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Zombie Survival 1.

Zombie Survival
Requirements 1 Zombie master 1-12 players What you need: Representation of the factio you are going to use, A note pad and a pen or two Deployment: Once the players have chosen their factions, they place the models inside the building/s they are to defend, there is no restrictions to deployment except for that they cannot deploy outside the building or voluntarily move outside of the building, once players have deployed the zombie master rolls for his allocated amount of zombies and deploys them outside the 10inch safe zone. The game consists of an unlimited amount of rounds until all players are killed, each round contains a certain amount of zombies that have to be killed before the next round can start, and rounds can have an unlimited amount of turns as it may take time to kill those sneaky zombies. Zombie Creation: The amount of zombies available to the zombie master is made by rolling a d, for turn one a D3 is rolled and X2 this creates his initial wave for round 1, after this at the end of every round the zombie master rolls a D6 and adds the result to his initial D3 X2 result, this results stack making each round harder and harder to finish. Once round 12 is reached the zombie master rolls 2 D3 dice each turn and X2 the result, this allows the game to continue on but not to be completely overwhelming for the players. Game sequence: The Game starts with the Zombie master deploying his amount of zombies from the deployment zone, once this is done, the players then get to move and shoot and assault if possible. The turn system used for this game is as follows

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Zombie: Spawn (deployment)(only for first turn of the round) Human: Reaction shooting phase (only for the first turn of the round) Then the turns follow normal turn sequence (found on page 9 of the War Hammer 40k rule book) play, except that zombies do not have a shooting round as they have no weapons, Nor the ability to use them, the human players always have 1st turn. At the end of each round it is safe enough to open the armoury and the players are able to purchase weapons/USR skills as well as the choice to purchase fortification upgrades, this sequence is repeated until the game ends when there are no more player left, when the new game starts all Wargear of previous players are lost ..... Well because their dead and this doesnt affect new players in the next game as all start on an equal footing. At the end of a days play the player who survived the most rounds wins the survivor award, in turn this allows the awardees to purchase a extra 50pts of Wargear And Remember the aim of this game is to survive the longest as you can achieve

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Basic Rules Starting Gear: each player starts with the lowest ranking/gear that their race offers, eg flak armour and a las gun for guard or chain mail or las pistol and sword for cultists. Vulnerability: if a Zombie is shot or hit in CC with a weapon that either ignores armour saves or have an AP of 2 or more cannot get back up from the Rise of the dead special rule Vox caster: Any model which has bought the vox upgrade is allowed the Ammo Crate special Rule. Ammo Crate: A model with this rule can call in a ammo crate every 3 turns, the ammo crate is dropped into the battlefield d3 random scatter away from the calling player as long as he passes their LD test, if the crate lands on a zombie it is instantly killed, player models are afforded the insight to move out of the way, the crate allows all models within 5 an extra 1 shot for their shooting characteristics, the crate lasts for 2 turns. Knock down: If a player loses all wounds he is not removed instantly but instead placed on the side, you stay like this for the remainder of 2 rounds. Booooommm!!!! Head shot: if On a D6 roll, a six on the hit roll is rolled, the Shooter manages to shoot of the Zombies head and kills the zombie instantly the rise of the dead special rule does not come into effect if this happens. Combat break: You may choose to break out of combat; to do so in the zombies player assault phase before combat is resolved take a initiative test if passed you may move 4 in any direction, but this counts as your movement phase. Wargear upgrades: for each zombie killed by the owning player gains 10 points, these can be used to buy additional Wargear or skills from the armoury or training Grounds, Skills may not be purchased more than once Running sprint: once per game to escape the cold clutches of the undead your model may move up to 8 in any direction or into the opposite corner of an adjacent room this is taken if you fail your last wound and must pass a initiative test. Revive: if a team mate is knocked down you may revive him, to do this your model has to be in base contact with any part of the model that is knocked down, you may revive the player on a 4+ giving up your shooting and assault phase, Note: you cannot do this if attempting to break from combat and must wait for the next turn.

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Zombie Coherency: If a Zombie is within 2 of more than 2 Zombies they are counted as a squad for the purpose of wound allocation and for allocating wounds in Close combat as long as they are within 2 of each other, though for the purpose of movement and assault they do not count as being a unit.

Fortification Upgrades: Window Barricades counts open windows a difficult terrain this upgrade is worth 40 points, all players can pool their points to purchase this upgrade (if a zombie rolls a 1 on the terrain test they do not go through. the window and can block the window for other zombies trying to get through Defensive barbed barricades requires Window Barricades -counts open windows as dangerous terrain (this upgrade if purchased costs each player 30 points each, if any players cant purchase it the upgrade is cancelled) Servitor gunner can only be purchased if defensive Barricades have been purchased a servitor gun mount is attached to the buildings roof the team can choose to nominate one enemy zombie per turn and fire the servitors storm bolter at the selected zombie at BS 3

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Imperial stats

Guardsmen/ Space marine


W B S S 3 3 4 5 4 4 S 3 4 4 T 3 4 5 I W A 1 2 3 SV 5+ 3+ 2+ L D 7 8 9

Guardsmen Space marine Terminator

3 2 4 2 5 3

Movement: standard 6 movement and 6 assault range. Wargear: each guardsmen equipped standard with flak armour and a las gun. Special Rules Booooommm!!!! Head shot Combat break Running sprint Wargear upgrades Revive

Wargear Upgrades for Imperial units: Autogun 60pts Shotgun: 70 pts Frag grenades x2 - 30pts- strength 4, 8range small blast wounds as normal. Vox caster 80 pts (allows player to summon a ammo drop refer to rules above for more info) Las pistol and close combat weapon (+1 attack) 90 pts Bolter 110pts Bolter and Combi-weapon flamer 135pts Storm Bolter 140pts Heavy bolter 160pts Carapace armour/Scout armour (4+ save) 120 pts Sniper (headshot rule increased to 5+ with one shot or normal double tap with 2 shots following the normal headshot rule) 70 PTS Hot shot lasgun 160pts Plasma gun 170pts Power armour (3+ save, give player Characteristics of space marines) 180 pts Heavy Stubber 150pts (cant move and shoot, 3 shots base) Bolt pistol and Power sword(+1 to Initiative) 50pts Flamer 150pts (wounds on 4+) Terminator Armour (REQUIRES PREREQUISIT OF POWER ARMOUR, takes characteristics of terminator profile show above) includes storm bolter and power fist (2+ save))) 240 pts Assault Cannon (4 shots, REQUIRES TERMINATOR ARMOUR ) 100 pts

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Pair of lighting claws (+1 extra attacks that also increase the users WS+1 (if traded for something else the bonus is lost,100 pts ( REQUIRES TERMINATOR ARMOUR) Thunder hammer and storm shield (( if the zombie or zombies are not killed, all in close combat cannot retaliate, ,( REQUIRES TERMINATOR ARMOUR)) Heavy flamer (wounds on 2+(REQUIRES TERMINATOR ARMOUR)) 150pts

The Greater good Fire warrior


WS

BS 4 5 6

S 3 4 5

T I

A SV 1 2 3 4+ 3+ 2+

LD 8 8 9

Fire warrior Stealth suit Battle suit

2 3 4

3 2 2 3 3 2 5 4 3

Equipment: pulse rifle Special Rules: * as per guardsmen above although due to the ballistics training fire warriors under take the head shot special rule is increased to 5+ on the to hit roll to kill instantly. Special Rules Booooommm!!!! Head shot Combat break Running sprint Wargear upgrades Revive

Wargear upgrades: Pulse carbine 30pts if the wound is successful but the zombie saves its rise of the dead role it considered to have lost a leg or arm due to the weapons pinning effects losing 1 off its movement and assault range. Bonding knife 20pts even though the use of this weapon is for ceremonial uses, if the tau player loses its final wound it is allowed a last resort stab with the knife as a show of brother ship to try and kill his attacker to help out his comrades. Photon grenades x2 at 40pts- strength 4, 8 range small blast! if a wound is caused do not remove the models but instead count the as incapable of any movement or assault for the next turn, you can collect up to 6 of these grenades

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Drones 80 pts- allows the controlling player to obtain 2 drones which have no armour save against close combat attacks but have twin linked pulse carbines , this is cumulative to a maximum of 8 drones Stealth suit 160pts- (3+ save, and includes burst cannon) Fusion blaster 50pts- (requires stealth suit ignores the rise of the dead special rule as there is nothing left to rise up!). Crisis battle suit 180pts ( increases save to 2+- requires stealth suit to purchase and comes with the burst cannon as standard, but due to the building they are in they do not count as jump infantry but still follow any other additional rules they may have that is gifted to them by being jump infantry, refer to characteristics table for stats ) up to 3 additional weapons systems can be added to the suit but the third will replace the burst cannon) Fusion blaster weapons system 30pts Flamer Weapons system 30pts Plasma rifle weapons system 40pts Cyclonic ion blaster 50pts Fail safe Detonator 70pts ( requires Crisis Battle suit) BECOME MASSIVE TANK give player crisis suit, twin linked rail guns (to fire lay down a tap measure or other suitable flat material no wider than a 1inch and in single direction, as long as no friendly models go under the tape he can fire in a straight line) missile pods 200pts (requires stealth suit)

Knights Of The Inquisition


WS 4 BS 4 S 4 T I 4 4 W 2 A 1 SV 3+ LD 8

Special Rules: Booooommm!!!! Head shot Combat break Running sprint Wargear upgrades Revive Equipment: Storm bolter, Training Blade (close combat weapon), power armour

Wargear
Nemesis force sword 60 pts Replace storm bolter and nemesis force sword or CCW Psilencer - 50pts Psycannon - 70pts Incinerator- 80pts

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 If you have purchased a Nemesis Force you can replace if for one of the following Nemesis Force halberd -40pts Nemesis Daemon hammer 60pts Pair of Nemesis Falchions 40pts May take Psybolt ammunition -40pts Make Your weapon Master crafted- 40 (if you change weapons you lose your master crafted weapon Replace power armour with terminator armour storm bolter and Nemesis force sword 200pts Replace storm bolter Incinerator- 30pts Psilencer- 50pts Psycannon- 60pts you can replace your nemesis sword for Nemesis Force halberd -30pts Nemesis Daemon hammer 40pts Pair of Nemesis Falchions 40pts Upgrade to a Class 2 psyker, in which they player can forgo his shooting attack and use two psychic powers in one turn( or use the same power twice at a different target)- 150pts The Player may take up to two psychic powers, and can replace them with other ones need be: Might of Titan- 50pts Sanctuary 50pts Smite- 50pts Summoning- 50pts Warp rift- 70pts

The Forces of Chaos Chaos cultist/Chaos Space Marine


Cultist Chaos space marine Chaos terminator WS 3 4 5 BS 3 4 4 S 3 4 4 T 3 4 5 I W 3 2 4 2 5 3 A 1 2 3 SV 5+ 3+ 2+ LD 7 8 9

Special Rules: Booooommm!!!! Head shot Combat break Running sprint Wargear upgrades

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Revive

Equipment lasgun, flak armour and close combat weapon Wargear Damned Autogun(2 shots)- 60pts Shotgun of Bloodshed (assault 2 weapon)-70 pts Frag grenades of eternal damnation x2 40pts- strength 4, 8range small blast wounds as normal. Vox caller of Tzeentch 80 pts (allows player to summon a ammo drop refer to rules above for more info) Las pistol and barded 2x4 (+1 attack) 90 pts Corrupted Bolter 110pts Bolter and Combi-weapon flamer of Nurgle 135pts Storm Bolter of Slaanesh 150pts Bring of judgement Heavy bolter 160pts Desecrated Carapace armour (4+ save) 120 pts Plasma gun of Tzeentch (ignores the rise of the dead rule)100pts Blood rage hot shot lasgun 160pts Corrupted Power armour of the gods (3+ save, +1 To strength and toughness) 180 pts Reaper Auto cannon of death 150pts (cant move and shoot, 3 shots base) Bolt pistol of fury and Chain axe of khorne(+1 to strength) 190pts Flamer of Putrid filth 150pts (wounds on 4+) Undead Terminator Armour (REQUIRES PREREQUISIT OF POWER ARMOUR) includes twin linked bolter and power weapon (2+ save))) 200 pts Corrupted Fist of Damnation (replaces power weapon and wounds on 2+ but strikes last in CC, REQUIRES PREREQUISIT OF TERMINATOR ARMOUR) 20pts Corrupted Auto cannon (replaces twin linked bolter, REQUIRES PREREQUISIT OF TERMINATOR ARMOUR) 30pts Nurgles Breath ( Twin linked Bolter replaced by Heavy Flamer, REQUIRES PREREQUISIT OF TERMINATOR ARMOUR) 30pts Corrupted lightning claws of Slaanesh( replaces all Wargear on terminator, REQUIRES PREREQUISIT OF TERMINATOR ARMOUR) 30pts

Marks of the Gods: Mark of Slaanesh 60pts (1+ initiative) Mark of Khorne 60pts (1+ strength) Mark of Nurgle 60pts (1+ toughness) Mark of Tzeentch 60pts (allows you to reroll one failed save per turn)

Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4

Masters of Pain Dark Eldar


Pain tokens: as Zombies are immune to pain and does not show the side effects that dark Eldar love to give to their victim and do not benefit from the pain tokens immediately as they are frustrated by the zombies ability to get back up against even their most powerful poisons. You receive one pain token for every ten zombie kills. Special Rules: Booooommm!!!! Head shot Combat break Running sprint Wargear upgrades Revive WS 4 3 5 BS 3 4 5 S 3 3 4 T 3 3 4 I W 4 2 4 2 5 3 A 2 2 3 SV 4+* /6 4+ 3+ LD 7 8 9

Wyches Kalabite warrior Trueborn/ Blood bride

Equipment: splinter pistol & close combat weapon Dogde: as Wyches/blood Brides are the masters of close combat they can dodge even the most deadly attacks, they receive a 4+ invulnerable save against wounds caused by Close combat it is incorporated into their profile above. Wargear: Extra close combat weapon (+1 attack) 40pts Shardnet and Impaler 90pts Hydra gauntlets 120 pts Hell glaive 150pts (+1 strength) Razor Flails 170pts Agoniser 140 (+1 toughness) Shredder 70pts Blaster 90pts Splinter cannon 100pts Trueborn / Bloodbride Upgrade 160pts Phantasm Grenade launcher 100pts
Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

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Zombie Survival 1.4 Blast pistol 80pts Venom blade (wounds on 3+ regardless or if better ) 120pts Shard carbine 80pts 2x plasma grenades 20pts Ghost plate armour 70pts (trueborn upgrade required)

Combat Drugs: Each costs 30pts only one can be bought per round or gained from killing the undead and you can have a maximum of 5, once bought they cannot be replaced Hypex roll two dice when working out how far you can run from combat Jacobutics adds a extra 3 to your assault range and a extra D3 when rolling for consolidation Serpentine +1 to the users weapon skill Grave lotus +1 to the users strength Painbringer Allows you to reroll failed to wound rolls in close combat Adrenalight +1 attack base Splintermind: User gains on Bonus pain token

The Metal Legion


Necrons
WS 4 BS 4 S 4 T I 4 2 W 2 A 1 SV 3+ LD 10

Equipment: Gauss Flayer Special Rules: **** the player can if knocked down can choose to attempt self-repair protocols on himself on a 5+ he rises again with 1 wound
Special Rules Booooommm!!!! Head shot Combat break Running sprint Wargear upgrades Revive * see above

Upgrades: Gauss Blaster 20 points Disruptor field 5 points


Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

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Zombie Survival 1.4

Claws 30 points (Power weapon) Warscythe 80pts (Power weapon +1 Attack) Staff of light 100 pts (Power Weapon +2 Attacks) Destroyer Body 150pts ( 1 + to both Toughness and strength) Phylactery 250pts (can only be used when he is wounded (replaces Well be back special rule.

Universal Skills: All skills have a 0-1 limit, so cannot be bought twice
Blade training 1+ weapons skill 150Pts Weapons training 1+ Ballistics skill 150Pts Gung-Ho 180pts this upgrade gives the relentless rule to the Soldier, and if he doesnt have a heavy Stubber he may upgrade to it free of charge ( or a burst cannon for tau or a hvy bolter for space marines/chaos space marines) Medic 100pts - If the medic doesnt move or shoot during the shooting phase the medic can regenerate 1 wound per model on a 5+ as long as they are within 6"and revive players on 3+ Senior Medic 140/160pts If the player has medic skill all ready if so select the first point cost, if not the second pts value is taken, regenerates 1 wound for every friendly model with 6 on a 4+ and can revive players on a 2+ Battle stims +1 toughness 150pts Extra Ammo bandolier 150pts (adds +1 to your shooting attacks, can only be used once) Extra Rations pack 1+ strength 150pts Life support modules +1 wound

The Living Dead


Zombie
WS 3 BS 0 S 4 T 3 I 2 W 1 A 2 SV LD -

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Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Vulnerability: if a Zombie is shot or hit in CC with a weapon that either ignores armour saves or have a AP of 2 or more cannot get back up from the Rise of the Dead special rule Equipment: Handx2 Movement: as zombies they arent completely whole some are missing feet or even legs, their movement is 4 per turn and have a 4 charge range Special rules: Rise from the DEAD: if the zombie loses its wound, on a 5+ he gets back up!! (Does not affect a zombie if it is killed by the Boooomm!!Head shot special rule ) Mindless attack: Zombies are decomposed in both body and mind. To represent this they do not gain the bonus one attack for charging. Pile on: If in Combat There are more than 3 times the amount of zombies against Survivors in close combat, each zombie gains an extra attack Zombie scoring: for each player killed the zombie player scores 10 points and for each knock down the zombie player scores 5 pts, keep track of the kills taken.

Zombie Upgrades: Necromancers kiss: increases the rise of the dead special rule to a 4+ cost 30 pts Necromancers Lore: treats the Rise of the dead special Rule as a invulnerable save 30 pts Necromancers Potion of raging Strength: all Zombies gain +1 attacks added to their base 30 pts Necromancers Gift of Speed: All zombies Gain 1+ Initiative 30 pts Necromancers spell of plague: all zombies gain 1+ Toughness 20 Pts Necromancers gift of a third eye : all zombies gain 1+ Weapon Skill 20pts

Disclaimer: This alternative game mode is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian,

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Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

Zombie Survival 1.4 Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners

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Created and written by Adrian Hawthorn, redistribute as much as you want but dont claim as ow n, If you have any Questions or Queries or youve tried out the game and have some comments or improvements take the time to write me up a email at zombieman.2011@gmail.com

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