The New books are at Atlantis along with command cards, unit cards and some of new units. Just for information to you all. If you have not gotten a ph...
This has no special set in stone thing for the moment. This is just a list of the things that I have so far for rules for our dead friends and a little place to discuss it. I'd really like to try to a...
Scenario Special Rules.
- Night of the Living Dead
o When teams are destroyed in the shooting phase roll a die according to the 1st chart and if successful consult the 2nd chart placing the resulting zombie(s) where the destroyed team was located. (NOTE: due to the brutal hand to hand nature of close combat, no new zombies are generated during the assault phase by the living.)
FP 6+ weapons- 4+
FP 5+ Weapons- 5+
FP 4+ or better Weapons- 6+
o The Following conversion chart applies to zombie generation
Infantry teams=1 Zombie team
Small-Medium Guns=1 Zombie Team
Large-Immobile Guns=2 Zombie Teams
Unarmored Tank Teams=1 Zombie Teams
Armored Tank teams=2 Zombie Teams
- Zombieland
o Roll a die for each living infantry or gun platoon not gone to ground at the end of each movement step, on a 6+ place a zombie team two inches from the platoon’s commander. If it is not possible to do so for whatever reason, place the zombie as close as possible to the platoon commander following normal infantry restrictions.
o Individual Wrecks and Tank Platoons generate a new zombie team at the start of each turn on a 6+ each turn.
- The Evil Dead
o At the end of each movement phase, zombies will move 10 inches towards the nearest living team stopping two inches away from living teams as per normal infantry rules.
o Zombies are incredibly motivated by their desire for brains and will move 6 inches to assault the nearest living team at the end of each assault step following the conclusion of the living assault step but before the next living player starts their turn. NOTE: A zombie team can only be involved in one assault per assault phase like any other team. Meaning if it has been assaulted in the living assault step then it will not assault in the dead assault step. Assume the zombie is busy devouring its latest victim instead of stalking a new one.
- The Walking Dead
o Consult page 3 of this document for information on missions for this event.
o To determine attacker and defender add together the mobility scores of your forces and compare. The person with the higher mobility score is the attacker.
+0 per each Infantry or gun unit
+1 per each transport or unarmored tank unit
+2 per each tank unit
o For the purposes of prize support it is possible to also have the following “goals” apply
Most Zombies Killed
Most Zombies Generated
Zombie Teams are considered to be Fearless Conscript independent teams mounted on medium bases, and also utilize the following special rules:
- They’re coming to get you, Barbara
o Zombie teams are never pinned and are only thrown back from 6 hits of defensive fire. If the enemy unit is successful in throwing back a zombie assault, but has not destroyed the zombie, move the zombie back into contact and conduct another round of defensive fire. If this defensive fire throws back the zombie, then the assault is prevented, otherwise the zombie is able to swing in combat.
o Zombie teams do not save normally, instead for each successful hit roll a firepower on a success the zombie is destroyed otherwise it fights on though with fewer limbs...
o Because fire has a nasty tendency to just make a flaming zombie, when shooting at zombies flame throwers are considered to have a firepower of 4+.
- Ccccaaaarrrrrrllllll!
o A living unit must pass a motivation check in order to successfully assault a zombie team. However, being up close and personal to the living dead can leave even the most fearsome fighters frightened- all living teams counter attack on minus 1 against zombies.
- One by one, we will take you.
o Zombies may never conduct defensive fire or hold an objective.
o Zombies automatically pass all counter attack checks.
o Zombies hit living teams on a 3+ in assaults and are considered to be AT3 when assaulting tanks to represent their dedication to enter into these vehicles in either one piece or many…
o Teams destroyed by zombies in assault phases are automatically turned into zombies following the rules for zombie generation. Note, this excludes teams destroyed by being unable to get further than 6 inches away from assaulting zombies when breaking off. Those teams are considered to have broken and run off into the night.
- Zombies Don’t Mess with Other Zombies.
o During the shooting step, hits may be allocated to any zombie within 6 inches of the targeted zombie team- essentially treat all zombies within a six inch radius as part of the same platoon.
o During the assault step, zombies within six inches of each other form platoons to assault grouping together to eliminate the living. Treat this new zombie unit as a platoon for the purposes of the assault. If this zombie unit numbers over 9 stands increase the amount of hits to throw it back by 2.
Missions
- Dead Encounters
At a certain point in your life you realize you know more dead people than living.
- Cemetery Man
o This mission follows all of the same rules as encounter from the More Missions PDF with the following additions.
Night of the Living Dead
Zombieland
The Evil Dead
The Walking Dead
Time of Day
• This mission is played using the Dusk Special rules in the rulebook.
- Dead Rising
When there’s no more room in hell the dead will walk the earth.
-Dawn of the Dead
o This mission follows all of the same rules as Dust Up from the More Missions PDF with the following additions.
Night of the Living Dead
Zombieland
The Evil Dead
The Walking Dead
Time of Day
• This Mission is played using the Dawn special rules in the rulebook.
- Feeding Frenzy
It’s amazing how fast the world can go from bad to total shit storm.
-Zombieland
o This mission follows all of the same rules as Free-for-all from the more Missions PDF with the following additions
Night of the Living Dead
Zombieland
The Evil Dead
The Walking Dead
The Fog
• The battlefield has been coated with a supernatural fog, nearly impenetrable to living eyes…..
• Visual distance for models is impaired, roll two dice on the night fighting rules in the rulebook and pick the highest result. However, once a unit has fired enemy teams must still roll on the table to determine how far they can see.
Restless Dead
• For the duration of this battle there is a +1 on all rolls to generate a new zombie.Here is what I have so far for Zombie rules.
Scenario Special Rules.
- Night of the Living Dead
o When teams are destroyed in the shooting phase roll a die accor...See more
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Guys, I'm assuming for this Sunday July 29th, we are staying with 70 points correct? I will probably have to work Sunday morning, but can be at Atlantis hopefully around 1ish, maybe sooner.
The box from Croatia has finally come in! There are T-72s, Shilkas, M109s and M1s along with other things on the table! Oh my! The sound of treads wil...