terça-feira, 26 de março de 2013

Zombie Rules - Warlord Home Rules

1. Zombie Rules
Zombies move and attack per solo rules below.
Zombies appear on the game table through entrance points. They will arrive in packs, and randomly.
Each time a figure enters a building, the player roll in the Surprise Zombie Table to see if there are zombies inside, what number and type, and if they have a surprise attack.
Each pack of zombie and zombie solo has a card in the Initiative Deck. When the card is drawn the zombie pack or zombie solo activates and act per table below.


1.1. Zombie Activation Table
1. Zombie pack or solos moves in a random direction until one of the following things happens and in order. Zombies will move in that direction:
2. Living, noisy or smelly living creatures at 20’ or less;
3. Loud sounds;
4. Will move in direction of a group of zombies that already moved this turn and are at 10’ or less from the moving zombies.


1.2. Zombie Entry Tables
Every time that there is a loud sound there is an increased possibility of more zombies to enter the game table.

1.2.1. Once per game turn:
No noticeable sounds – 10+ (1D10-4 zombies)

1.2.2. Every time it happens:
Each single shot – 9+ (1D10-2 zombies)
Each burst – 7+ (1D10 zombies)
Each shotgun shot – 8+ (1D10-1 zombies)
Car engine working – 9+ (1D10-3 zombies)
Shouts/cries – 9+ (1D10-3 zombies)

1.2.3. Type of zombie:
1-7 – Walker
8-9 – Runner
10 - Stalker

Zombies will arrive in packs, randomly in each designated entry points.



1.3. Surprise Zombie Table
This table is to be used each time a figure enters a building or opens a door to a place where he doesn’t have vision.
1 to 4 – Clear.
5 – 1 Walker
6 – 1D5 Walkers
7 – 1D10 walkers
8 – 1 Stalker
9 – 2 Stalkers
10 – 3 Stalkers


1.4. Zombie Activation
When the card of a zombie or zombie pack is drawn and the zombie activates he will proceed with the rules below:
A zombie only has one action per turn.

1.4.1. Zombie Activation Table
Zombie or zombie pack is wandering: Move;
Zombie or zombie pack is moving toward noise: Move;
Zombie or zombie pack is seeing living creature: Charge (with double move);
Zombie or zombie pack is in B2B with living creature: Melee;
Zombie or zombie pack is in B2B contact with dead creature: Feed (Each turn thereafter roll a die. On a 7+ it will move away.

1.5. Types of Zombies
There are three types of zombies. They usually arrive in different ways, being the walker the main type. Runners are less likely to appear and Stalkers are the rarest.


1.5.1. Walker
The roaming zombie. Slow and weak. We've got the Guns. They've got the Numbers.

Walker - Zombie
DT
0
1
MOV
5
5
DIS
5
5
DEF
7
7
MAV
2
2
#MA: 2
Ab: Mob, Mindless, Tough/3, Undead

1.5.2. Runner
The fast roaming zombie. Weak but nimble. Staying at an arms lenght is the problem.

Runner - Zombie
DT
0
1
MOV
7
7
DIS
5
5
DEF
8
7
MAV
3
2
#MA: 2
Ab: Mob, Mindless, Tough/3, Undead


1.5.3. Stalker
The rarest zombie. Slow but stealthy. Surprise is always a tricky thing.

Stalker - Zombie
DT
0
1
MOV
5
5
DIS
5
5
DEF
8
8
MAV
3
3
#MA: 2
Ab: Mob, Mindless, Tough/3, Undead, Stealth

1.6. Infection
Each time a figure is wounded by a zombie it might get infected and in a short time become a zombie. Roll a die: On a 7+ he’s infected.

At the end of the scenario an infected figure must:
- Receive a shot of Anti-infection vaccine;
- Having a medic making a medicine roll: a 10 roll with the medic expertise;
- Roll a shock die: 9+

To these rolls, if the payer wastes a Medic Kit add +2 to the die roll.

If the roll fails, the figure becomes a zombie. Too bad.

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