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Posted: Fri Apr 10, 2009 7:25 pm
WelcomePlagueStorm is a "home-brewed" game based off the core rules of Warhammer 40,000. The rules are written mostly by me, based off of the Zombie 40K rules from Lady Blodwynn, with help from Caleidah, Omnicron 13, and others who have no account on Gaia. Table of Contents:1. Introduction2. The Classes 3. The Skill Trees 4: The Experience System 5. The Infected 6. The Equipment 7. The Missions The Introduction, written by Necro FusionGive a comment to it Here3.837.994.M41 (I know those higher up’s would like a complete date once I turn this in)
Sergeant Lorandius of the Octavus Seventh Company, the only company assigned to this job on the planet Novelina II in the Algranik sector of the Novelina cluster. We are going to arrive at the planet in approximately fifty three hours and twenty seven minutes. The Colonel seems rather jumpy about this, especially with that Astartes on board our ship. But it’s necessary that he’s around to analyze just how bad it is on Novelina II. I don’t know much about that planet, just that it’s covered in cities, but it isn’t a hive world. Yet.
See, we received a distress call, no message, just the beacon. Our regiment was working with a chapter of the Astartes, but we couldn’t send our entire force to check this out, so we instead went out as a single company, granted with a Space Marine involved, to investigate. He’s just here to make the final call on what the hell we’re going to do.
3.841.994.M41
We’ve just arrived at the planet. It looks normal from here, but scans are showing little activity on the surface. Maybe some kind of plague hit them. Great, we’re stuck with this s**t while the other companies are getting drunk waiting their next orders. Assholes, every last one of them… Since we have the youngest commander watching our asses, they all voted for him to have the “honor” of doing work that a civilian could do. Oh well…
I met the Astartes yesterday, first hand. I knew they were big, but to see one that close, not ready to kill, was a wonder. Surprisingly, he actually chatted for a bit, though it was mostly about the situation. I learned he’s a Devastator, one of the newest ones, and hasn’t gotten the requirements to carry heavier weapons than a bolter. Still, he’s ten times better than any Guardsmen I’ve met. I gotta admit, the scariest thing about them is their hands. Big enough to fit my head in and I know just how easy it is for them to crush things… -- So we just had our briefing on the mission. I’m going down there with a good hundred or so guard and the Astartes to figure out why there is so little movement on the surface. I’ve got everything ready to go, as should everyone else, and the Colonel’s gonna watch us from the ship. He’ll be nice and swift should anything go wrong, but I doubt we’ll need it with that Space Marine. Granted, they’re not invincible, they come pretty close to it.
I don’t know why, but I’m getting a bad feeling about this whole plan. I’ll sleep on it. Sergeant Lorandius, o-
ATTENTION ENGINEERING TEAM. THERE IS A BREECH IN THE HULL. I REPEAT, THERE IS A BREACH IN THE HULL ON THE MIDDECK.
What the hell? What’s go-
ATTENTION SEVENTH COMPANY. THERE ARE MULTIPLE HULL BREECHS, EVACUATE. I REPEAT, EVAC TO THE PLANET ASAP.
s**t.
3.841.994.M41 Nicolai, how many got out of the ship? “Uh, I saw a few drop pods south of here, and east, sergeant” Right. We’ll head in that direction. Who doesn’t have a weapon? “Me.” “I don’t!” Alright, you two, stay close, there’ll be a lasgun somewhere. “Sergeant, look up!” What?
By the Emperor… Meteors? *The message goes to static for a moment* -Ship exploded?! *More static* Take cover! *Static, message cuts off* -- 3.843.994.M41 Today, we were supposed to drop down onto this planet and see what’s wrong. Nothing else. Now everything has changed. I don’t know where my squad is, I’m just leading around a dozen guard, all from different squads. This place is death. We heard the groans soon after the ship exploded. It crashed on the other side of the planet… I hope no one was on that side. We’re stranded here, weeks away from any Imperial worlds, so we’ll have to survive here until then.
But, I suppose our mission will go underway. We have new objectives. They are as follows.
Find any surviving members of the Octavus Seventh Company Survive until help arrives Find the Astartes Pray to the Emperor that we won’t die here, with no glory. Kill every ******** zombie I see.
Emperor protect us.
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Posted: Fri Apr 10, 2009 7:31 pm
The Octavus Seventh Company 3.849.994.M41 It was hell getting through most of that mess. The guys I were with died one by one. Not all at once, but we just kept losing one after another to these damn things. I had to run. Eventually, they lost me, but I was alone save for my gun. The Emperor was surely on my side, though; I ran into another group of guards. They were heading my way, I told them to steer clear. Seems like they know what’s up with this planet, too.
I’m deciding to put their basic information down here, for a resource should the Imperium find a need for this journal.Guardsman of the Octavus Seventh CompanyWS 3 BS 3 S 3 T 3 W 2 I 3 A 2 Ld 7 Sv 5+ Special Rules
Run Away! Run Away!: Someone might call me a coward, but if I get the chance, I’m staying as far away from those zombies as possible.If locked in combat, the character may instead decide in the movement phase to break away from the zombies. Take an initiative test to see if the character can escape or not. If the test is passed, your character will run 2D6" into a direction of your choosing. The model must end at least 2" away from enemy models and may not assault enemy models afterwards. If the test is not passed, the character stays locked in combat for the turn. Also note that you may NOT run away when you have just charged an enemy unit yourself. Cheap moves like that are not allowed. CLASSES NOTICE: ALL WEAPONS HAVE SEPARATE RULES TO THOSE FOUND IN THE WARHAMMER 40,000 RULEBOOK. THE RULES FOR EACH WEAPON WILL BE IN THE EQUIPMENT SECTION.RiflemanEquipment: LasCarbine, Flak Armour - Has access to all skill trees (no psychic powers) SniperEquipment: Sniper Rifle, Flak Armour - Has access to the Marksman skill tree - +2 to called shot rolls - One shot, two kills: If two zombies are in a direct line from the Sniper, on an unsaved wound, it wounds two zombies. N/A to boss zombies ‘EavyEquipment: Heavy Stubber (0-1 allowed) OR Shotgun, Flak Armour - Has access to the Strength skill tree ScoutEquipment: LasCarbine OR Shotgun OR LasPistol & CCW, Flak Armour - Has access to the Stealth skill tree Sergeant Badass (0-1) Equipment: LasPistol & CCW, Flak Armour - Has access to the Mentality skill tree - UPGRADE: At level five, replace CCW with Chainsword Engineer (0-1) Equipment: Shotgun, Flak Armour - Has access to the Smarts skill tree (not Medic only skill) Medic (0-1) Equipment: LasCarbine OR Shotgun OR LasPistol & CCW, Flak Armour - Has access to the Smarts skill tree (not Engineer only skill) - Med-Kit: Ability to revive fallen teammates. Medic must be in base-to-base contact with fallen Guardsman for entirety of its turn. On the next turn, the guardsman is revived with 1 wound remaining and both may continue their turn normally. Characters die when they are fallen for 6 turns. - The medic can also heal anyone mission a wound by walking within 1” of them and not shooting or assaulting. Note that this does not require to already be within 1” at the start of the turn. Pyro (0-1) Equipment: Flamethrower, Flak Armour - Has access to the Smarts and Strength skill trees SharpshotEquipment: Modified LasGun, Flak Armour - Has access to the Marksman and Mentality skill trees (No psychic powers)
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Posted: Fri Apr 10, 2009 7:32 pm
SKILL TREES Note: Any skill with an (*) can be taken up to three times. These are normally stat boosting skills only. Strength Tree1. Bulging Biceps: Can move and shoot with heavy weapons 2. Iron Fists: In close combat, for every attack that wounds, roll a D6. On a 6, it counts as a power weapon. 3. *Strong Fighter: +1 S 4. Tough As Nails: +1 T, - 1 I 5. Shoulder Ram: When charging, D3 zombies cannot attack back due to falling down for the turn 6. Heavy Garbage Plating: 3+ armour save, always moves as if in difficult terrain (no shooting Heavy Weapons after moving) 7. Sacrificial Rage: Declare if you wish to use this skill. On a charge, roll 3D6 + normal attacks in close combat. However, any remaining enemy attacks automatically hit and wound. 8. I Got You, Buddy!: If in base contact with a fallen comrade, the character picks him up over his shoulder. The character cannot shoot or assault and moves at D6” unless he or she drops the wounded comrade 9. Them Red Tanks Explode: The character can throw fuel tanks a total of D6 times their Strength. It will scatter D6” away from the intended landing point, no matter what. 10. *Fury: +1 A Stealth Tree1. Stealth: Halves the zombie sense zone and LoS distance. 2. Camouflage: If a zombie mob has LoS on the character, roll a D6. On a 6, the zombies are not alerted. 3. *Finesse: +1 WS 4. Zombait: The character throws the nearest small object to try and alert the zombies to the sound. The object is thrown 2D6 + double Strength, and alerts all mobs within a 6” radius to the sound. If they are already alerted to a single survivor, this does not count. 5. Agile: Move Through Cover USR 6. Springer: Fleet USR 7. Free Runner: During the movement phase, if a character wishes to go up or down a level (ex. A floor in a building), it does not count against their movement distance. Only one level per turn. 8. The Sincerest Form of Flattery: The character can decide to move like a zombie, allowing them to sneak past zombies. The ability must not be trigger within the Zombie LoS distance. When in use, the characters can step within this distance and not be detected, unless they fall under the zombie Sense Zone. Make a leadership check each turn to continue the skill. Other characters can follow, using the same rules. 9. *Quick Thinker: +1 I 10. Daring Leap: When on top of a building, if the building the character is on is less than 3” away from the roof of another building, they can make a leap across. Roll a D6. On a 1, they fall and take a wound and move with the Slow And Purposeful USR until healed. Place the fallen character in between the buildings. Smarts Tree1. *Quick Thinker: +1 I 2. Modder (Engineer Only): If the survivors play a salvage mission, they have enough parts to get their engineer to make a custom weapon or item. Note that the engineer has to purchase this skill first. D6 Roll Table: 1 – Med-Kit: Another character besides the medic can heal and revive fallen teammates for D3+1 turns in the mission the Med-Kit is used. 2 – Carapace Armour: Makes 2 suits of carapace armour that can be given to teammates or self. Breaks after 10 attacks hit it. 3 – Flamer: Makes an extra flamer that can be given to someone other than the Pyro, usable for D3+1 turns in the next mission. 4 – Customized Hellgun: Breaks in 20 turns of shooting. 5 – Industrial Chainsaw: Counts as a two-handed power weapon that gives +2 to strength and grants D6 attacks each turn. These attacks are cumulative with attacks of the character and any assault bonuses. After each assault phase the player is required to roll a D6, on a 6+ it has run out of fuel. Add +1 for each subsequent turn. (i.e. 5+, 4+, 3+, 2+, empty!) 6 – Sentry Turret: Creates one sentry turret to be used in a Holdout mission.3. Quick Fix (Medic Only): The medic has prepared before the mission and created a powerful combat drug for the team to use. The drug lasts for a single turn, it can be given to only one person at a time, and cannot be used again within three turns. Choose the drug at the beginning of the mission using the D6 table. 1 – +1 I 2 – +2 A 3 – +1 S 4 – +1 T 5 – +2 Ld 6 – +1 BS4. Rig ‘er up: The character can place D3 frag traps per mission. Frag trap rules are found in the Equipment section. 5. The “solution”: All attacks in Close Combat are poisoned. 6. *Commando: +1 BS 7. Firebomb: Gives the character Firebombs, found in the equipment section. 8. Decoy: A decoy alerts nearby zombies within 36” towards it. A decoy can only be used once per mission. It is set up by the character taking no actions, even movement, for one full turn. Place an appropriate model in base contact with the character as the decoy. 9. Repairman (Engineer Only): At the end of every mission, the Engineer can attempt to repair any broken weapons or armor, as well as refill ammo. On a D6 roll of 4+, the item is repaired or replenished. 10. Medicine Man (Medic Only): Increases the chance of finding a Med-Kit by +1 on the D6 roll before every mission. Note that you do not get the Med-Kit automatically and must find it during the mission itself. Mentality Tree1. *Calm Head: +1 Ld 2. Calling The Shots: If the character does not shoot or assault for the human turn, the next human turn, all teammates with have +1 BS and WS. 3. No Fear When Eyes Are Near: If other characters have LoS on this character, they can use his or her Leadership for all tests. 4. One For The Team (Sergeant Badass only): If the sergeant falls to the ground, the entire team gets +1 to BS, WS, I, Ld, and A until he is revived. If the sergeant dies, they instead get -1 to the same stats for the remaining time in the mission. 5. Minor Psychic Power: Before every mission, roll a D6 to select a power that can be used for the mission. 1 – ChargeShot: LasPistol has AP4, requires psychic test each shot. 2 – No Power 3 – Soulfire: Used as a flamer, requires psychic test each shot. 4 – Open Minds: Double XP during the mission, no psychic test. 5 – No Power 6 – Fear of the Emperor: First unsaved wound is ignored, no psychic test6. *Quick Thinker: +1 I 7. Die-Hard: The character is so determined that it’s a hassle just to bring him or her down. If they fall, on a 5+, they will get back up on their next turn. 8. Rampage: All teammates within 12” of the character get the Furious Charge USR, as does the character him or herself. 9. Hold The Line: If the character and teammates within 12”do not move for their turn, they all get +1 BS 10. This Base Belongs To Us: In a Holdout mission, all survivors are Fearless. Marksman Tree1. Sharpshooter: The weapon counts as twin-linked 2. Gun-Nut: +1 to weapon strength for the character’s main weapon (Snipers wound on 3+ instead of 4+) 3. Point Blank: Character may replace one of their close combat attacks with a single shot from their weapon. This shot automatically hits. 4. Called Shot: The character can target specific limbs for various results. You must still roll to wound and the wound can be saved against. Head: 6+ to hit, doubles weapon strength for shot, instant kill, no saves except invulnerable Arm: 5+ to hit, -1 A Leg: 4+ to hit, halves the moving distance. Zombies move 2D3.5. *Commando: +1 BS 6. Precise Shooting: If the character doesn’t move, he or she receives an extra shot. (i.e., with the LasCarbine, they would shoot with Assault 4 instead of Assault 3) 7. Scoped: The character’s weapon gets an extra 12” in range. 8. *Calm Thinker: +1 Ld 9. Quick Draw: If charged at, the character may make a “Called Shot” attack against the head only. 10. Acute Senses: Character gains the Night Vision/Acute Senses USR
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Posted: Fri Apr 10, 2009 7:33 pm
EXPERIENCE SYSTEM Everyone learns from their battle experiences, whether it’s seeing one of your buddies trying to run from battle, just to see your commissar shoot him down, or its zombies trying to maul you at every corner. Sadly, we didn’t have cigarettes with us. I could have used one…In PlagueStorm, the game follows a “Team” experience system rather than a traditional where, where each character receives their own experience. Instead, everyone receives experience for the kills that they and their teammates receive. The characters retain their experience throughout levels. Ex. At level 2, they will start with 65 xp (2-5 players chart) However, there is nothing stopping a GM from using a standard Experience system. Some ambitious GM’s may even mix up the tables. There are examples of three tables, one for a different playing style each. 2-5 PlayersLevel 1 – 0 xp Level 2 – 65 xp Level 3 – 255 xp Level 4 – 470 xp Level 5 – 910 xp Level 6 – 1475 xp Level 7 – 2165 xp Level 8 – 2980 xp Level 9 – 3920 xp Level 10 – 5000 xp 6-8 PlayersLevel 1 – 0 xp Level 2 – 100 xp Level 3 – 385 xp Level 4 – 705 xp Level 5 – 3165 xp Level 6 – 2215 xp Level 7 – 3250 xp Level 8 – 4470 xp Level 9 – 5880 xp Level 10 – 7500 xp Solo Experience GameLevel 1 – 0 xp Level 2 – 25 xp Level 3 – 200 xp Level 4 – 425xp Level 5 – 700 xp Level 6 – 1025 xp Level 7 – 1400 xp Level 8 – 1825 xp Level 9 – 2500 xp Level 10 – 3500 xp While killing zombies and completing missions gain experience, you can lose experience as well. If your character falls: -10 XP If your character dies: -100 XP Double the amount of experience losses for a game with 6-8 people. Note: XP is gained from killing enemies, doing certain actions, completing missions, and sometimes even exploring. What is worth what can be entirely up to the discretion of the GM.
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Posted: Fri Apr 10, 2009 7:34 pm
THE INFECTED These guys are a pain to kill. Lucky, there’s enough of us to get the job done. I’m putting down the information we’ve gather about them on here, too. But hopefully the planet’s fire bombed before anyone else really needs the info.CAUTION: ALL THE UNDEAD ARE FEARLESS AND TAKE *NO* MORALE OR LEADERSHIP CHECKS. NONE. AT. ALL.Zombie – 5xp WS 2 BS 0 S 3 T 4 W 1 I 1 A 1 Ld 1 Sv -/5+* Mob size: D3+3 Special rules*Feel No Pain: These bastards can take bullets and las shots, that for sure. They don’t care about getting hurt, they’re already dead.Zombies are subject to a modified 'Feel No Pain' USR in the Warhammer 40.000 rulebook, at a 5+. This means that weapons with any AP value cancel the Feel No Pain save. NOTE: If you have a lot of players (6+), revert this to the 4+ rule and give the zombies a 6+ armor save. Slow and Purposeful: Because of their decay, these zombies lose legs, feet, and nerves. It makes them slower, thank the Emperor.Zombies are slow so they are subject to the 'Slow and Purposeful' USR in the Warhammer 40.000 rulebook. Undead: They attack slowly, giving us the upper hand if we can charge in first. But why the hell would we do that when there’s so many of ‘em?Zombies will always strike last, regardless of the situation. Even when charging or attacked by a weapon that lowers the attackers Initiative value to 1. Zombies will also never chase enemies breaking from combat. Zombies also can’t run for obvious reasons. They are just that slow and brain dead. Undead Herd: Zombies are pretty stupid and dense, but they seem to know that if their mates are going somewhere it might be a good idea to join them and shuffle along.Mobs of 4 or less models can link up with bigger or smaller mobs in their movement range. This allows for mobs to grow beyond the regular size of 6 models. Infected – 5xp WS 3 BS 0 S 3 T 3 W 1 I 3 A 2 Ld 1 Sv 6+ Mob size: D3+5 Special rulesFleet: Infected are men and women newly diseased by whatever virus is causing this mess. While not as tough, they are sure as hell faster.All Infected have the ‘Fleet’ USR in the Warhammer 40,000 rulebook Rage: The Infected have a love for inflicting pain and maiming. Did Khorne make these guys?Infected will move as fast as possible to the closest human player and assault if they can on that turn, no exceptions. HORDE!: You’re getting through the city fairly well, then all you can hear are the pants and grunts of these Infected. A lot of them. Curse your rotten luck and get ready.Groups of Infected can join units, up to three mobs of infected for each Horde. -- BOSS ZOMBIESAll boss zombies are unique and all follow this rule: Boss: The zombie seems different from the rest. More powerful, faster, bigger… In any case, it can’t be good.Boss Zombies can be picked off by Riflemen and Snipers, or anyone if they are within 6”. Only one wound can be directly against the boss; roll this shot AND wound roll separate from the others. If the boss zombie is behind the mob they are a part of, this rule is discounted. They are also considered independent characters, and as such, they can break away from their mob and the mob can break away from them. Boss Zombies will take the place of a single zombie in the mob they’re assigned to. On some occasions, boss zombies will be alone. All boss zombies are worth 20 experience points Hunter (Infected/Zombie) WS 4 BS 0 S 4 T 3 W 2 I 5 A 3 Ld 1 Sv 6+ Max – 2 Special RulesLeap: Hunters are feared for their leaping abilities, their screech piercing the ears of the survivors before it takes its prey.Hunters act like Beasts, assaulting with 12” Preparation: If a hunter is moving slowly, it’s just waiting to kill you faster.Hunters can move either at the pace of normal Infected, or can move with the Slow and Purposeful rule. If they do this, the next turn they can both move as if they had a jump pack and use the assault phase for an extra move, or they will assault as if they had Furious Charge. Howler (Infected) WS 3 BS 3 S 3 T 3 W 2 I 3 A 2 Ld 1 Sv 6+ Max - ∞ Special RulesThe Calling: A horde has decided to get too close to you, but as you turn to fight them off, you notice one with an oddly large jaw and wide ribcage… Only to hear the piercing cry that has awakened another horde nearby.When the Howler assaults or is assaulted, it screams, and any mobs within 18” rush towards it. When two mobs, each with their own Howler, are in combat, this range is doubled. Fleet: Howlers are a different form of Infected. They are the ones who were cursed with magic as well as a plague.All Infected have the ‘Fleet’ USR in the Warhammer 40,000 rulebook Skinner (Infected) WS 3 BS 3 S 3 T 3 W 2 I 3 A 3 Ld 1 Sv 6+ Max - ∞ Special RulesChris’s Blood: As a veteran Guard, you know the fears of the universe, but only once did you ever see what these bastards did. Wearing the hides of your fellow humans like they were cloth… Maybe they took a hint from the Necrons.Any humans that charge the Skinner and his mob must take a morale check at -1 Ld. If this is failed, the humans will only hit on 6’s. Retake the test per every turn spent in combat. Fleet: Skinners are Infected, but they're far nastier.All Infected have the ‘Fleet’ USR in the Warhammer 40,000 rulebook Prowler (Zombie) WS 3 BS 0 S 3 T 4 W 2 I 1 A 2 Ld 1 Sv 4+* Max - ∞ Special rules*Feel No Pain: These bastards can take bullets and las shots, that for sure. They don’t care about getting hurt, they’re already dead.Zombies are subject to a modified 'Feel No Pain' USR in the Warhammer 40.000 rulebook, at a 5+. This means that weapons with any AP value cancel the Feel No Pain save. NOTE: If you have a lot of players (6+), revert this to the 4+ rule and give the zombies a 6+ armor save. Slow and Purposeful: Because of their decay, these zombies lose legs, feet, and nerves. It makes them slower, thank the Emperor.Zombies are slow so they are subject to the 'Slow and Purposeful' USR in the Warhammer 40.000 rulebook. Shadow-step: The Prowler can hide any noise it makes and its form constantly shifts to react to the environment, much like a chameleon.When shooting at a Prowler, you must roll a check as if the Night Fighting was in play. If the Night Fighting special rule is already in use, the check for seeing the Prowler is reduced by half. Witch Doctor (Zombie) WS 2 BS 0 S 3 T 5 W 2 I 1 A 2 Ld 1 Sv 4+* Max – 1 Mob size: D3+3 Special rules*Feel No Pain: These bastards can take bullets and las shots, that for sure. They don’t care about getting hurt, they’re already dead.Zombies are subject to a modified 'Feel No Pain' USR in the Warhammer 40.000 rulebook, at a 5+. This means that weapons with any AP value cancel the Feel No Pain save. NOTE: If you have a lot of players (6+), revert this to the 4+ rule and give the zombies a 6+ armor save. Slow and Purposeful: Because of their decay, these zombies lose legs, feet, and nerves. It makes them slower, thank the Emperor.Zombies are slow so they are subject to the 'Slow and Purposeful' USR in the Warhammer 40.000 rulebook. Undead: They attack slowly, giving us the upper hand if we can charge in first. But why the hell would we do that when there’s so many of ‘em?Zombies will always strike last, regardless of the situation. Even when charging or attacked by a weapon that lowers the attackers Initiative value to 1. Zombies will also never chase enemies breaking from combat. Zombies also can’t run for obvious reasons. They are just that slow and brain dead. Red Mist: The trait of the Witch Doctor is the red mist that surrounds both them and their horde. While the mist is harmless to humans, the pheromone it contains triggers the zombies flesh to constantly regenerate, making them that much harder to kill.The Red Mist acts like a resurrection orb from the Necron Codex. When zombie mobs are within 6” of the Witch Doctor, when they lose all their wounds, they are instead placed on their sides. The next turn, before all movement, roll a D6 for every fallen zombie, and on a 5 or 6, the zombie is back up with 1 wound. Eidolon WS 4 BS 3 S 3 T 3 W 2 I 4 A 3 Ld 1 Sv 5+* Max – 2 Special RulesPhantasmal: The Eidolon is literally a phantom, undead without a body, and as such strike fear more than the moans of the living dead themselves.The Eidolon is granted an invulnerable save of 5+ from its lack of a physical form, and it also ignores any difficult terrain as if it was not there. Loner: The Eidolons are never seen with another mob of zombies, only ever by themselves.When brought into the game, Eidolons immediately break off from the mob they start with and stay out of coherency with any other mobs while they are on the table. Tempting Darkness: The worst part about facing an Eidolon is hearing its cries, tempting you to come to the world of death, promising peace for eternity. Sometimes, it seems better than the Imperium.The Eidolon can “shoot” once per turn, using this template. 18” | S - | AP - | Pinning, Large Blast Anyone under the blast must take a pinning test at -2 Ld. -- Zombie Master RulesHey now, someone has to run the show of the big bad horde of undead, so they might as well know just how to play them. When and How: The basics of bringing Zombies into the game. Each game played within the story will be different. It’s up to the Referee, or GM, or ZM, or whatever you wish to call him to decide on placement of zombies. As a guideline… 1. Have a single mob of Zombies to start for every human player 2. Bring in a new mob every 2 or 3 turns. Roll a D6 per mob and on a 5 or 6 they will come out of the closest building to the humans. A mob doing this cannot move or assault that turn. It’s assumed that the mob had to take a while to get out, or they fell, or such. 3. For every mob that enters, roll another 2D6. On a 9-12, the unit is an Infected, not a Zombie, mob. 4. These three rules can be ignored if the ZM wishes and he can rather play as a full “director”, making the placements and timings to his or her liking. 5. The Golden Rule for the ZM: Do NOT be too hard on the players. Never be too hard. Zombie Tactics: The how-to’s for movement, LoS, and assaults. 1. Zombies move with 2D6 and a scatter die, even Infected. 2. The standard LoS rules are disregarded somewhat. Zombies can only “see” someone if they are within 18” and are in LoS. When they see the human, they are alerted. 3. If a human shoots, this range is doubled to 36” 4. Running increases this range to 24” 5. If the zombie cannot see a human, it will use its senses to find you. If you are within 6” of the zombie, i.e. behind a wall near it, it senses you and is alerted to your presence. 6. When alerted, zombies revert to their normal movement rules and move directly towards the humans UNTIL LoS is broken. In which case, they were move to the last place the zombies saw the humans. a. If the humans fall under the sense zone of a zombie or are seen by them, they are re-alerted.7. Moving up or down levels for zombies is halved, i.e. moving up a building would mean the zombie MUST rules a 6 in the difficult terrain test 8. Zombies assault normally. It is assumed that the zombie puts its best efforts in moving to get to the opponent. 9. Zombies can pull down humans who are one floor above them. To do this, they must either be directly under the human or 1” away from this spot. They take a strength check, which requires the Human’s D6 + Strength vs. the Zombies D6 + Strength -1. Infected can climb like the humans. 10. Both Zombies and Infected will not automatically die from flamers. If wounded by a flamer, before taking armor saves, roll a D6 for every zombie or infected wounded. On a 6, they take no wounds and are “on fire”. These zombies will die in three zombie turns. In an assault, the flaming zombie or infected attacks with +1 strength. Boss Zombies: Where do they come from? 1. Do not bring Boss Zombies in until the players reach level 3 or 4, unless you want to challenge them. 2. For every 3 mobs, roll a D6. Place the boss in their appropriate zombie type. If said type is not on the board, re-roll. Max amount of 1 boss per human on the table at once, unless stated otherwise in the mission. a. 1 – Hunter (Zombie or Infected) b. 2 – Howler (Infected) c. 3 – Skinner (Infected) d. 4 – Prowler (Zombie) e. 5 – Witch Doctor (Zombie) f. 6 – Eidolon (Zombie or Infected)3. Boss Zombies are constantly alerted to the human presence due to extended senses. Their zombie mob will travel with the Boss Zombie.
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Posted: Fri Apr 10, 2009 7:37 pm
The Equipment LasCarbine18” Str 3 AP - Assault 3 Combat Shotgun12” Str 4 AP - Assault 2 Power-Overwhelming: When zombies are within half the distance of the range of the Shotgun, it fires with double strength. Sniper Rifle36” Str - AP 6 Heavy 1 Sniper Rifle, PinningLasPistol12” Str 3 AP - Pistol Heavy Stubber36” Str 4 AP 6 Heavy 5 ChainswordCounts as Close Combat Weapon Rending, +1 SFlamerTemplate Str 5 AP 5 Customized Hellgun24” Str 4 AP 5 Rapid Fire Modified LasGun24” Str 3 AP - Rapid Fire Charged: If the firer does not move for that turn, then he or she may fire a single AP 5 shot. Sentry TurretWS 0 BS 4 S 0 Front 9 Side 9 Rear 9 I 0 A 0 Stationary: The Turret remains where it was placed for the entirety of the game. It has 360˚ rotation. Trashy: When an immobilized or weapon destroyed result is rolled against it, the Sentry Turret is destroyed. Red Death: The Turret shoots with the following profile: 24” Str 4 AP – Assault 3 Firebomb18” Str 5 AP 5 Small Blast, D6 scatter
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Posted: Fri Apr 10, 2009 7:39 pm
The Missions The Missions are guidelines to use for PlagueStorm. You are free to create your own missions and enjoy your own game how you want you, and you may edit any of the rules in the following example “standard” missions. Survivors always get first turnSpecial Rules: Some missions will have special rules not found in the Warhammer 40,000 rulebook. Medical Supplies: Roll a D6. On a 4+, a spare med kit is in the level. The Med-Kit should be placed along one of the long table edges, near the center of it. This med-kit has only one use to revive a fallen teammate. Random Length: Roll a D3. On a 1, the survivors must only go through one board. On a 2, they must go through two boards, and on a 3 they must go through 3 boards. This means that when they get through one board, the terrain is randomized and they go in the opposite direction, simulating a longer distance. Arrival - 0 XP Will be played only once, in the beginning of the game OVERVIEW Your dropship has just crash landed into the destroyed streets of Novelina II and you have to find cover, fast. You can hear the hordes starting to come already. With nowhere else to go, you and your team go forward. SET-UP 1. The board is a 6’ by 4’ standard board, with the survivors starting on one short table edge. They have a 6” deployment from the center of the table edge, therefore the long table edges are 23” away from them. 2. Set up at least 3 mobs of zombies on the other edge, then roll a D6. On a 1-3, add one mob, on a 4-6, add two mobs. These zombies must be at least 30” away. 3. The objective is the other short table edge. The survivors must come within 6” of this table edge. OBJECTIVE The survivors must reach the opposite edge of the board to escape the zombies traveling to their dropship. MISSION LENGTH The mission lasts for 12 turns. SPECIAL RULES Night Fighting (lasts first 5 turns) Seize The Fort - 50 XP OVERVIEW If you have any wish to survive, you’re going to have to go find a new base to defend for a while. This mission type will be played every time the survivors need to find a new base, and when they need to find their first base. The survivors are going to leave in the morning. SET-UP 1. The board is a 6’ by 4’ standard board, with the survivors starting on one short table edge. They have a 6” deployment from the center of the table edge, therefore the long table edges are 23” away from them. 2. Set up at least 3 zombie mobs on the opposite table edge, and set up D3 mobs along the long table edges. All must remain at least 18” away from the survivors. 3. The objective is the other short table edge. The survivors must come within 6” of this table edge. OBJECTIVE The survivors must react the opposite edge of the board to locate their newest base of operations. MISSION LENGTH The mission lasts for 18 turns per board. SPECIAL RULES Night Fighting (From turn 12-18, then from 1-6 on the next board), Medical Supplies, Random Length Search And Destroy – 30 XP OVERVIEW To make sure that the base is well defended, the survivors sweep through and destroy as many zombies in the area as they possibly can. SET-UP 1. The board is a 6’ by 4’ standard board, the survivors are starting in the middle. Place a suitable model for a base in the center, just a simple building or one that was clearly fortified. 2. Place a zombie mob for every player, up to 7 mobs, all around the board, at least 18” away from the survivors. There will be D6 more mobs that appear, one every three turns. OBJECTIVE To kill every zombie on the board. MISSION LENGTH No length, the game lasts until all the zombie mobs are dead. SPECIAL RULES Night Fight (after 12 turns) Holdout – 100 XP (Note: Only one Holdout mission can be played per base found) SET-UP 1. The board is a 6’ by 4’ standard board, the survivors are starting in the middle. Place a suitable model for a base in the center, just a simple building or one that was clearly fortified. 2. Place a zombie mob for every player, up to 5 mobs, all around the board, at least 18” away from the survivors. A new zombie mob will appear ever 3 mobs. OBJECTIVE The survivors must last for the length of the game MISSION LENGTH Roll a D3. 1. Game lasts for 18 turns 2. Game lasts for 24 turns 3. Game lasts for 30 turns SPECIAL RULES Night Fighting (From turn 12-21) Salvaging – 25 XP SET-UP 1. The board is a 6’ by 4’ standard board, with the survivors starting on one short table edge. They have a 6” deployment from the center of the table edge, therefore the long table edges are 23” away from them. 2. Place D6 + 1 mobs of zombies on the board, at least 24” from the humans. New mobs come in from the long table edges every three turns. 3. Place D3 + 1 objective “salvage” markers randomly on the table, placing each 12” away from each and all must be 21” away from the survivors. OBJECTIVE The survivors must collect salvage to create parts for new equipment. MISSION LENGTH The mission lasts until all salvage is collected and the survivors return to their table edge. SPECIAL RULES Night Fighting (Starting at turn 15), Salvaging (a survivor stays in base-to-base contact with an objective for one full turn, the salvage is collected) Escape – 0XP (Only to be played when the characters reach level ten, at the GM’s discretion) SET-UP 1. The board is a 6’ by 4’ standard board, with the survivors starting on one short table edge. They have a 6” deployment from the center of the table edge, therefore the long table edges are 23” away from them. 2. Place at least 2 mobs for every survivor, up to 10 mobs. A mob will appear on a random table edge (D6 roll, 1-3 is the left table edge, 4-6 is the right table edge) every 3 turns. OBJECTIVE Finally, a way out of this place. The survivors are trying to get out of the city, expect a fight. A hell of a fight. MISSION LENGTH The mission lasts until they reach the evacuation point. When there, they must survive for 12 turns. The survivors will go through two boards as if the D3 roll for the Random Length was a 3. The third board will contain the evacuation point. SPECIAL RULES Night Fighting (during the second board)
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Posted: Fri Apr 10, 2009 8:09 pm
Character Sheet Name: Level: XP:
Class: Equipment: _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ Skills: _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________
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Posted: Fri Apr 10, 2009 10:26 pm
I approve wholeheartedly.
This shall be run by my gaming group. Might be good for a little one off sort of game in the near future.
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Posted: Fri Apr 10, 2009 10:39 pm
I played the Arrival mission today with seven characters. o3o It was a frenzy avoiding zombies and trying to get to the other side on time, but it was a lot of fun. biggrin
Glad you approve, and check in every now and them for small expansions to the gameplay, like more missions, new boss zombies, and so on.
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Posted: Sat Apr 11, 2009 2:23 am
Don't forget my formula for random superzombies.
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Posted: Sat Apr 11, 2009 2:55 pm
Don't worry, I have those saved. o3o I'll add them and a few other things later, as well as some more missions and fun special rules. And, of course, the Space Marine. mrgreen
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Posted: Fri Apr 17, 2009 2:31 am
Hmm, Winnie has some explaining to do.
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Posted: Sun Jun 21, 2009 8:41 pm
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Posted: Mon Jun 22, 2009 11:25 am
Working on it now, actually. It's going to be a taaaaaaaaaaaaaad bit harder at this rate. sweatdrop
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