Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Zombie rule systems

I have three sets of zombie wargame rules: All Things Zombie (ATZ), Ambush Z and No More Room In Hell (NMRIH).

 The first two I like for the way zombies are controlled, but dislike the actual game mechanics.

 I like the general game mechanics of No More Room In Hell, but don't really like the way they handle the zombies, as well as a few niggly points here and there, in particular the complete lack of rules for nighttime encounters, despite mentioning flares, and the fact you can sneak, and this really only effects shooting.

I also dislike the initiative system in all three games, so I have created my own based on a card system as found in 'The Rules With No Name" and "Arc of Fire".

 So, what I intend to do over a few posts is "publish" my house rules for NMRIH.

I intend to cover: initiative, zombie deployment, encounter charts, and if time permits (i.e. I get around to doing it), Quick Reference sheets.

All Things Zombie by Two Hour Wargames

With all the other things i have to do around the place, i figured the last thing i should be doing is making my own zombie rules up.

So, after thinking about it for a while i decided i would order a copy of "All Things Zombie" (ATZ) by Two Hour Wargames (THW).

You can purchase the rules either in a hard copy format (i.e. a book) or as a PDF you can print out for yourself, which is cheaper.

I decided to go with the Book format and used pay pal for the first time to order my copy.

One great thing about THW is that when you order a set of rules in book form you also get a PDF copy of the rules to read whilst waiting for the rules to arrive in the mail (which is what is happening as i type).

I have gone over the rules and i like them: they are fairly simple to learn and can be played as either a solo game or as part of a group.

Those wanting to order a copy of ATZ should visit the THW web site and take it from there. There is also a more in depth review on the site for those keen on getting the rules.

Overall i am very happy with both the rules and the service i received from Ed at THW.

A big thumbs up!

Game Mechanics - Melee

Each figure has a Melee Combat stat. This number indicates the amount of d6 that are rolled for that figure during hand to hand combat.

Melee: when ever figures are in base to base contact melee if fought. Each figure rolls the number of d6 equal to it's Melee Combat stat.

The attacker rolls first, and every 4, 5 or 6 counts as a hit.

The defender now gets to roll, and every 4, 5, or 6 he rolls counter acts one hit made by the attacker.

Should the defender roll more 4 - 6's than the attacker, then he has hit the attacker by the appropriate amount.

For each hit a figure takes, roll one wound dice to determine the injury.

Example: a zombie (3d6 attack dice) attacks a soldier (2d6 attack dice). I roll 5, 3 and 1 for the zombie, which equals one hit. I then roll 5 and 3 for the soldier, which negates the zombie's hit.

Game Mechanics - Cool Checks

"Nasties" have a fear rating. This rating represents the target number needed to roll higher than using a figure's cool stat.

For each additional nasty after the first within 6" of the figure making the cool check, the fear rating goes up by one.

Example: zombies have a fear of 0, but four in a pack give that pack a fear rating of 3. Players must roll higher than 3 for a figure to pass a cool check.

Just as packs of nasties can increase the fear rating, the number of friendly troops in the immediate vicinity can reduce the fear - safety in numbers of to speak. For each friendly figure within a 6" radius you can deduct 1 from the fear rating.

Example: the 4 zombies mentioned above have a fear rating of 3. I have 2 friendly figures close at hand to the figure making the cool check, so the fear rating drops to 1. I will now need to roll greater than 1 to pass the cool check.

Figures that fail a cool test must immediately move 6" away from the threat in the safest direction. If there is no where safe to flee, the figure remains where it is an may not act until passing another cool check in future turns.

A figure passing a cool check has the option of continuing what it was up to, or making an orderly tactical withdrawal.

Should the situation arise where the cool check target number is over 6, then for each additional 6 you roll after the first you can add 1 to the result.

Example: my figure has a cool of 4, giving it 4d6 to roll when making cool checks. A moster with a fear rating of 7 forces me to make a cool check. I roll 4d6 getting 6, 6, 4, and 3. As i rolled two 6's i can add 1 point to the first 6, giving me a result of 7.

Play test 1.0

Ok, i gave my rule ideas a bit of a play test, and promptly revised them - not once but twice.

I have changed the whole d10 to hit idea and stuck to d6's only.

Now each figure rolls X number of d6 equal to his stat.

Shooting: figures need a to roll a "6" to hit targets at long range, "5" at medium range and "4" at short range. The number of d6 they roll is equal to the Ranged Combat stat.

Wounds: for every successful hit roll on the wound table. Thus if you hit 3 times when shot at, you roll 3 times to determine wounds.


Tactics - if the situation allows it when fighting zombies, use fire and movement. As the zombies get close move away to give your self to shoot.

All previous rules have been amended to this new system.

Game Mechanics - Zombies

Rules for Zombies:

  • All zombies have a movement rating of 4 inches per turn.
  • Only a roll of 6 on 1d6 when a zombie takes a wound will kill the zombie. This indicates a blow to the head that causes its death. This can be modified with the use of character skills which will appear later.
  • Any hits to a zombie that do not kill it have no effect - the thing keeps coming.
Zombie Stats:
Move 4
Ranged Combat 0
Melee Combat 3 (although this value may vary)
Cool 0
Fear 0

Whilst zombies have a cool of 0, they do not need to make cool tests. No brain no pain so to speak.

Zombies do not cause fear, so opponents do not need to make a cool check when seeing them, but opponents will need to make a cool check when zombies get within 6 inches of them. The cool test target number is equal to the number of zombies within the 6 inches of victim.

Game Mechanics - wounds

When ever a target is hit, be it from ranged combat or melee combat, roll 1d6.

When ever a figure takes a hit roll 1d6 - add +1 to the die roll for each turn of aiming taken before shooting.

Result: 1 - 2 No damage
3 - 5 Wounded
6 Dead

Wounds add +2 to all target numbers and incur a -1 inch penalty to movement.

A figure can take two wounds and still function. On suffering a third wound the figure is unconscious and takes no further part in the game, although it may be picked up and carried to safety.

Zombies have a different system for wounds.

Any figure left behind is assumed to have been eaten by the zombies, or may even return as a zombie for the next game.

Game Mechanics - Ranged combat

Dice rolls. roll 1d6 per Range Combat stat vs. target #

Roll => the target number to successfully hit the target.

Target Numbers:
short = 4
medium = 5
long = 6

Weapon ranges: (weapon type + long, medium and short range in inches

Rifles/MG = 30/20/10
SMG/shot guns = 18/12/6
Pistols/thrown object = 9/6/3

Example: at target is 24”. As i am firing a rifle i this is long range. I need to roll 6 on any Ranged Combat dice to hit.


Aiming gives +1 to the die roll per turn spent aiming at the same target.

Game Mechanics - actions

Each figure may only perform one action per turn.

An action can be anything a player wants a figure to do. Some examples are:


Move
Fire a weapon
Open a door
Hit something
Aim a weapon

Skills, which will be part of campaign play, will allow figures to perform more than one action a turn.

Game Mechanics - stats

Each figure in the game will have the following stats (with definition):

  • Move (how many inches a turn the figure can be moved)

  • Ranged Combat (how effective at firing weapons the figuer is)

  • Melee Combat (how effective at hand to hand combat the figure is)

  • Cool (how much stress the figure can take before it runs away)

  • Fear (Nasties only - used to determine if the mere sight of the critter causes a human figure to flee)


Move is always 6 for Humans and 4 for Zombies.

Humans have 7 points to spend between Ranged Combat, Melee Combat and Cool. One point must be spent on each stat and there is no limit to how many points can be spent on each stat.

Example: I am creating a new Reaper Team recruit. I have to spend one point in each stat, leaving me with 4 points to spend. I choose to put two points in each Ranged Combat and Melee Combat. The Reaper now has the following stats: Ranged Combat 3, Melee Combat 3, Cool 1.


How the stats work: roll a number of d6 equal to the figures appropriate stat. Thus if you have 3 for Ranged Combat, you will roll 3d6 when shooting.


As stats go higher for humans during campaign play skills will also become available.

Game Mechanics - Part 1

Game Basics
Most of the games will be played with all the players being on the same side - the Reaper Teams. Some games will be set with survivors or other human combatants. These games will either be played with both sides being controlled by a player, or with the opposing side controlled by a set of control guide lines - i.e. solo play orders.

Zombies
All the zombies will be controlled by a set of basic guidelines that determines their actions/orders per turn depending on the situation occurring at the time. This system is based on those found in "Pony Wars" and "March or Die".
A random amount of zombies will arrive on the table at various times unless preset by the scenerio being played. The zombies will also arrive on randomly determined entry points through out the game, again depending on the scenario.
The zombies will be slow moving and always be moved after the living, but they are harder to kill and will be very dangerous in melee combat should they get within arms length of their prey.

Rumours and Events
After each game i roll 1d6. If the result is a 6, one more piece of intellingence, information or clues to rumours is gained by the players.

Campaign Rumours - part 1

Each time i play a scenario i will have the chance to develope the campaign through rumours and urban myths.

Some rumours so far are...

An urban myths going around claims that the Soviets created a vaccine that either cures or creates an immunity to the virus.

There is a country that hasnt been affected by the spread of the virus.

There is a scientist that worked on the original virus still living and he has a vaccine.