always charge in an order that gets the most zombies into close combat

Where do the zombies go? Zombies will always move towards the closest enemy deployment zone (usually the one in the lane they spawned in). Zombies will deviate from this path only if they can see an enemy unit in which case they will head towards that unit instead, again taking the shortest route possible. Note zombies can only see 12 inches irrespective of any night fight rules. This movement will generally keep zombies close together in groups (the preferred method for zombie travel) and thus it will be rare to have stray zombies walking around by themselves. Where a zombie has two routes of the exact same distance to take to reach its current destination, the player whose deployment zone or character are heading towards decides in which rout they take. This is a very rare circumstance when a player will have choice in a zombies movement.

For example: A unit of 7 zombies are roughly 7-9 inches from a player controlled character. Another small unit of 4 zombies are in terrain only 6-7 inches away.

Zombies

7 9

7 6

Difficult Terrain

Player Character

The zombies roll 2d6 for their charge distance and roll and a 5 and a 3, the third dice for difficult terrain is also 3. This means the zombie will charge 8 inches this turn or 6 inches through cover. The resulting assault is as follows.

Zombie Assaults At the start of the Zombie assault phase roll 2d6 and add them together. This is the distance the zombies charge in this assault phase. In addition roll a 3rd d6 and take the two lowest rolls from all 3 dice. This is the charge distance of those zombies who will be forced to charge through terrain. Zombies will only try to charge if they are within

Zombies

8
Zombies that have formed a single unit

Difficult Terrain

Player Character

The character is charged by a total of 6 zombies who upon being in charge range and charging the player form a single unit. This happens before overwatch and can mean that not all zombies in the unit are in unit coherency when the unit is formed. The zombies remain as a unit until they are killed or are no longer in close combat in which case they will revert to being single model units.

The Zombies (continued)


In the same fashion as zombies who charge, zombies who are being charged form a single unit . When a successful charge has been made all zombies within 2 inches of a zombie in base contact with the models charging form a single unit for the duration of that combat. We can see in Figure A, a player controlled character charging a pack of zombies. The grey area represents the 2 inches from the zombie in base to base contact with the character that will be used to see which zombies forma single unit for this combat. Figure A.
Zombies Zombies

Zombie Advancement Though the Zombies start quite weak, they soon become formidable foes as the game progresses. At the beginning of each zombie spawn wave after the first one player roles a d6 and consults the chart below to see what new mutation the zombies have manifested. This manifestation is applied to all zombies, even those already on the board.

Figure B.

D6 roll 1 2

Zombie Enhancement +1 Weapon skill +1 Strength +1 Toughness +1 Initiative +1 Attack +1 Improved save. (if this stat reaches the maximum, the zombies instead get a +1 improvement to their Feel No Pain save starting at 6+.

2
Player Character Zombies that have formed a single unit

3 4 5 6

Figure B shows the zombies which have formed a unit and have piled in at their initiative step. The zombies still marked with green were not within two of a zombie in base to base contact with the character and were thus not able to join the unit and participate in this combat. Joining existing Zombie units Sometimes a player will be assaulted by a unit of zombies while still engaged in close combat with another unit of zombies. In this circumstance both units of zombies form a single unit. If a unit of zombies can see a character that is already fighting a unit of zombies and is in charge range however has no room to make contact, it will instead pile onto and join the existing unit. If some of these zombies can strike blows through their unit they may do so and retain any charge bonuses. Zombie Stat Line Each Zombie starts the game with the following stat line. The zombies stats will increase as the game progresses. This is explained further on in this section
Zombie:

Zombie Maximum Statistics If the Zombies reach a maximum statistics and roll the statistic again as a Zombie Enhancement, simply reroll the result until a viable upgrade is rolled.
Zombie Maximum Statistics

WS 6

BS 3

S 6

T 6

W 1

I 6

A 6

Ld 10

Sv 2+

Starting Enhancements In games where players start with expensive heroes, the Zombies will in turn start more advanced than would be normal. After deployment but before the first zombie spawn wave, the zombies gain an additional Zombie Advancement for every full 100 points the highest player character is worth. For example. If the most expensive player character is worth 143pts, then the Zombies would start with a single roll on the chart. If the highest player character was 250 pts, the zombies would start with two additional rolls on the Zombie advancement chart. If the most expensive character is only worth 85pts then the zombies simply start as previously described with no starting zombie advancements.

WS 3

BS 3

S 3

T 3

W 1

I 3

A 1

Ld 10

Sv -

Wargear: Teeth, arms, legs and a bad attitude. (counts as a close combat weapon Special Rules: Mindless, Rending. Mindless: Zombies are truly mindless and always count as passing any leadership or morale test they are required to take.

Heroes
Heroes Heroes follow all the rules for independent characters as described in the Warhammer 40k rulebook even if the hero selected is not originally an independent character. Heroes in the Movement Phase Heroes move exactly as per their unit type as described in the Warhammer 40k Rulebook. Heroes in the Shooting Phase Heroes act in the shooting phase exactly as per their unit type as described in the Warhammer 40k Rulebook except where defined below. Characters may split any and all of their shooting attacks between units as they please. Different weapons can be fired at different units and weapons with more than one shot may split their fire between units as well.. If the character elects not specify which units it is attacking it will automatically default to shooting zombie units where each unsaved wound takes off the closest model to the firer per wound done. When firing at zombies, template weapons will always remove the closest zombies first. Other units under the template are hit and wounded as normal.

Heroes in the Assault Phase Heroes act in the assault phase exactly as per their unit type as described in the Warhammer 40k Rulebook except where defined below. Heroes may elect to assault any unit they chose regardless of who they fired weapons at. If a hero is ever free from base to base combat at the end of an assault phase but before the final pile ins are made after initiative steps, the hero may make a consolidate move instead of piling into combat. Heroes may divide their attacks between which close combat weapons they possess and between which ever targets are available to them in close combat.

Hero Advancement Heroes advance in two ways over the course of the game. Heroes will become stronger by gaining experience points from killing Zombies, Towers, other Heroes amongst other means. Each unit killed is worth a specific amount of experience that each player must record and keep track of as the game progresses. Just like killing units grants the heroes experience points, so too does it gain them Requisition Points, referred to as RPs. RPs can be used to purchase specific wargear from the Hero Wargear store which can be accessed only at the beginning of a Heros movement phase when they are inside their deployment zone.

Upgrading Heroes
Earning Experience Points and Requisition Points Heroes gain the following amount of experience points and Requisition points for each unit they have killed. Unit Killed Zombie Lesser Tower Lesser tower Guardian Greater Tower Greater Tower Guardian Enemy Hero Exp Points Gained RPs Gained 1 10 10 25 25 10+ enemy hero level 1 10 10 25 25 Upgrade 10+ enemy hero level 1 1 2 3 2 1 2 1 Spending Experience Points For every 10 experience points earned a Hero gains one Stat point (SP) which may be used to upgrade one of their profile statistics. Stats may only be upgraded at the beginning of the Heros turn, though stats do not have to be spent right away and may be stored until later turns if the players chooses. Some statistics cost more Stat Points to raise than others as shown in the following table. Note that no hero profile stat may ever exceed 10. Statistic WS BS S T W I A Ld

Hero Level A Heros Level is simply their experience divided by 10 rounding down. A Hero with 47 experience would be level four. A hero with 125 experience would be level twelve, RPs are not used to determine a Heros level.

The effects of upgrading stats are instant. Once upgrade the hero benefits completely from the increased statistic. A hero that upgrades the wound statistic on their profile will immediately gain an additional wound. For instance, a hero has 2 wounds left out of his original 3. At the beginning of his movement phase the player spends 2 Stat Points to give the hero an additional wound on his profile. The hero would then have 3 wounds remaining of a total 4 on his profile. Starting Requisition Points Some Characters will start with a specific number of Requisition points based on how many points there character was compared to the player with the most expensive starting hero. Each player starts with an amount of RPs equal to the difference between the cost of their Hero and that of the player with the most expensive hero. For example: 4 players decide on their heroes before the game. Each player reveals their chosen hero and the cost associated with that hero. The four players heroes cost; Player 1 129pts, Player 2 - 75pts, Player 3 - 180pts and Player 4 147pts. In this case each player would receive the following amount of starting RPs. Player 1 51 RPs = (180pts - 129pts) Player 2 105 RPs = (180pts - 75pts) Player 3 0 RPs = (180pts - 180pts) Player 4 33 RPs = (180pts - 147pts) This means that there is always at least 1 Hero who starts with no RPs. This can be dangerous as it means the hero will initially be unable to resurrect (see following page) should they be killed.

Resurrection
Resurrection Although Heroes may die during the game this doesn't mean they are out of the game. A hero may choose to be resurrected by paying a fee.. At the start of the heros next turn they may pay 10 + their character level to be able to resurrect and deploy by any means available to them after 2 full turns have been played out. This allows a hero to be once again join the battle after a total of three turns. One turn to pay the resurrection cost, the second turn is spent out of the game and in the third turn the hero is redeployed and receives a turn as normal. Heroes must pay a resurrection cost in their first turn if they wish to be resurrected. Holding off until later in the game is not an option. Chosen Resurrection Sometimes a player may wish to shorten the resurrection process. Chosen resurrection allows the player to skip the turn spent waiting out of the game, reducing the waiting time down to two turns. Chosen resurrection otherwise follows the same rules as normal resurrection however the cost is increased to 10 + (2 x Character level) Other costs of Resurrection Heroes who are resurrected keep all their equipment/ wargear and experience. However in all other ways the hero is treated as a new character and must re -roll any randomly determined abilities or effects such as psychic powers, chaos gifts etc before deploying. Death If a player is unable to resurrect their character they are removed from the game. If a player can feasibly generate enough RPs to re-enter the game using turrets or by any other means, they may stay in the game until such a time when they can afford to resurrect.

Requisitioning Wargear
Requisitioning Wargear with RPs A player who starts their turn inside their deployment zone may purchase any amount of items from the armoury as they can afford. Characters have no limit to how many items they can hold except that each may only hold two consumable items at any one time. Once an item has been purchased it may not be sold back but may be destroyed at the start of a players movement phase if the player so wishes. Stacking Wargear In most cases wargear effects will stack however some wargear items purchased with RPs that upgrade the same stat or give varying levels of the same ability will not. For example, an item that allows +2 shots on a pistol will not stack with an item that allows +1 shot on a pistol. Instead the +2 shot will take effect over the +1 shot item. Turrets Turrets are a specific type of item that is requisitioned from the armoury but is not an item carried by the Hero. Turrets are instead mounted on 25mm bases and may be placed only inside a heros deployment zone. Turrets are placed as soon as they are purchased and are indestructible within the deployment zone. Turrets may be upgraded, this changes the weapons profile for the additional cost listed in the armoury. Units killed by turrets only generate RPs. They do not generate Exp Pts for the player. Firing Turrets Turrets may fire in the controlling players shooting phase and have a maximum range of 6 inches. Unless there range is specified as template. Always measure turrets range from their base and not the barrel of the weapon. Turrets will also fire at zombies just as they reach a players deployment zone. Once per zombie turn a turret may overwatch at full ballistic skill a group of zombies who reach the players the deployment zone. Treat all zombies that made it to the deployment zone that turn as charging and thus forming a unit for the purpose of overwatch.

The Armoury
The following list contains items that may be purchased in game by Heroes to help them defeat the zombie hordes and if need be other Heroes who would intervene in their grand plans. Item/Wargear Special Rules * - A consumable Item is a once use only Item. ** - 'If a ranged weapon has two types eg Heavy, Blast. You must purchase the most expensive weapon module that fits the weapons in order to receive it's effects. *** - Only one of these items may be in effect on a hero each turn chosen at the start of the players turn. G - A grenade can be used in place of a shooting attack with a maximum range of twice the user str. A grenade uses a small blast template that follows the normal rules for shooting blast weapons. These grenades can also be used even if you are in close combat however you may only choose yourself as the target for this attack in which case you automatically count as rolling a 'Hit' on the scatter dice.

Armoury Wargear/Items
Booster Items
Item No.
B1 B2 B3 B4 B5 B7 B8 B9 B10 B11 B12 B13 B14 B15 B16 B17

Item
Strength Booster (1) Strength Booster (2) Weapon Skill Enhancment (1) Weapon Skill Enhancment (2) Ballistic Skill Enhancment (1) Ballistic Skill Enhancment (2) Initiative Booster (1) Initiative Booster (2) Leadership Enhancment (1) Leadership Enhancment (2) Attack Booster (1) Attack Booster (2) Fortitude Booster (1) Fortitude Booster (2) Resilience Booster (1) Resilience Booster (2) +1 STR +2 STR +1 WS +2 WS +1 BS +2 BS +1 INT +2 INT +1 Ld +2 Ld +1 AT +2 AT +1 Wound +2 Wounds +1 Toughness +2 Toughness

Effect

RPs
20 40 15 25 20 30 15 25 10 20 20 40 30 50 30 50

Close Combat Items (effect only close combat attacks)


Item No.
C1 C2 C3 C4 C5 C6 C7 C8

Item
Power Field Generator Monomolecular Edge Weapon Balancing Tome of Combat Master Crafted Weapon Book of Banishing Hamonculi's Touch Evesor Poison Ignore Armour Saves -1 Ap Rending Preferred Enemy Re-roll 1 missed hit Preferred enemy Zombies Poison 5+ Poison 4+

Effect

RPs
35 20 10 40 10 20 30 40

Armoury Wargear/Items (continued)


Shooting Items (effect only shooting attacks, not psychic powers)
Item No.
S1 S2 S3 S4 S5 S6 S7 S8 S9 S10 S11 S12 S13 S14 S15 S16 S17 S18 S19 S20 S21 S22

Item
Rapid Fire Module (1) ** Assault Module (1) ** Power Module (1) ** Blast Module (1) ** Ordinance Module (1) ** Torrent Module (1) ** Flamer Module (1) ** Pistol Module (2) ** Rapid Fire Module (2) ** Assault Module (2) ** Power Module (2) ** Blast Module (2) ** Ordinance Module (2) ** Torrent Module (2) ** Flamer Module (2) ** Weapon Mount Charged Ammunition Psychic Ammunition Power Pack Advanced Power Pack Multi-Tracker Weapon Scope +1 shot to all rapid fire weapons +1 shot to all Assault weapons +1 shot to all Heavy weapons +1 shot to all Blast weapons +1 shot to all Large Blast weapons +1 shot to all Torrent weapons +1 shot to all Template weapons +2 shot to all Pistol weapons +2 shot to all Rapid Fire weapons +2 shot to all Assault weapons +2 shot to all Heavy weapons +2 shot to all Blast weapons +2 shot to all Large Blast weapons +2 shot to all Torrent weapons +2 shot to all Template weapons Relentless +1 Str to all Guns +2 Str to all Guns AP -1 AP -2 Fire two weapons Rending

Effect

RPs
10 20 15 20 35 45 35 40 25 45 30 50 60 70 65 20 30 60 25 40 30 15

Resilience Items
Item No.
R1 R2 R3 R4 R5 R6 R7 R8 R9 R10

Item
Dermal Armour Force Field Shield Generator Fitted Plate Armour Power Armour Artificer Armour Adamantine Mantle Regeneration Charm Regeneration Stone Regeneration Orb FnP 5+ Invuln 4+ Invuln 4+ Armour 3+ Armour 2+ Armour True Eternal Warrior Regen 5+ 1 wound per turn Regen 4+ 1 wound per turn Regen 3+ 1 wound per turn

Effect

RPs
20 15 30 20 35 50 25 25 40 55

Movement Items
Item No.
M1 M2 M3 M4 M5 M6

Item
Speed Booster Power Greaves Flip Belt Veil of Darkness Retro Thrusters Warp Link 12" movement in the movement phase Fleet Ignore Difficult/Dangerous Terrain

Effect

RPs
40 20 15 40 40 15

The Hero may remove his unit from the board and immediately be placed anywhere on the table using the deep strike rules. this may take you out of combat. Three turn cool down after use . Hit and Run - 1 d6 deep strike scatter

Armoury Wargear/Items (continued)


Misc Items
Item No.
Misc1 Misc2 Misc3 Misc4 Misc5 Misc6 Misc7 Misc8 Misc9 Misc10 Misc11

Item
Bionic Eye Targeting Array Neural Alteration Node Neural Inhibitor Node Null Field Advanced Null Field Plasma Grenades Blind Grenades Stealth Field Advanced Stealth Field Belt Expander Shield breaker Field -1 to enemy cover save -2 to enemy cover save Fearless Stubborn

Effect

RPs
20 45 10 10 15 30 8 15 25 45 10

Negate enemy psychic power cast within 6" on a 4+ Negate enemy psychic power cast within 8" on a 3+ Assault Grenades Defensive Grenades +1 Cover save +2 Cover save Can hold three additional consumable items -1 invulnerable saves to enemies in base to base combat or within 2" of a model within base to base contact of a unit with the field. Field may be turned on or off at the start of the Hero's movement Phase. -1 invulnerable saves to enemies with your ranged weapons Grants the user the Stealth USR Allows the bearers psychic tests and leadership tests to be made on 3d6 picking the 2 lowest results Allows a psyker to use an additional psychic power (It may not be the same power) You may not be targeted or effected by any psychic powers. -1 Ld to enemies in close combat with you Single shot weapons may be reused as if they had no single shot restriction Receive 10 + 2x character level in RPs for killing an opposing player, the opposing must also pay the same amount to be able to resurrect. Receive a 2+ cover save. however every player turn in which you pass a cover save you scatter d6 inches, landing on a model causes you and the model to take a str 4 ap 2 hit. After hits have been resolved move the teleporting model the shortest distance so it is not within an inch of any enemy model. Note that a roll of a hit will still scatter using the arrow on the hit dice. The scatter distance can not be reduced by any means. 2+ save against Perils of the Warp The unit gains +1 to deny the witch rolls All your attacks count as causing instant death The model will make a strike against each enemy in close combat after initiative 1 blows have been struck if it was wounded in that turn. The attacks auto hit with a strength of 2x the amount of wounds taken in that close combat phase. The AP of the attacks is defined by that of the characters weapon. Half the cost of all resurrections rounding up to a minimum of 10. You cause fear and become immune to fear Zombies will always move towards the unit over any other unit if they can see it. Zombies will also charge the unit over another unit when possible. IF a zombie can see two units with the Orb of Calling, the effects cancel each other out. When a character is under half it's total wounds (1 wound remaining always activates item) the item gives the bearer +1 attack, initiative and strength until the character recoups enough wounds to end the frenzy. Characters under the effects of this active orb at the start of their turn must pass a leadership test or become completely enraged. Units that fail this check gain the Rage special rule and must charge the closest enemy when possible. This effect lasts until the end of the turn.

Misc12 Misc13 Misc14 Misc15 Misc16 Misc17 Misc18 Misc19 Misc20 Shield breaker Rounds Refractor Field Wraith Stone Familiar Null Rod Tormenter Mask Reserve Capacitors Bounty Hunter's Mandate

25 30 20 20 20 35 10 25 35

Displacer Field Misc21 Misc22 Misc23 Misc24 Psychic Hood Orb of Adamantine will *** Orb of Decimation *** Orb of Retribution *** Misc25 Misc26 Misc27 Orb of Resurrection *** Orb of Fear *** Orb of Calling *** Misc28

30 20 15 35

25 25 10

20

Orb of frenzy *** Misc29

15

Armoury Wargear/Items (continued)


Consumable Items
Item No.
C1 C2 C3 C4 C5

Item
Teleport Relay Med Pack Healing Salve Deep Strike Stone Vortex Grenade - G Recover d3 wounds Recover d6 wounds

Effect
Teleports player back to their deployment zone

RPs
12 5 10 8 5

Allows you to redeploy using deeps trike, this may take you out of combat Any model hit by A vortex grenade must immediately take an initiative test or suffer Instant Death. Any model hit by a virus grenade must make a immediately take a toughness test. for each point a unit rolls over its toughness it takes a single wound with no saving throws of any kind allowed (zombies and characters with the mark of nurgle only ever fail this roll on a 6 and thus will only ever take a single wound). If these wound cause a model to die the virus spreads to any model within 2" of the casualty. The virus function in the exact same manner to any targets it jumps to and will continue to spread until it runs out of targets or no more models are removed as casualties from it's vile effects. Models can only be effected by the virus once per turn, it may not bounce back and fourth off models. Any model hit by a melta bomb suffers a Str 8 AP 1 hit with cover saves allowed. Any model hit by a plasma grenade suffers a Str 5 Ap 2 hit. The plasma blast is so intense that cover does little to protect against it's effects. As such no cover saves may be taken against wounds caused from a plasma grenade.

Virus Grenade - G

C6 C7 Melta Bomb - G Plasma Grenade - G C8

8 3

Turrets BS 3
Item No.
T1 T1.1 T1.2 T2 T2.1 T2.2 T3 T3.1 T3.2 T4 T4.1 T4.2

Item
Machine Gun Turret Machine Turret upgrade 1 Machine Turret upgrade 2 Flamer Turret Flamer Turret upgrade 1 Flamer Turret upgrade 2 Laser Turret Laser Turret upgrade 1 Laser Turret upgrade 2 Plasma Turret Plasma Turret upgrade 1 Plasma Turret upgrade 2 Storm bolter Heavy bolter Assault cannon Flamer Heavy flamer Incinerator Hot shot las gun Multi Laser Lascannon Plasma Pistol Plasma Gun Plasma Cannon

Effect

RPs
5 +10 +10 10 +10 +5 5 +10 +5 10 +10 +5

Hero Sheet
Codex: ____________________ Starting wargear: Base Unit: __________________________ Points

Hero Profile WS BS S T W I A Ld Sv Hero Level Stat Points (SPs)

Experience Points

Armoury Wargear Item No. Item Name

Requisition Points (RPs)

Artwork by; Space Marine - A-GC.com Demonic Landscape - Ferdinand Dumago Ladera Sister of Battle Triumphant - Skinneyelbows Ciaphas Cain - The Black Library Eldar Farseer - Aberzheim Imperial Glory - www.isbn.nu

More artwork to be acknowledged.

If Artists would like to contribute work or have work removed from the document please email your request to NurgleZombieApocalypse@yahoo.com. Artists work will be removed immediately if requested.

Mercenaries

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