Welcome Guest [Log In] [Register]
We hope you enjoy your visit.

You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.

Join our community!

If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
designing my own zombie wargame
Topic Started: Jan 16 2018, 03:40 PM (713 Views)
Tribal Savage
[ * ]

maybe I told this before but I am not a real war-gamer.
That is to say I hardly ever played one, once Mordheim, once Necromunda.
Mostly I am too stupid to handle all the different rules and modifier calculations in the existing war-games.
But my son and I have been making our own games, including wargames, since years. We must have drawn a few hundred cards by now.

So I want to try putting my own set of war-gaming-rules together. This time I am not planning on making scenery (trying to stop myself)

I want to make a game using more ore less with the fighting mechanics of Mini Gangs Gateway, those are really easy.
I want to set the game in a post apocalyptic zombie infested world where you have to go scavenging to survive (so mechanics where you can find food, weapons, medical aid,...)
It would be nice if it could function as a co-oparative game as well as fighting other groups, and of course everybody fighting zombies.

And to top it all of, or to make it even more impossible to design, it would be super if it could work in campaigns also. So if at the end there is a possibility to upgrade your group.

Something like: 'Across the dead earth' or 'All things zombie', but not as complicated mixed in Mini Gangs Gateway, but not as easy, mixed in with Zombicide but not as co-operative, more all out war.

I had made up a post writing down al the rules I collected so far but could not post it (error number....)

I'll try again later on, first see if this part comes through...

Edited by Bobscene, Jan 20 2018, 07:06 PM.
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]
Ok an other try...

This post will be changed and edited until the rules are more or less fixed.


So the main objective is to keep as much persons in your group to stay alive, or even better try to find enough resources to upgrade your gang's equipment or abilities or even attract new members to your gang.

How do you find these resources ? Well by looking for them. Inside rooms or cars. Some buildings have several floors that can be searched.
When entering such a place you must roll a D20 on a 'what 's in the room roll'
1-4: there is a zombie in the room (or more ?, 1 = 1 zombie on a roll of 2 = 2 zombies, etc...)
5-12: you ve found loot, roll on the D66 loot list.
13-16: there is a survivor but he is not friendly and will attack you
16-20 you found a friendly survivor who will join your gang

Loot (from the D66 loot list ) can be (detailled list below)
Credits: can be used to upgrade your team, after the game, every 5 credits give right to 1 roll of the D66 loot list
Or can also be food (food gives better chances on finding a friendly survivor, that 's the D20 'whats in the room' roll )
Or new weapons (flamethrower, chainsaw, grenades,...)
Or upgrade to your arms (scope, armor,...)
Or medicine
Or tools

Loot List on D66 (two different colors of D6)
loot is marked with pencil on the card of the character, he has it 'on him' max 2 weapons in hand, max 5 items 'in backpack'.
In the 'after game calculations' you can get a roll on the D66 list per 5 credits.

roll: 11-21: you found petrol, if you can reach a car and hotwire it (takes 1 figure 1 turn) you can drive (car rules below)
22: you get a flamethrower (+ template ) kills everyone under it (humans get a 'save roll' = 5 or 6 is dead (I try to keep as rule: high rolls are bad, cause like this characters can become better, get higher Ballistic skill (BS) or Weapon Skill (WS), so rolling under their 'Skill' will become easier, see below)
23: you get a chain saw (you can walk, open a door and walk some more (max 10 cm), makes noise, 'gives a -1 on your WS roll against Z's.
24: you got a grenade , must be thrown between 5 and 20 cm, use the template ( I'll make one out of clear plastic packaging material) do save roll for every human, 5 or 6 is dead, all zombies die, no save rolls for them.
25: bullet prove vest (gives the attacker +1 on his shoot roll):
26: food (gives you the chance of re-rolling an 'enemy survivor' outcome in a 'what 's in the room roll', roll 2 dice if the difference is less then 2 you found an ally)
31-36: food (gives you the chance of re-rolling an 'enemy survivor' outcome in a 'what 's in the room roll', roll 2 dice if the difference is less then 2 you found an ally)
41: darn good camouflage outfit, when you sneak (= move 5 cm) you get to shoot first when they shoot at you, even if it's not your turn.
42: found 5 credits
43: found jewelry worth 10 credits
44: silencer, a gun without noise is just the thing in a zombie game
45: long range gun (can do 40 in stead of 'normal' 30 cm)
46: sword, improves the wearer's W.S. roll by - 1
51: climbing gear (rope) , you can drop down 30 cm no prob, you can climb 30 cm at a speed of 10 cm per turn no need for stairs or ladders)
52: Ax , (walk, open door, walk (max 10 cm) is possible, - 1 on WS roll against Z's, makes noise
53: Smell of rotten flesh perfume, zombies can touch your base without attacking you, if you don't attack them.
54: armor plating for your car, spend 1 person 1 action to instal, driver can't be targeted anymore
55: rocket launcher, you can destroy a complete house or car with it and everybody inside, (save rolls for everybody) but this thing is old and might blow up in your face, so make a save roll to see if you survive (5 or 6 and it blows) if it works ok then check your B.S. to see if hit or not.
56: book: "How to talk to zombies and understand them" worth 2 credits (when you trade it at the 'after match' But... you will have to do a 'save roll' on a 5 or 6 you have to pay 2 credits !
61: Anti Zombie Ointment made out of 100% bio garlic, keeps Z's away guaranteed,(same rules 56)
62: Wooden stake, same rules 56
63: You found a wounded bird and will stay at camp for the next game to take care of it
64: Spend 3 credits on a shrink cause you have a depression.
65: spend 5 credits on anti depression pills.
66: This character steps out of the game, permanently.

You can also earn 'credits' by killing:
*Zombies = 1 credit (I got plenty of zombies from the game Zombicide, but you can use other mini's for it or bottle caps or buttons,...)
*Enemies = 2 credits
*Grabbing objective markers, and keeping them in the team until the game is over (there are 2x 1, 2 x 5, and 1 x10 worth) Only 3 loot objectives will randomly be placed on the board (and without knowing what they are worth) you can plunder an enemy's loot also, plunder is one action.

Each gang starts out with 4 members, They all have, more or lees, their specific qualities.
In 'normal conditions' each turn 1 action per figure.
All models can, in one action choose between following:
* Run (20 cm) or
* Walk (10cm and shoot),
* Shoot (check their Ballistic skill = B.S.),
* Fight (check their Weapon Skill = W.S.),

You have a successful combat actions when scoring on or under your BS or WS.

* Models don't get killed, you get wounded and crawl until a medic helps you. But after injured you also have to roll to see how badly injured, roll a D6 'save roll' 5 or 6 is bad (no dokter can help, this figure is out of this game and consulting the 'dead is not dead' list at the end of the game to see what happens with this character in the next game)

* Crawl (if injured = 5 cm),
* Steal things, When defeating an enemy in C.C. you can afterwards rob him of his/her possessions (check their stat cards for loot).
* Open a door silently,
* Hotwire a car (but you need petrol to start it),
* All models can go into 'overwatch' meaning this turn they don't move, they hide and wait for their perfect shot and when shot at they get to shoot first, they also get a - 1 on their BS (remember below is good)
* All models can drive a car (car rules below)

Character specific actions

* Only A Healer can heal (go base to base with 'victim', on a D6, 5 or 6 he stays crawl , on low 1,2,3,4 he's healed) a healer has Weapons Skill (WS=close combat fighting) 2 and Ballistic Skill 1 (BS = ability to shoot)
* A Leadercan also Charge (move 10 and still fight) , WS: 3 BS: 3
* A Fighter can also charge and has WS: 3 BS: 2
* A Shooter will have: WS 2 and BS 3
* A Survivor's WS and BS depend on him or her being a shooter, healer or fighter (roll D6 , 1 or 2 is healer, 3 or 4 is fighter, 5 or 6 is shooter)
* A Zombie has WS:2, B.S.:0 (move = 8cm)

Of course it needs some Z spawn rules.
Each turn they spawn at 2 spawning points. Roll a D3 a each place to see how many (or you can use a D6 an divide in 2)

Zombies are attracted by noise (markers) , these markers stay 1 round
Zombies have: Move 8 cm, WS: 2, BS 0 (when bitten by a first zombie you go down in Crawl , bitten in the same round by an other Z makes you infected, roll D6 to see how many rounds before 'turning' into a Zombie)
No noise token when:
opening a door normal way (taking an action turn to do it silently),
A noise token when: busting a door with an ax (move and open en move, max 10cm, is possible), firing a gun, sound of a car, sound of a chainsaw, all these noises (and more ?) lures Z's from all over the board.
If everything is silent Zombies go for victims in line of sight.

Extra rules:
* Determine the starting point of each gang with D6 (divide the field in 6 sectors and let fate decide)
* Determine in the same way the placing of the cars.
* Each round starts with an initiative roll, the group with the highest D6 score can start, all models of this team act , then the next group goes.
* Heights, when you jump down more the 10 cm you have to do a 'save' check (to see if nothing is broken) roll D6,1,2,3 or 4 is good, otherwise go to 'Crawl'
* Heights, when you jump down to fight an enemy below (counts as charge) you get a -1 modifier on the fight roll (WS).
* In cover (means more the half of the figure is not visible) the attacker gets a + 1 on B.S.
* If you kill one Z you can go on killing other Z's in C.C. (in this case more then one fight action per turn per figure is possible)

Here are the 'dead is not dead' rules, at the end of the game after match.

Following a campaign battle, roll a 2D6 for each of your Gang members who was put Out of Action and consult the following Chart:
2 - Nope, sorry to get your hopes up, they’re dead.
3 - They will live but have suffered a permanent eye injury. +1 to all To 'shoot' rolls.
4 - They will live but have suffered a permanent arm injury. +1 in all hand to hand combat rolls.
5 - They will live but have suffered a permanent leg injury. -1 to their Speed.
6 - They will live but need time to recuperate, they will take no part in the next battle, re-joining the Gang following this.
7 - They will live but do not have the strength they once had. Save roll now is on 1,2 or 3 (instead of the normal: 1,2,3,4)
8 - They have a serious but repairable injury - pay 5 credits to heal them (if you are unable to pay then they cannot take part in a battle again until this is paid).-
9 - They have a minor injury - pay 2 credits to heal them (if you are unable to pay then they cannot take part in a battle again until this is paid).
10-12 - They are fine and may carry on as normal.

Car rules
* If you want to drive you will need petrol (roll it on D66 or steal it) petrol last 1 game long, one person will have to spend 1 action hot-wiring the car. If so... your good to go, 1 game long.

* A car 's speed, weapons, armor, how much fit inside, etc... depends on the model, check the stat card belonging to the vehicle for details.

*Before starting the car you should appoint a driver and a gunner (drivers can, usually, be shot at and gunners qualities depends on he or her B.S.)

* When the car is at 10 cm do a check:
- 1, 2 or 3 = ok, drive on
- 4 = the car broke down, one person will have to spend 2 rounds base to base with the car to repair it
- 5 = the car is overheated and can 't drive for 1 round
- roll a 6 and the car crashes at this point on the board. Save rolls for everybody inside (max 5 pers.) (5 or 6 is ok, rest is crawl)

* the width of the car is the template for 'running over' Z's or enemies. Z's die, enemy's roll a save (5 or 6 is ok the rest is Crawl)
* You can shoot at the driver when he or she is, at a certain moment, in reach. The driver rolls a save (no 5 or 6 , does are bad), if it goes bad he goes to crawl = car crash
* You can ram another car, do a 'crash test' for everybody involved, but the attackers get a -1 modifier on their save roll (meaning they can -1 if they rolled to high for a save, so: 1,2,3,4, or 5 is ok for them).

Added these cards to the rules. As alway cards surpass the rules.

Posted Image

The red markers are objectives worth 'credits', there are : 2 x 1 credit, 2 x 5 credits, and 1 x 10 credits worth. At the start we will mix 'm up en put (number-side down) some of them in play (say...3 credit-tokens, you don't know how much they will be worth)
You need 2 spawning points place them even spread over the board before you roll the gangs positions.
The little yellow ones are noise markers
The little grey ones mark on pers. stat. card, indicate, if infected, how long before turning Z

Disclaimer: The game rules mentioned in these posts are not to be commercialized, they are intended for my personal pleasure (and of my gaming friends) only.

Edited by Bobscene, Jan 24 2018, 02:54 PM.
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]
This post is about the early start of the rules testing, the rules as they are now do not apply in this example anymore, most of the rules are changed by now. The loot card f.i. are replaced by a D66 list of items.

Posted Image

Posted Image

So I quickly made some cards,
each team has 4 figures to start with (as in Mini Gangs: a healer (cost 2), a leader (cost 4), a shooter (cost 3) and a fighter (cost 5) I made personal stat cards for each of them.

I also made some loot cards (total of 46)

and mixed in extra zombie cards (8), yes even amongst the loot cards there are some zombies hidden.

Other cards are:
(2) cards that read: Jammed, you can 't fire your gun until 'repaired'.
(2) cards: repaired (keep these cards they might come in handy or, as the rest of the loot, trade it, at the end of the game, for credits and buy something else with it)
(2) cards: fancy loot: jewelry, cost 10, each

(3) cards representing 5 credits
(3) cards good for 3 credits
(3) cards when finding give 1 credit

(6) food carts (now you find these cards for free, otherwise, at the end of the game you can buy them, food f.i. cost 2, food gives you a 1 modifier on 'friendship roll' when encountering survivors)

Some, total of 11, loot cards are one-in-a-deck, such as:

(1) climbing rope: no stairs needed, when jumping no test necessary, cost 2
(1) medicine = 1 save roll allowed (more then 3 on a D6 necessary); cost 2
(1) a gun, handy when you don't have one, now a 'fighter' or other character can become a shooter also, the mini that found the loot must put it on it's personal stats cart, but objects can be handed over to each other (if in base contact, counts as an action), cost 2
(1) petrol card, if you have it your gang can drive a car during 5 turnes of the game (hot-wiring a car also takes 1 action), cost 5, (car speed = 25cm) you can crash and kill a person/Zombie, not in cover, with the car, roll D6, if higher then cost of victim = succes, if not roll to see if you crash (more then 3 on D6, save roll for each occupant), car = 3 noise tokens
(1) hockey mask , gives 1 modifier (you can change the number on any D6 1 'grade' op or down in 'fight'), cost 2
(1) silencer, no noise markers when shooting this gun, cost 1
(1) Camo suit, when shot at, if you roll more then 3 on D6 you count as in cover.
(1) booby trap, only the person that finds it can place it (can be handed over though like all objects/credits) Can be placed, once, between each 2 'stable' objects (f.i. a wall, a tree, a car...) not more then 10 cm apart. must be placed somewhere along the route the character with the booby trap has followed.
(1) Ax gives 1 modifier in 'fight' with Z, cost 2, no noise tokens
(1) chain saw, kills 2 Z's in 1 successful roll, cost 3, but gives 3 noise tokens
(1) scope, giving extra reach in shooting, + 10 cm, cost 2 (remember after the game you can buy these items also, that's the 'cost/prize')

To finish I put in (6) food cans, each giving 1 modifier on a 'friendship roll' (when encountering 'survivors'), cost 2, so having food around will help you make friends.

The red markers you see on the foto are objectives worth 'credits', there are : 2 x 1 credit, 2 x 5 credits, and 1 x 10 credits worth. At the start we will mix 'm up en put (number-side down) some of them in play (say...3 credit-tokens, you don't know how much they will be worth)
The 2 big grey markers are spawning points (at the start of the game dice will decide where to put them)
The little yellow ones are noise markers
The little grey ones mark on pers. stat. card, if infected how long before turning Z

Edited by Bobscene, Jan 20 2018, 12:53 PM.
Offline Profile Quote Post Goto Top
Member Avatar
CEO of "Rat-on-a-Stick" Industries
[ * ]
Appears good, but I'll need to reread it again more thoroughly.
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]
Thank you Tink for taking the time to Tink with me.

Anyway, in stead of re-writing al the rules I edited the texts above.
Should be playable now, I know the rules will be faulty but we don 't really care about the rules, we can make them up/adjust them as we go.

If ever there is a game in this campaign I of course hope to be using my own scenery. I 'll have to use my Mordheim scenery cause in my sci-fi/post apocalyptic scenery the buildings are not as accessible. My Mordheim scenery are ruins so the interiors are easier playable.
Edited by Bobscene, Jan 17 2018, 12:33 PM.
Offline Profile Quote Post Goto Top
Crazy Joe
Mutant Hunter
[ * ]
I'm more of a rules maker than a player myself. I really like your illustrations on your cards.
Offline Profile Quote Post Goto Top
Member Avatar
Big boss warlord dude!
[ * ]
These look good.

Any rules for people turning into a Zed mid or post game?
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]
Well I did a test game, me playing 2 teams and the zombies.

And at a certain point the zombie is attacking a 'leader' and the leader looses the fight so he goes to 'crawl'. But there are 2 zombies in C.C. so the second one attacks also but misses his roll. In the next turn the leader (his team wins the initiative roll) can crawl onto a ladder into safe.

The healer did not do so well he stumbles into a small shack and finds 3 zombies crammed in there.
They attack him, his looses the first fight and goes to crawl (does the test and he is not 1 or 2 = dead (for this game) The second zombie attacks and wins also but the healer again rolls no 1 or 2 so can stay in the game, is not deadly wounded.
At this point I decided that, he wil live, as the rules state, but the second zombie will get a bite out of him. So he is infected now. A roll D6 given in this case a (5) decided that he still has 5 rounds to go until he turns...
Stupid to loose a healer that way because in Mini Gangs the healer is super important, will protect him some more next time...

Other remarks/rules

Noise tokens work, they do steer the zombies. Sometimes I forgot to put them or take them away but no real harm (the tokens stay for only one round)
Zombies react to line of sight but if there is noise they go for the noise but if there is a close combat in sight (with other zombies involved) they go first for the C.C. (to have their part of the chow)
I'm thinking of maybe making: 'opening a door' an action cause I figure you won't have the keys and will have to silently open the door, this takes time (o the other hand in a ruin you sometimes can step over a crumbled wall...
If you have an ax you don't need to stop at the door but can walk, smash the door, and walk some more inside the room (10 cm max). But this of course gives a noise token.

The zombies where by far the most dangerous gang on the board. I had 3 spawning points, think I will use only 2 in the future.

I put in some white markers to show when a room has been searched.

What I was wondering... can zombies walk stairs ? I decided that they can do (fixed) stairs but not ladders.

Posted Image

On the foto the leader had just discovered a girl survivor, she was friendly and came along.
These two then stumbled in the same building but on a different floor onto an other survivor, this one however turned out to be more hostile and started shooting. Since I decided survivors to be cost 2 he was a very good shot (above cost on D6 is a hit) which makes sense because he 's got the element of surprise.. But who of the 2 characters should get the bullet ? A D6 roll could not be more clear then the result: 1 for the girl, 6 for the leader, she is down and rolls a very bad save also, so she is out of the game. Only then the guy who shot realizes he shot his own girl-friend...
Maybe I should change survivors to cost 3 ? Maybe not, if they survived that long a time they must be dangerous, and not all survivors are shooters.
Survivors come, as the zombies, out of our Zombicide box. When encountering survivors on the board you get them as they are fitted in the Zombicide box (that is to say the girl first, then the guy with the 2 shotguns,...) meaning there are max 5 survivors to be found per game (they are either fighter or shooters)

What did not work was the bullet cards. How many bullets should each team start ? At the beginning nobody has found bullets yet so you can 't use your shooters for half a game.
Plus finding loot is not easy, not many 'picture cards' where drew during this 5 round test (maybe 2).
So I will change these 6 ammo cards into:
(2) jammed ! this person can 't use a gun until fixed, cost 0
(2) fixed ! You can keep this card in your inventory one day your game-live may depend on it, cost 2
(2) precious jewelry , cost 10 , each (nice loot to buy stuff after the game)

Well... conclusion ...this could maybe turn out to be a nice game, will sure try it out with some friends and scenery, hopefully next Friday. But if every time I play the game new rules start adding up then that is not a good sign...
(@ Crazy Joe) Making rules is easy but making a game balanced without to many rules is more difficult, so it seems...

Ciao !

Changed the system of noise tokens (no difference between loud = 3 tokens or more silent noises (1 token).
So now all noises get 1 token, easier.
Edited by Bobscene, Jan 18 2018, 01:25 PM.
Offline Profile Quote Post Goto Top
Member Avatar
Big boss warlord dude!
[ * ]
Looks a fun game. The tweaks sound good.
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]
Warning: this battle reports contains unpainted miniatures !

"First the rumors where distant. But then it seemed that it was true. In a small town in Transylvania a zombie outbreak had occurred. The government had it all under control, they just build a wall around the city to contain, and that was that.
Inhabitants of the city where condemned to survive within the harsh reality of this hell surrounded by impenetrable walls.
Zombies seem to have a spanning point a the old Mezurka's family grave, these eerie characters where also seen at the crypt of the family Kosinski. Don 't tell I have not warned you. "

Posted Image

Posted Image

This is the battle field. The dice decided that both of the gangs would start in the same sector (1 = left bottom corner). Luckily there was a wall between them.
An other coincidence was that all (!) the loot (3 tokens, nobody knows yet what they will be worth) where randomly placed at the first floor of a building in sector 4 (right bottom corner, house with grass roof). 2 cars where placed also but nobody was able to use them.

Posted Image

So... let the game begin !

Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]
Posted Image

Above in the picture 'gang black' is heading for the loot, but they decide to take a small detour to be out of sight as fast as possible.
'Team white' divide up, their leader 'Vigor' climbs over the wall and his shooter 'Chuck' climbs onto the wall (to have the advantage of hight while shooting = at least the hight of the figure). And what do you know... Chuck plunks the leader of 'team black' a.k.a. 'The Serg',with his first shot !
Meanwhile An-Lee and Chang take a short route to the loot.

Posted Image

Posted Image

"Feras the fighter of team black is a big guy, but even he stepped instinctively back when he saw the Zombies at the other side of the dark tunnel ahead.
"Maybe we should wait until that thing passes, stay in cover."
"I am in cover" Yvan, their shooter replied, "Doc you stay safe behind me"

Posted Image

Meanwhile Vigor is being surprised by the first Z's to appear from the crypt. Surprised in a very bad way, the first zombie knocks him down (but he lives) the second one manages to bite him.
And Chuck ? He is chasing team white and forgets to protect his leader.
So early in the game and two leaders are down.

Edited by Bobscene, Jan 18 2018, 11:53 PM.
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]

Posted Image

"Why can't you do anything in normal ? " An Lee was annoyed at Chang jumping over the wall instead of going around, like she did.
"Now you attract the attention of those Z's, you dumb a§§ !"

Posted Image

Meanwhile team black is in a tight spot. They look trapped in the tunnel, Zombies on one side and Chuck blasting away at them on the other. Yvan can 't shoot back he 's wounded, luckily Mr Lugo their doc, is able to patch him up.

Posted Image

Luck seems on their side, for the moment, when they encounter an other survivor in the tunnel which seem happy he can join in the gang. Together with the new guy Feras tries a desperate outbreak and charges into the Zombie herd.

To be continued...
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]

Chang wanted to kick in the door but An Lee stopped him. "No noise, we take our time !" she hissed.
Silently they forced the lock and open silently the door. And for sure... ther was the loot. Only one zombie in the corner looked like he was, even for a zombie, in a terrible state. Chang put him out of his suffering very fast, glad finally some action was around.

Posted Image

The loot was even more then expected 20 (!) credits. This must be the maximum loot possible !

Posted Image

Team black on the other hand was loosing fast. Feras even lost the best part of his face, chewn by Z's,luckily he did not have much good parts on his face anyway.
The new guy which was supposed to be an excellent shot (shooter but survivor so 2) could do nothing to stop the Z's. He fired all his rounds but could not eliminate a single zombie (incredible bad luck with the dice or was there alternative motive with this guy ??? Survival makes you suspicious)

Posted Image

It was munching time for all the zombies at that point. Blinded by his hate Chuck had not noticed the zombies catching up on him. The last thing he saw was, ironically, his former leader turned Z biting his neck of.

Posted Image

With Chuck gone Mr. Lugo saw his change clear to get away from that damned tunnel, he sneaked of climbing some ladders into the derelict building that was the former townhouse.
In there, he discovered, much to his surprise, an other survivor, a healer, just like him.
"At least he won 't shoot at me when not friendly..." But he was, friendly, well sort off, he did not utter a word, but there they where, 2 healers, not really fighters and a full zombie herd raging on beneath them...

Posted Image

And time is up !
An Lee and Chang did not have to wait for the rest of the gang (cause leaving the board with the loot you must have all the survivors leaving together). The rest was all out of action.

Posted Image

Chang made a little happy dance when they brought home the 20 (!) credits loot.

To be continued for the 'after match'...

Offline Profile Quote Post Goto Top
Member Avatar
Big boss warlord dude!
[ * ]
Nice game. Love your terrain. The table has a cool atmosphere.

Offline Profile Quote Post Goto Top
Member Avatar
CEO of "Rat-on-a-Stick" Industries
[ * ]
I agree with the Warlord, the board does set a great atmosphere. Really like your Bat Rep!
Edited by tinker, Jan 19 2018, 05:42 PM.
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]

Thanks guy's,

scenery is what got me into the hobby, for me scenery was always the most important thing happening on the board.
Hardly played any wargames but.. with this game design I scraped together maybe a change is gonna come ...

Short recap of the 'after match' calculation of the test game I did yesterday.

Team White brought an incredible 5 + 5 + 10 loot markers home (An Lee and Chang did)
Their leader rolled a 7 on the 'dead is not dead chart' this will give him in the next game a -1 modifier in C.C.
Their shooter rolled a 5, the team paid 5 to fix him up, so he is ok.
Team white spend the rest of their credits on:
a hockey mask, cost 3 giving the leader + 1 in C.C. (equals out the -1 he received in the 'dead not dead' chart)
a Molotov cocktail, cost 2 (between 5 and 20 cm, card = template, roll D3 for succes)
A can of petrol for the car, cost 5 (so they can drive next game !) (need to work out the 'car rules')

Team Black
found a survivor a shooter level 2 , he rolled an 8 this gives him a - 1 in speed in the future
Their shooter rolled a 3 so he now has -1 to his shoot
The leader rolled a 10, so he is ok
the fighter rolled a 7 meaning he gets -1 in C.C.

The team also found a card with a scope so they will give it to the survival guy, who should be a good shot with a great gun now
Team black also found 1 credit
And a healer joined their gang.

Although team white took the big money and now have a car (I still need to figure out 'car rules') team black has 2 extra team members, a real good shot and an extra healer !

So that's it for this test game I played yesterday, some rule modifications followed.

But... tonight I had a 'real game' with 3 teams and of course the zombies.
I must say we all had a good time, no time for foto's sorry, that's why I took my time photographing everything in a test game, conditions are better then.
A lot of serious rule changes have been decided on, cause one of my gaming friends is a real experienced wargamer and gave some really helpful tips.
We all liked it so much that we decided to start a campaign.

I will adjust and wil be structuring the rules in the posts above, shortly.

Ciao !

Offline Profile Quote Post Goto Top
Member Avatar
CEO of "Rat-on-a-Stick" Industries
[ * ]
Bobscene, Don't forget to share the d66 list later!
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]

I 'll start on it and post it in 'THE RULES post' above.
I will also attempt to start on the 'car rules'.
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]
The basic structure of the rules is there, I think (see second post with THE RULES)
Things have turned out a bit more complex then I wanted it to but we will try it and adjust later.
Still need to figure out the 'save rolls' sometimes 1 or 2 is good sometimes 5 or 6 is good this is too confusing...
Also need to check the 'healing mechanism'.

Until then,

Fixed 'save roll' and healing.
Finished, for now, on the D66 list.
Edited by Bobscene, Jan 20 2018, 06:15 PM.
Offline Profile Quote Post Goto Top
Tribal Savage
[ * ]


I will leave it at this, for the moment.
The rules are there. If I get an other chance to test them I'll let you know.
But... there is still a thing missing... a name for the game.

Any ideas ?
Offline Profile Quote Post Goto Top
1 user reading this topic (1 Guest and 0 Anonymous)
Go to Next Page
« Previous Topic · Rules discussion · Next Topic »
Add Reply