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Scenario Zombies 2010.doc
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Scenario 1: Zombie Bus (Warhammer 40,000)

Even with Dom's van full of special equipment, we still faced impossible odds. How could we possibly destroy an entire undead army? Of course, if Dom had any crossbows it'd be easy, but Dom only likes weapons with explosive projectiles.

Megatokyo, #280 “it’s raining zombies!!”

Table setup

4’X8’ table.  Play starts on one short edge.  Set up the objective (dropship, church or the open road) within 12” of the short table edge on the other side.  Place as much terrain as possible while still allowing for vehicle movement (see The Bus below), preferably starting with city then forest.

Deployment

Each player places their Survivor within 6” of a designated entry point. Place The Bus (see below) within 6” of the starting table edge.

Objective

The Bus carriers The Savior of All Mankind™ and must be successfully escorted to the objective. If The Savior of All Mankind™ is killed en-route, the scenario ends with a loss.

Special Rules

The Bus: The Bus is a transport vehicle (AV 7 all around) and is moved during the Survivor movement phase (players decide amongst themselves how best to determine its movement). The damage table for the vehicle is simplified: All results below Immobilized have no effect, all results above Immobilized count as Immobilized. Each embarked Survivor with the Mechanic skill (15 pts TBR) may attempt to repair an Immobilized effect during the Shooting phase on a 4+. Half of zombies in melee will attack The Bus until it is Immobilized, at which point they will attack embarked Survivors with the rest of the mob (as if the Survivors were in melee combat with the zombies; split attacks randomly among Survivors).

As The Bus is open-topped, any embarked Survivors may shoot according to the normal rules, as well as make melee attacks against zombies in hull contact with The Bus. Additionally, if a zombie attacks an embarked Survivor in the close combat phase and inflicts a wound before saves are made, the Survivor is dragged from The Bus and is placed in base contact with the hull (saves taken as normal). If no Survivors are embarked, The Savior of All Mankind™ is dragged from The Bus and meets a gruesome demise in the insatiable gullets of the zombie horde, forever dooming the human race to a future of terror, pestilence, and no Twinkies.

The Bus may Tank Shock zombies. All zombies in the path of The Bus automatically make Death or Glory! attacks against The Bus, with all attendant squishiness in case of failure.

Optionally, The Bus may be equipped with a pintle-mounted flamethrower. One embarked Survivor may fire this weapon instead of their own weapon during the Shooting phase.  


Endless Hordes: After the Zombie movement phase, all Survivors roll a d6. On a 2+, place a new Zombie mob in a random piece of terrain as in deployment. These new Zombies may not assault unless they emerge in base-to-base contact with a Survivor.

Every Man for Himself: Survivors ignore normal targeting restrictions on shooting friendly models.


 Scenario 2: Zombie Wagon (Warhammer Fantasy)

Fluff goes here

Table setup

4’X8’ table.  Play starts on one short edge.  Set up the objective (city gates,  church or the open road) within 12” of the short table edge on the other side.  Place as much terrain as possible while still allowing for Wagon movement (see The Wagon below), preferably starting with forest then city.

Deployment

Each player places their Survivor within 6” of a designated entry point. Place The Wagon (see below) within 6” of the starting table edge.

Objective

The Wagon carriers The Savior of All Mankind™ and must be successfully escorted to the objective. If The Savior of All Mankind™ is killed en-route, the scenario ends with a loss.

Special Rules

The Wagon: The Wagon is a mobile war machine (stats below) and is moved during the Survivor movement phase (players decide amongst themselves how best to determine its movement). It can be attacked by zombies as normal.

The Wagon has three crew: Two horses and a driver, and are removed in the following order: Horse, driver, horse. While both horses are still alive, The Wagon may declare charges against zombies. After the first horse has died, The Wagon still moves as normal but can no longer charge. Losing the driver (ie, after The Wagon loses its third wound) will halt The Wagon from moving until A Survivor with the Teamster skill (10 pts TBR) joins the crew. If the second horse dies, then The Wagon must be dragged to its destination: Any Survivor (not just those with the Teamster skill) may join The Wagon’s crew, and make a successful S check in the Movement phase to drag The Wagon 6”. Any Survivor joining the crew after the second horse has died fights at -1A. Joining The Wagon’s crew requires moving into base to base contact with The Wagon during the Movement phase, and a Survivor may leave The Wagon’s crew during any subsequent Movement phase.

If a zombie attacks a Survivor in the crew during the close combat phase and inflicts a wound before saves are made, the Survivor is dragged from The Wagon and is placed no further than 2” from the model. If The Wagon has no crew remaining and a zombie inflicts a wound, The Savior of All Mankind™ is dragged from The Wagon and meets a gruesome demise in the insatiable gullets of the zombie horde, forever dooming the human race to a future of terror, pestilence, and soiled Twinkies.

Optionally, The Wagon may have a fourth crew member (same stats as the driver) equipped with a crossbow. This crew member will be removed first.

Stats:

M

WS

BS

S

T

W

I

A

Ld

The Wagon

6

-

-

-

10

5 or 6

-

-

-

Horse

6

4

0

4

4

2

4

2

4

Driver

4

2

3

3

3

1

2

1

7

All default Wagon crew count as having light armor and a hand weapon.

Together Everyone Achieves More: Survivors may band together and form ranks to smash back the zombie hordes. Survivors in melee with the same zombie mob may be placed side by side to form a ranked unit; Survivors count as two models, mounted Survivors as four and The Wagon counts as five for the purposes of determining the number of models in a rank. If this unit flees from combat, it breaks up into its constituent models; also, it cannot be Caught!, but instead takes 1 additional wound per inch of movement differential (allocated randomly - roll flee distance before breaking up the unit).


Zombie Stats:

M

WS

BS

S

T

W

I

A

Ld

D6

2

0

2

3

1

1

1

2

Special Rules: Always Strike Last, Unbreakable, Skirmishers, Unstable, Endless Hordes, Shambling Hordes, Endless Shambling Hordes

Endless Hordes: After the Zombie movement phase, all Survivors roll a d6. On a 2+, place a new Zombie mob in a random piece of terrain as in deployment. These new Zombies may fight in close combat that turn if they emerge in base-to-base contact with a Survivor, but do not count as having charged.

Shambling Hordes: Zombies are so slow they may only charge the best of 2d6 inches and do not gain +1 CR for doing so. Additionally, they only pursue d6”, may only Hold as a charge reaction and do not benefit from the -1 to-hit bonus endemic to skirmish units.

Endless Shambling Hordes: A mob of zombies with more than twenty models will automatically reform into a horde formation.