Zombie Apocalypse PDF

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Zombie Apocalypse Zombie Apocalypse is an unofficial expansion of the warhammer 40K board game. It is created as a party game and is not intended nor balanced enough for tournament play. It is based around the standard survivor versus zombie setup usually seen in zombie movies.

Transcript of Zombie Apocalypse PDF

Page 1: Zombie Apocalypse PDF

Zombie Apocalypse

Zombie Apocalypse is an unofficial expansion of the warhammer 40K board game. It is created as a party game and is not intended nor balanced enough for tournament play. It is based around the standard survivor versus zombie setup usually seen in zombie movies.

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The Survivors

The survivors should always be greatly outnumbered and victory for them should be based upon efficiency and stubbornness, all depending on the mission at hand. The survivors have may pick from any unit below using the point value you and your opponent agreed on, just remember the more survivors the more zombies.

Ranged Weapons

Weapon Range Strength AP Type Special

Beretta 18” 4 5 Assault 2 Shotgun 24” 5 4 Assault 3 2Handed Taser 6” 3 - Assault 1 Revolver 18” 6 2 Assault 2 SMG 24” 4 5 Assault 6 Assault Rifle 30” 5 4 Assault 5 2Handed Sniper Rifle 40” 6 2 Heavy1 Instant kill on a

roll of 5 to wound

Flamer Template 4 5 Assault 1 Ignore Cover & FNP 2Handed

Grenades 9” 8 4 Assault 1 Blast Assault Grenades

Rubble 6” 2 - Assault 3 MG42 36” 6 4 Heavy 15 Rocket Launcher

48” 9 1 Heavy 3

Close Combat Weapons

Weapon Strength Bonus Inniative Bonus Special

Baton +1 0 Baseball Bat +2 +1 2Handed Knife +1 +1 Machete +2 0 Ignores FNP Spear +1 +2 +2S if charged or charging on a bike Sledgehammer +3 -2 2H Hand Weapon 0 0 Axe +3 -1 2Handed Ignores FNP

Atrributes

Name Bonuses Handicaps

Martial Arts +2A, +1I, +2WS -1BS Weight Training +2S Gun specialization +2BS -1WS Political Talent +3LD -1WS, -1BS

Special Rules

Rule Benefits

Keep it up guys! Allows all units within 12” to use the characters LD Inspiring Bravery Allows the character and the squad he is leading to ignore the

zombies “fearsome” rule Fanatism The unit must charge if they can and will gain +2A, +1I and +1S

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HQ:

Sheriff 30Points

The sheriff of the town is usually the person with the greatest access to guns and when a town gets invaded by zombies, they are likely to take a lead role in the defense of the town because unless someone with more combat experience they are the one who are most familiar with Ranged Combat and Hand to Hand Fighting.

WS BS S T I W A LD Sv

3 4 4 3 3 2 2(3) 8 4+

Equipment

0.45c Revolver

Baton

Kevlar Vest

Beretta -5points

SMG +10Points

Flamer +5Points

May Replace Baton With

Baseball Bat +5Points

Knife +5Points

Machete +10Points

Spear +10Points

May be given Martial Arts Training for +20 Points

May do weight Training for +10Points

May Specialize with guns for +5Points

Special Rules

Inspiring Bravery

Keep it up guys!

Independent Character

Additional Equipment

Grenades +5Points

Kevlar and Helmet (3+ save)

Full Kevlar +15Points (2+ save)

Riot Shield +20Points

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Engineer 20Points

WS BS S T I W A LD Sv

3 3 3 3 3 2 2 7 5+

Equipment

Axe

Improvised Armor

Shotgun

May Replace Shotgun With

SMG +5Points

Flamer +5Points

Special Rules:

Independent Character

Mechanic

Good with Guns

Trench Trap

Barbed Wire

Remote Explosives

Mechanic

Any vehicle containing an engineer ignores shaken and stunned results, in addition any weapon destroyed, Immobilized or even Vehicle Destroyed Wrecked results can be repaired by the engineer if he is inside or in base contact with the vehicle the engineer can forego his shooting to try and repair the damage, the damage is successfully repaired on a 4+.

Good with Guns

The engineer is familiar with how a gun works and any ranged weapon in the unit he joins (except rubble), including the engineers counts as twin linked.

Trench Trap

Each engineer in the army can dig a trench trap in front of a barricade; this forces any zombie that wishes to move into contact with that barricade to take a dangerous terrain test, and another one if they wish to attempt to cross it. If the barricade is spiked this test is taken before hits from charging the barricade is taken.

Barbed Wire

The engineer may forego his movement to lay down up to 6” of barbed wire, for each zombie that wishes to cross the barbed wire you roll a dangerous terrain test where you need a 3+ to pass. The engineer must forego another movement phase to wire it up again if he wants to relocate it.

Remote Explosives

For each engineer you may place remote explosives on the walls of a building, these may be detonated if any zombie unit charges it causing 3d6 S5 wounds.

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Politician 20Points

It sometimes happens that aspiring politics will take the charge when they have to because they aren’t completely unfamiliar with leading a crowd and they are good at keeping people around fighting.

WS BS S T I W A LD Sv

2 3 3 3 3 2 1 7 5+

Equipment

Beretta 9mm

Taser

Improvised Armor

May Replace Taser with

Baseball Bat +3points

Knife +1points

Machete +5points

May replace Beretta with

0.45c Revolver +10Points

Shotgun +10Points

May have Political Talent for +10Points

Special Rules:

Keep it up guys!

Independent Character

Elites

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War Veterans 15Points each (unique)

Many towns have war veterans living in it and they make valuable individuals when it comes to repelling any invasion because they are already hardened trough combat and already used to wielding guns.

War Veterans may be fielded like a squad or be assigned as leaders for other squads this is decided at the beginning of the battle

WS BS S T I W A LD Sv

4 4 3(5) 3 4 1 2(3) 8 5+

Squad size 1-5

Equipment

Machete

SMG

Grenades

Improvised Armor

Any member of the squad may replace their Machete with:

Spear +10Points

Sledgehammer +5Points

Any member of the squad may replace their SMG with:

Revolver for free

Assault rifle +10Points

Sniper Rifle +10Points

Flamer +15Points

The whole squad may be given:

Kevlar Vest +5Points (4+)

Kevlar Vest and Helmet +10Points (3+)

Full Kevlar +15Points (2+)

Special Rules

Inspiring Bravery

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Riot Police 12Points Each Model

Riot Police are used to dealing with large masses of humans and their shields are almost impenetrable making them a great road block for a zombie horde.

WS BS S T I W A LD Sv

3 4 3(4) 3 4 1 2 9 3+

Squad Size 5-10

Equipment

Baton

Riot Shield

Kevlar and Helmet

Revolver

Special Rules

Shield wall

Fearless

Counter Charge

Shield Wall

The Riot Police may form a shield wall by standing in base to base, this will give them a 2+ cover save and they will function as a movable barricade, that may not be jumped over nor ignored by the “agile” rule. They may not charge if they ended the movement phase as a shield wall.

Riot Shield

Gives any enemy that tries to hit the model a -2 on the roll to hit, they also count as being equipped with defensive grenades, it also allows the riot police to fire their ranged weapons against their close combat opponents as long as the shield wall holds.

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Troops

Townsfolk 4Points Each Model

The townsfolk are the basic man and woman in the town being attacked, they are completely reliant on leaders in order to function or they will panic and get themselves killed, they are however mandatory because in order to repel a zombie invasion you need enough bodies to defend the whole city, and for every human that dies a new zombie will join the invasion.

WS BS S T I W A LD Sv

2 3 3 3 3 1 1 4 5+

Squad Size 5-20

Equipment

Hand Weapons

Rubble

Improvised Armor (5+)

Any Model in the Squad may replace their Hand Weapons With

Knifes +1Points pr model

Baseball Bats +3Points pr model

Up to 5Models in the squad may replace their Hand Weapons/rubble with

Spear +2Points

Sledgehammer +4Points

Machete +2Points

Up to 10Models in the squad may replace their rubble with

Beretta +3Points

Shotgun +5Points

Revolvers +4Points

Flamers +8Points

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One model may be upgraded to a police officer with the following profile for 12points

WS BS S T I W A LD Sv

2 3 3(4) 3 3 1 2(3) 6 4+

Equipment

Baton

Beretta 9mm

Kevlar

May replace Baton With

Machete +3oints

Spear +4Points

May Replace the Beretta with

0.45Revolver +5Points

SMG +8Points

Madmen 8Points

Madmen are villagers that have gone mad from all the desperation around them, the madmen are completely uncaring in terms of own safety and live only to kill as many zombies they can before being brought down through sheer weight of numbers or from running into a zombie that was to powerful for them to handle.

WS BS S T I W A LD Sv

2 1 3 3 3 1 2 10 6+

Squad Size 5-10

Equipment

Knife

Rubble

Everyday Clothing (6+)

Up to 5Models in the squad may replace their knife with

Machete +5Points

Spear +5Points

Sledgehammer +10Points

Up to 5Models in the squad may replace their Rubble With

Shotgun +3points

Flamer +15Points

Grenades +10Points

Special Rules

Fanatism

Fearless

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One Model in the squad may be upgraded to a fanatic for 10Points

WS BS S T I W A LD Sv

3 1 3 3 3 1 3 10 6+

Equipment

Axe

Everyday Clothing

Special Rules

Fanatism

Fearless

Fast Attack

Motorbike unit 25Points each

Civilians that own motorbikes are usually given weapons and told to function as outriders, they are often quite skilled since the motorbikes are mostly used for extreme sports so they are used to adrenaline and won’t panic as easily as the common man.

WS BS S T I A W LD Sv

3 3 3 3 3 2(3) 1 6 4+

Unit Size 3-5

Equipment

Machetes

SMG

Motorbike (+1 save)

Improvised Armor (5+)

Up to three models may replace their shotgun for a SMG at 5Points each

Any model may replace their Machete for one of the following at the indicated cost

Sledgehammer +10Points

Spear +5Points

Special Rules

Hit and Run

Move Trough Cover

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Heavy Support

Heavy Weapon Team 35Points Each (Unique)

WS BS S T I W A LD Sv

2 3 3 4 3 2 1 6+ 3+

Squad Size 1-5

Equipment

Hand Weapon

MG42

Any Heavy Weapon Team May Replace the MG42 with

Rocket Launcher +10Points

Even though the heavy weapon teams are taken as one choice they will behave independently on the table.

Dedicated Transport

Armored Car 80Points

Front Side Rear

12 11 10

Open topped, Transport Capacity 12, Fast Vehicle

Upgrades

Extra Armor +10

MG42 +15

Impaling Spikes +30

Barricaded +15

Only War Veterans may take an Armored Car as a dedicated Transport, as well as their squad if not taken by war veterans they count as a Heavy Support Choice.

Upgrade Benefit Drawback

Impaling Spikes When the car tank shocks all models being hit by the car takes a S6 Hit

The car takes a hit for each zombie it hits equal to the zombies toughness

Barricaded Survivors inside counts as having a 2+ Invurnable Save.

No longer counts as an assault Vehicle

Note: Should a zombie hit the vehicle it can direct its attacks against the passengers instead.

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Survivor Special Rules

Barricades: Survivors within 2” of a barricade allow the survivor to shoot a zombie even when it is in base to base with the barricade as well; the zombie requires 6s to hit and gains no bonus for charging. In addition the zombies can try to cross the barricade but this will give the closest survivor within 2” of the point the zombie is attempting to cross to take a free round of shooting at it. A single survivor can only do this once per zombie phase. Note the survivors may not fire at any other target if zombies are in base to base with the barricade they are standing behind. In addition in the movement phase survivors may chose to walk away from the barricade.

Break Away: A survivor unit can decide to break away from a zombie unit in close combat, and if this is successful is determined by an inniative roll off, much like sweeping advances, regardless of the break off is successful or not the survivor unit have to take d3 Armor Saves.

Explosive Barrels: Explosive barrels are placed by the survivor at the beginning of the game, the survivor is given 1explosive barrel for each unit and they explode the barrel by hitting it with a firearm, it explodes with the following profile:

Strength Range Special Armor Penetration

6 Large Template Ignores Feel No Pain 4

Barricade Spikes: Spikes are placed on barricades at the cost of +5points for each 2” of

barricade, rounding fractions up, the spikes causes a hit to each zombie charging a unit

behind the barricade equal to the distance in “ they assaulted, this includes the leapers

“ignore Barricades” rule, may not be placed on vehicles.

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The Zombies

The zombies does not follow the standard force organization chart, the constant flow of zombies will be controlled by the amount of survivors as well as a few other factors, they do however use the point system, the zombies will eventually overwhelm the survivors because point for point they are stronger and tougher than the survivors.

Shambler 2Points Each

WS BS S T I W A LD Sv

1 2 2 3 2 1 1 10 7+

Squad Size 10+

Special Rules

Mindless

Feel no Pain

Endless Horde

Fearsome

Upgrades

Up to 10models may be given one of the following

Baton +2

Knife +3Points

Machete +6Points

Beretta +4points

Leapers 6Points

WS BS S T I W A LD Sv

2 1 2 2 3 1 2 10 7+

Squad Size 5-15

Special Rules

Mindless

Cavalry

Endless Horde

Fearsome

Furious Charge

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Big Willy 45Points

WS BS S T I W A LD Sv

2 1 7 6 1 6 3 10 7+

Squad Size 1-3

Special Rules

Mindless

Feel no Pain

Monstrous Creature

Massive

Smash Barricades

Fearsome

May be given two of the following at the points indicated

Sledgehammer +15points

MG42 +20Points

Flamer +10points

Spear +5Points

Boss 40Points

WS BS S T I W A LD Sv

4 3 5 5 3 3 4(5) 10 4+

Squad Size 1 (0-3choice)

Special Rules

Feel No Pain

Brain Zombie

Fearsome

Equipment

Revolver

Baton

May replace Revolver for any of the following

SMG +10Points

Flamer +10Points

Assault Rifle +15Points

May replace Baton for any of the following

Knife +3Points

Machete +8Points

Baseball Bat +5Points

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Lurker 50Points

WS BS S T I W A LD Sv

4 1 4 4 5 2 4 10 7+

Squad Size 1 (0-3choice)

Equipment

Venomous Teeth (2+Wounding)

Rending Claws (Rending)

Special Rules

Lurking

Fearless

Surprise Attack: Starting from turn 3 roll a d6 and on a 4+ the lurker appears in a building chosen by the zombie player at the beginning of his deployment phase. In addition should it leave a building every 3” outside in the sunshine he takes a D3 S3 hits.

Zombie Special Rules

Mindless: The zombie is mindless, its only priority is catching the scent of human flesh and once it have it will do whatever it can to get it, without regard of own safety, mindless zombies have the USR: Fearless and headstrong as well as only moving d6” a turn in addition if any survivor fires any gun within 6” of them they have to move d6” towards whoever fired the target. If a grenade is thrown the same reaction must be taken but the d6” must be towards the centre of the explosion.

Endless Horde: After a mob with this rule has been completely wiped out they will enter play the following turn, with the exact same equipment and size as they were bought with from the zombies board edge.

Fearsome: In order for a survivor to charge a zombie unit they have to take a leadership check because of the fearsome aura of the zombie(s). Should a zombie unit charge a survivor the unit have to take a leadership check if this is failed they will only hit on a 6+.

Massive: The zombie may wield 2Handed Weapons as if it was a 1Handed Weapon.

Smash Barricades: The Zombie is so massive that it can try to simply smash its way through a barricade; the zombie can decide to forego all its attacks to create a 2” breach in the barricade on either side of the Zombie that smashed it.

Brain Zombie: The zombie is capable of controlling other zombies around it, so any zombie mob within 12” of the brain zombie can ignore their slow and purposeful rule and no longer reacts to gunshots and grenades.

Ignore Barricades: The zombie is so fast and agile it will simply leap over any barricade, even if it’s occupied by survivors, and will always strike in Inniative order.

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The Board

Games should be played on a board that is 4x6/4x4 a village should occupy the middle 2x3/2x2 of the table, this is the survivors spawn, within this area survivors can place as many barricades as they wish, but two independent barricades must not be within 6” of each other. The zombies can deploy anywhere within 6” of any table edge.

The village should always have at least 3Ways into it and some buildings and trees around it.

Sample Map:

Black=Buildings

Pale Green=Open Ground

Deep Green=Trees

Blue=River

Pale Brown=Dirt Road

Grey=Bridge/stone plain

Buildings

Buildings can be occupied by up to 15 models; all the models in the building may fire out of it measuring from the edge of the building, assaulting into buildings counts as the occupants being in cover, being behind a barricade and having defensive grenades. If the unit that is assaulting contains more than 10wounds only 10wounds may enter (counting start value).

Shooting into buildings gives the occupants a 3+ cover save and the occupants may charge out without any penalty, armored cars or motorbikes may never enter a building.

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In addition should a zombie unit manage to keep a building occupied for the duration of the enemy’s turn a unit of 15shamblers with three Berettas and two machetes will spawn within 2” of the building the following turn representing the civilians in the house getting infected and turned into zombies.

Pale green, Grey, Pale brown and grey counts as open terrain with no penalty. Green and blue is impassable.

Missions

Mission 1: Chopper Rescue (1-2)

This is the basic endurance mission, the survivors have to survive for 10Turns and at the end of the 10th turn assault phase if any survivor unit is completely within 5” of the centre of the board and the area is cleared of zombies the survivors win. If all survivors are killed the zombies win. The Zombies takes the first turn.

Mission 2: Detect the source (3-4)

The survivors have to detect the source of the infection, this time the zombies are occupying the village and the survivors are the attackers and goes first. Zombies may not place barricades or explosives. The survivors have to remain inside a building for the duration of the zombie players turn and if this is successful they roll a dice on a 5+ the source have been found, and now that unit have to make it of the board. If they are killed Place a marker where any of the members of that unit used to be, (if a character survives he can carry the source and it is not lost if the unit is killed.) Another unit now has to be within end their movement phase within 2” of the marker to pick it up and the burden is now on them to carry the source of the table. The survivors win if they can carry it of the table, the zombies win if they can kill all survivors.

Zombies may start the game inside the buildings and the “endless horde” still applies, each zombie unit with this rule must choose which building that will be their return building.

Mission 3: Escape the Village (5-6)

The survivors have to escape the village; they take the first turn, the survivors win if they can bring three or more units of a table edge; the zombies win if they can prevent them from reaching this goal. The survivors may not however leave before turn 5.

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Sample Lists 500Points

Survivors

Sheriff 80Points

Machete

SMG

Martial Arts Training

Gun Specialization

2War Veterans 50Points

Sniper Rifles

Machetes

Grenades

5Riot Police 60Points

Riot Shields

Batons

Revolver

10Townsfolk 90Points

5Machettes

10Berettas

10Townsfolk 90Points

5Machettes

10Berettas

5Madmen

Fanatic

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Zombies

Boss 48Points

Machette

Revolver

Boss 48Points

Machette

Revolver

20Shamblers 64Points

6Berettas

20Shamblers 60Points

5Berettas

15Leapers 90

15Leapers 90

Lurker 50

Lurker 50

This expansion is for private use only, no copyright infringement or challenge of Games Workshops authority is intended.

Written By: Vebjørn Ribe Hovrud