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Zombie Survival

Players

1 Zombie master

1-12 players

(Insert fluff)

Deployment:

The players once they have


chosen which race they would
like to play then get to choose
any part of the building they
are in to start the game at
( represent the building
appropriately with many
windows or doors present.
And the zombie master gets to
set up his allocated amount
(described below) and further
waves 5”away from any of the
walls of any of the buildings walls outside of the safety zone.

Game sequence:

The Game starts with the Zombie master deploying his amount of zombies from the deployment
zone, once this is done, the players then get to move and shoot and assault if possible *note* they
cannot leave the building at all in any circumstance*, once this is done the zombie master rolls for
additional zombies and then gets his movement phase and then can run but you must minus -2 to
the roll as the zombies aren’t fully whole and are only walking thanks to the work of the Dark gods
and animated by the dark magic’s, and then assault if possible, there are now new zombies arriving
until the previous wave is completely destroyed.

At the end of each wave the armoury is open and the players are able to purchase weapons/USR
skills as well as the choice to purchase fortification upgrades, this sequence is repeated until the
game ends when there are no more player left, when the new game starts all Wargear of previous
players are lost ..... Well because their dead and this doesn’t affect new players in the next game as
all start on an equal footing. At the end of a day’s play the player who survived the most rounds wins
the survivor award, in turn this allows the awardees to purchase a extra 50pts of Wargear
Rules

Starting points: each player is given s select piece of Wargear as they are “dropped in” – each player
has 100 points to spend but may not purchase more than one weapon *with exception of
grenades*or skills.

The first round consists of d3x2 and after all zombies have been killed increase the amount is
increased each turn by a d6 which is rolled after deployment keep track of the amount rolled as the
number cumulates as the game goes on for example wave one might have 12 with the d3 rolling 3 x2
which makes 6 and a d6 roll of 6, in the next wave a 5 is rolled the next wave consists of 17 zombies
and it keeps going higher and higher until no players are left, a additional d6 is added after the 10
wavefor example instead of a extra one dice each wave its 2 dice, keep track of the amount of kills
taken to add scores.

Vox caster: grants the Ammo Crate special Rule, adds 1+ to the models LD, if Zombies are within 2’
this does not come into effect.

Ammo crates: Ammo crates can be dropped once per every 4 turns and they last for 2, they are
placed in a random d3 direction from the vox caster, as long as he passes his LD test, any player
within 3” of the crate gets a extra attack in shooting so instead of 1 shoot normal or 2 shots rapid fire
it would be 2 shots normal 3 shots rapid fire.

Customization of the player’s model is encouraged and personal names can be given to them.

Imperial stats

Guardsmen

WS BS S T I W A SV LD
3 3 3 3 3 2 1 5+ 8

Movement: standard 6” movement and 6” assault range.

Wargear: each guardsmen equipped standard with flak armour and a las gun.

Special Rules

Booooommm!!!! Head shot: if a guardsman rolls a six on the hit roll, the guardsmen manages to
shoot of the Zombies head and kills the zombie instantly the rise of the Dead special rule does not
come into effect if this happens .

Combat break: You may choose to break out of combat; to do so in the zombies player assault
phase before combat is resolved take a initiative test if passed you may move 4” in any direction,
but this counts as your movement phase.

Wargear upgrades: for each zombie killed by the owning player of the guardsmen gains 10 points,
these can be used to buy additional Wargear or skills from the armoury or training Grounds, Skills
may not be purchased more than once
Running sprint: once per game to escape the cold clutches of the undead your model may move up
to 8” in any direction or into the opposite corner of an adjacent room this is taken if you fail your
last wound and must pass a initiative test.

Knock down: If a player loses all wounds he is not removed instantly but instead placed on the
side, you stay like this for the remainder of the subsequent turn.

Revive: if a team mate is knocked down you may revive him, to do this your model has to be in base
contact with any part of the model that is knocked down, you may revive the player on a 4+ giving
up your shooting and assault phase, Note: you cannot do this if attempting to break from combat
and must wait for the next turn.

Wargear:

 Autogun 60pts
 Shotgun: 70 pts
 Frag grenades x2 40pts- strength 4, 8”range small blast wounds as normal.
 Vox caster 80 pts (allows player to summon a ammo drop refer to rules above for more info)
 Las pistol and close combat weapon (+1 attack) 90 pts
 Bolter 110pts
 Bolter and Combi-weapon flamer 135pts
 Storm Bolter 150pts
 Heavy bolter 160pts
 Carapace armour/Scout armour (4+ save) 130 pts
 Sniper (headshot rule increased to 5+ with one shot or normal double tap with 2 shots
following the normal headshot rule) 70 PTS
 Hot shot lasgun (wounds on 2+) 160pts
 Power armour (3+ save) 180 pts
 Heavy Stubber 150pts (can’t move and shoot, 3 shots base)
 Bolt pistol and Power sword(+1 to Initiative) 190pts
 Flamer 150pts (wounds on 4+)
 Terminator Armour (REQUIRES PREREQUISIT OF POWER ARMOUR) includes storm bolter
and power fist (2+ save))) 240 pts
 Assault Cannon (4 shots, REQUIRES TERMINATOR ARMOUR ) 100 pts
 Pair of lighting claws (+1 extra attacks that also increase the users WS+1 (if traded for
something else the bonus is lost,100 pts ( REQUIRES TERMINATOR ARMOUR)
 Thunder hammer and storm shield (( if the zombie or zombies are not killed, all in close
combat cannot retaliate, ,( REQUIRES TERMINATOR ARMOUR))
 Heavy flamer (wounds on 2+(REQUIRES TERMINATOR ARMOUR)) 150pts

Universal Skills:

All skills have a 0-1 amount so cannot be bought twice


 Blade training 1+ weapons skill 150Pts
 Weapons training 1+ Ballistics skill 150Pts
 Gung-Ho 180pts this upgrade gives the relentless rule to the Soldier, and if he doesn’t have a
heavy Stubber he may upgrade to it free of charge ( or a burst cannon for tau or a hvy
bolter for space marines/chaos space marines)
 Medic 100pts - If the medic doesn’t move or shoot during the shooting phase the medic
can regenerate 1 wound per model on a 5+ as long as they are within 6"
 Senior Medic 140/160pts If the player has medic skill all ready if so select the first point
cost, if not the second pts value is taken.
 Battle stim’s +1 toughness 150pts
 Extra Ammo bandolier 150pts (adds +1 to your shooting attacks, can only be used once)
 Extra Rations pack 1+ strength 150pts
 Life support modules +1 wound

Fortification Upgrades:

Window Barricades – counts open windows a difficult terrain (this is bought by all plays with each
contributing 20 points each, if one player is short one player can cover them in costs , note only one)

Defensive barbed barricades – requires Window Barricades -counts open windows as dangerous
terrain (this follows the payment rules above but have the price increased to 30 each)

Servitor gunner – can only be purchased if defensive Barricades have been purchased – a servitor
gun mount is attached to the building’s roof the team can choose to nominate one enemy zombie
per turn and fire the servitors storm bolter at the selected zombie at BS 3

The Greater good

Fire warrior

WS BS S T I W A SV LD
2 4 3 3 2 2 1 4+ 8

Equipment : pulse rifle

Special Rules: as per guardsmen above although due to the ballistics training fire warriors under take
the head shot special rule is increased to 5+ on the to hit roll to kill instantly.

Fire warriors lose the combat break special rule as their skill in close combat is poor as per their WS.

Wargear:

 Pulse carbine 30pts – if the wound is successful but the zombie saves its rise of the dead role
it considered to have lost a leg or arm due to the weapons pinning effects losing 1” off its
movement and assault range.
 Bonding knife 20pts – even though the use of this weapon is for ceremonial uses, if the tau
player loses its final wound it is allowed a last resort stab with the knife as a show of brother
ship to try and kill his attacker to help out his comrades.
 Photon grenades x2 at 40pts- strength 4 , 8” range small blast! if a wound is caused do not
remove the models but instead count the as incapable of any movement or assault for the
next turn, you can collect up to 6 of these grenades
 Drones 80 pts- allows the controlling player to obtain 2 drones which have no armour save
against close combat attacks but have twin linked pulse carbines , this is cumulative to a
maximum of 8 drones
 Stealth suit 160pts- (3+ save, and includes burst cannon)
 Fusion blaster 50pts- (requires stealth suit ignores the rise of the dead special rule as there is
nothing left to rise up!).
 Crisis battle suit 180pts –( increases save to 2+- requires stealth suit to purchase and comes
with the burst cannon as standard, but due to the building they are in they do not count as
jump infantry – but still follow any other additional rules they may have that is gifted to
them by being jump infantry) up to 3 additional weapons systems can be added to the suit
but the third will replace the burst cannon)
 Fusion blaster weapons system 30pts
 Flamer Weapons system 30pts
 Plasma rifle weapons system 40pts
 Cyclonic ion blaster 50pts
 Fail safe Detonator 70pts ( requires Crisis Battle suit)
 BECOME MASSIVE TANK – give player crisis suit, twin linked rail guns and missile pods
200pts

Chaos cultist

WS BS S T I W A SV LD
4 4 3 3 2 2 1 5+ 8

Equipment – lasgun, flak armour

 Damned Autogun(2 shots) 60pts


 Shotgun of Bloodshed: 70 pts
 Frag grenades of eternal damnation x2 40pts- strength 4, 8”range small blast wounds as
normal.
 Vox caller of Tzeentch 80 pts (allows player to summon a ammo drop refer to rules above for
more info)
 Las pistol and barded 2x4 (+1 attack) 90 pts
 Corrupted Bolter 110pts
 Bolter and Combi-weapon flamer of Nurgle 135pts
 Storm Bolter of Slaanesh 150pts
 Bring of judgement Heavy bolter 160pts
 Desecrated Carapace armour (4+ save) 130 pts
 Plasma gun of Tzeentch (ignores the rise of the dead rule)100pts
 Blood rage hot shot lasgun (wounds on 3+) 160pts
 Corrupted Power armour of the gods (3+ save) 180 pts
 Reaper Auto cannon of death 150pts (can’t move and shoot, 3 shots base)
 Bolt pistol of fury and Power axe of khorne(+1 to strength) 190pts
 Flamer of filth 150pts (wounds on 4+)
 Undead Terminator Armour (REQUIRES PREREQUISIT OF POWER ARMOUR) includes twin
linked bolter and power fist (2+ save))) 200 pts
 Corrupted Terminator Blades (replaces power fist) 20pts
 Corrupted Auto cannon (replaces twin linked bolter) 30pts
 Corrupted lightning claws of Slaanesh replaces all Wargear on terminator) 30pts

Skills:

Can use USR as show on previous pages

Marks of the Gods:

Mark of Slaanesh 60pts (1+ initiative)

Mark of Khorne 60pts (1+ strength)

Mark of Nurgle 60pts (1+ toughness)

Mark of Tzeentch 60pts (1+ to wound – can only be bout once and cannot be combined with life
support modules)

Zombie

WS BS S T I W A SV LD
4 0 4 4 3 1 2 - -

Equipment: Handx2

Movement: as zombies they aren’t completely whole some are missing feet or even legs, their
movement is 4” per turn and have a 3” charge range

Special rules:

Rise of the DEAD!: if the zombie loses its wound, on a 5+ he gets back up!! (Does not affect zombie
if killed by the Boooomm!!Head shot special rule)

Hand swipe: in assault, on a roll of 6 on the wound roll, the attack is treated as a ap5 assault
weapon * so the only armour that is immune to this is carapace armour or power armour or
terminator armour*

Zombie scores: for each player killed the zombie player scores ten points, keep track of the kills
taken.
Zombie Upgrades:

Necromancers kiss: increases the rise of the dead special rule to a 4+ cost 50 pts

Blessings of Khorne +1 attack 30pts

Blessing of Slaanesh +1 initiative 30pts

Blessing of Nurgle +1 wound 30pts

Blessing of Tzeentch +1 weapons skill

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