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Zombie rules
Topic Started: Aug 5 2009, 06:42 PM (63 Views)
dicehead
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Coldheart
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I'm going through the rulebook testing various ways to improve each faction and make them more playable, though not necessarily equal. The living dead are still a tough faction to keep going in the campaign but this should help a bit. Let me know if you like it or not, always appreciate the feedback.

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Living Dead Faction (referred to as LD from now on)

Tech level: None, you may never purchase weapons, equipment, vehicles or mounts. Zombies may pick up items that are on the battlefield (such as dropped weapons) and keep them. This is generally only useful for zombie troopers. Characters that rise from the dead retain any armour they were wearing when killed. The LD cannot trade and cannot sell items.

Characters: Staggering zombie, chaser zombie, zombie trooper, zombie dog.

Starting sectors: 2 sectors rolled using D20.

Skills: The Living Dead do not gain skills or experience.

Upgrades: The Living Dead are not eligible for upgrades.

Special rule: Any character killed by a zombie will become a zombie (LD player chooses a type) on a D6 roll of 4+. The risen zombie becomes a member of the LD faction and may be given orders at the start of the LD players next turn. Note that the zombie starts that turn prone and will need to spend an action point to stand up. Characters that become a zombie lose all of their skills and gain those of the zombie type they have become.

Z-Virus immunity:
The following characters are immune from rising from the dead; any character with a vac suit, zombies and zombie dogs, robots of any kind.

Hard to kill: Any zombie killed is placed prone and may only be given one kind of order from now on - the regain consciousness order. Roll D6 every time a zombie attempts to regain consciousness, on a 6 they are alive again and are restored to 1 life. Zombies that are 'dead' and on the ground can be permanently removed from the game by causing them 1 or more points of damage while down. If the Living Dead faction win the battle then any zombies dead on the ground automatically recover. A zombie that is killed by a critical hit is removed from the game immediately. Dead zombies on the ground count as dead for the purposes of working out who won the battle.

No pain: Zombies only take half damage rounded down when hit by a vehicle. Zombies are treated as having stand ground when a vehicle attempts to run them over - ie they can't dodge and are scattered the minimum distance.

The Living Dead do not acquire resources from sectors, instead each sector they control attracts D6 zombies of your choice, you may take zombie dogs instead if you wish.



Anti-zombie tactics: Critical hits are a sure way to kill a zombie for good, aimed shots are much more likely to score a critical. Flamethrowers and Molotov continue to deal damage every turn ensuring that a killed zombie will almost certainly die before it can rise and put out the flames. Running zombies over isn't very effective when they are up and about but as a way of dealing that extra point of damage it can't be topped. If you see a prone zombie run it over before it gets any funny ideas about coming back to life. Grenades are also very handy against zombies who generally move in pretty predictable patterns and in large numbers. Grenades are also mightily useful against prone 'dead' zombies.

Zombie tactics: Get in there and bite and maul them to death.
Edited by dicehead, Aug 5 2009, 06:56 PM.
Power and chaos!
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