Sunday, October 24, 2010

Halloween Special - Da Zombie Aporkalypse

Hi All,

Strange, given that in Australia we don't really celebrate Halloween that I have written some Halloween rules. But then it was a great excuse for a side project and I couldn't resist something as cool as Digga Zombies!

This is first in what I hope to be a series of special scenarios. One off games in which you face a strange enemy and can gain some unique things out of. In this scenario you team up with the other players in your campaign to fight of an approaching Zombie Digga horde (controlled by a volunteeer player). You can commit as many or as little of your mob as possible, but then you would miss out on all the experience points on offer, as well as Chain Choppas and the possibility of one of your mob members catching the Zombie Plague.

Enjoy!

Thing That go “Waaagh!” in the Night:
Halloween Festivities in Gorkamorka

Urgak had been digging for scrap for a while now, and the twin suns of Gorkamorka were beginning to sink below the horizon. The Yoof panted slightly, it had been a long day, fightin off Diggas, stealin’ and krumpin dere stuff. Regardless, he continued his work, not wanting to attract the discipline of Skargul.

Suddenly, without warning a hand clutched Urgak’s shoulder.

“What is it ya Grot!” Yelled Urgak, expecting to see another Yoof. Instead he saw a Digga, a dead Digga.

“Brainssss...” Slurred the abomination in front of the young Ork.

“I ain’t got any ya Zogger!” replied Urgak, drawing and emptying his Six-Shoota into the zombie in front of him, which promptly slumped to the floor, twitching. The Yoof looked out into the darkness, seeing a horde of dead Diggas shambling towards him.

Unperturbed Urgak set off towards the Buggy to tell Skargul of a new enemy to bash on Gorkamorka.

Scenario: Da Digga Zombie Aporkalypse

This scenario has been designed for more than two players if you wish to do so. It is advised that the “Alive” Players combine into one mob for the purposes of the turn sequence (it is assumed that they put aside their differences to deal with the meddling Diggas) and that each player controls their own models. This does not mean however, that it stops you from shooting at your teammates; you are an Ork/Digga/Rebel Grot, after all.

Da Desert
Terrain can take the form of anything you wish! From a sparse “nowhere to hide” desert to a mob holding out in their fort until reinforcements arrive, it’s up to you.

Mobs
Every mob taking part can choose any of their mobsters and vehicles to take part in the scenario. You can be cautious and only risk a few warriors (BOO! Hiss!), or you can commit yourself to taking out hordes of Zombie Diggas with your entire mob.

Startin’
The “Alive” Player(s) always start first in this scenario, a Zombie horde is hard to miss!

The “Alive” Players may place their models within 12” of the centre of the board, they may leave any of their warriors in reserve. Models in reserve will appear on a 6+ on Turn 2, 5+ on Turn 3, and so on, a roll of one is always a fail.

Endin’
The scenario ends when the “Alive” Player(s) fulfil at least one of the following objectives:
- Slay all Zombie Digganobs
- Escape (i.e. move off the board) with half of the Orks starting numbers. (Including your temporary allies! No Boyz left behind!)
- Slay all Zombie Diggas (i.e. completely remove them from the table).

Mobs may bottle out as normal.

Special Rules:

The Zombie Horde
The Zombie player has teef equal to 150% of the combined Mob Rating of the Mobs taking part in which he can spend to create his Zombie Horde.

Example: An Ork Player has a Mob with a rating of 200. The Zombie player therefore has 1.5 times this amount of teef to buy his hoard, so he would have 300 teef to spend.

Dusk
The battle will take place at Dusk, creating problems for “the not dead” to try and fight. At the start of the game, roll 6D6, this is the amount of inches that any model can see at any time during the game. Zombies, by their very nature, couldn’t care less and move normally.

Experience
Warriors that took part in the fight gain experience as follows:

+D6 – Survives
+5 – Wounding Hit
+ 10 – Winning
Each Nob (or equivalent) on the winning side gains this.
+ 10 – Killing a Zombie Digganob

Garkuls a Bit Odd Dis Mornin’
Warriors that go out of action in this game roll on the serious injury table as normal. However, replace any rolls of Dead or Captured with this result.

The Warrior has succumbed to the Zombie Plague, unbeknownst to his comrades. He now suffers from -1 Movement and - 1 Initiative (this includes reducing his maximum statistics). However, he now has a funny habit of getting back up again when out of action. He now has the following table when rolling to injure and recover:

1-3 – Flesh Wound
4-5 – Down
6 – Out of Action

In addition to the above, if the model was a Digga, Grot, Dark Eldar or Mutie (or anything else that can be pinned), it now is now immune to pinning.

Also, any vehicles that are crippled in the game always count as making a full recovery. Zombies have little interest in damaging buggies, so they always miraculously find themselves out of harms way.

Zombie Forces

1-5 Zombie Digganobs
Cost to recruit: 25 teef

M WS BS S T W I A Ld
4 4 3 4 5 3 3 3 -
Weapons: Two Choppas OR Uge Choppa OR Shoota and Knife, ‘Eavy Armour

Special: Zombies always pass any Leadership check they are required to take. Also, they use the following table to determine injury and recovery results:
1-4 – Flesh Wound
5 – Down
6 – Out of Action

Zombie Diggas
Cost to recruit: 5 teef

M WS BS S T W I A Ld
3 2 1 3 4 1 2 1 -
Weapons: Jaws and Hands (Count as a single knife), Studded Armour

Special: Zombies always pass any Leadership check they are required to take. Also, they use the following table to determine injury and recovery results:

1-3 – No effect. The Zombie ignores the wound and continues play/gets back up.
4-5 – Down
6 – Out of Action

Zombie Squigs
Cost to recruit: 7 teef

M WS BS S T W I A Ld
5 2 0 3 4 1 3 1 -
Weapons: Vicious Jaws (Count as a single knife)

Special: Zombies always pass any Leadership check they are required to take. Also, they use the following table to determine injury and recovery results:

1-3 – No effect. The Zombie ignores the wound and continues play/gets back up.
4-5 – Down
6 – Out of Action

New Wargear: Chain Choppa

With Zombie Digga attacks becoming a more frequent occurrence on Gorkamorka, the Meks felt the need to make a few teef out of this new enemy, and so took to work finding a weapon that could keep those damned Zombies dead. The result was the Chain Choppa, a weapon that, although has roughly the same hitting power as a Choppa, makes sure that when something gets hit by it’s whirring blades, it stays hit.

Chain Choppas can be purchased in a trip to Mek Town (or equivalent) before or after a game which involves Zombie Diggas. They cost 3 teef and are included are treated as a weapon in the hand to hand catergory, so those models with no access to hand to hand weapons cannot buy them.

Chain Choppa
[Close Combat Weapon]
Strength: User +1
Armour Save Modifier: Varies
Damage: 1

Special: The Chain Choppa benefits from a +1 Modifier when rolling on the Injury table after successfully wounding. Note this does not apply to recovery rolls.

Sorry about the formatting, I wrote this up on word and it did not format itself properly, Blogger's cruel like that.

Happy Halloween!

Scott.

5 comments:

  1. Great minds think alike!
    We're working on two Halloween scenarios over at tUGS to be released later in the week.

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  2. This comment has been removed by the author.

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  3. That is really cool Flamekebab... Very professionally presented. Also, thanks for posting this on your main page!

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  4. “Brainssss...” Slurred the abomination in front of the young Ork.

    “I ain’t got any ya Zogger!”
    that is the best thing to say to a zombie ever.

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