Well, today I was bored and found these in the 2001 rules.
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Zombie Special Abilities
Moderators: Pwnerade, IVhorseman
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- Champion
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- Magic Soap
- Playmobil
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Lt. Krus, check out EvilWayne's page, he has a whole rules modification on zombie survival, after he did a zombie shopping mall battle. For your info, this guy was involved with the PARV...
http://evilwayne.puncducs.com/brick/zombie2/zombie2.pdf
For your perusal. Thank you Mr Soap.
http://evilwayne.puncducs.com/brick/zombie2/zombie2.pdf
For your perusal. Thank you Mr Soap.
I'm having trouble with a parasite unit that takes over other units
Mov: 4 + 1d6 jump (if fleshy in sight)
Ar: 0
Sk: 1d4
Weapon: Penetrater (Ur: 2, Rg: CC, Dmg: 1d6)
Special:
Face Huger - the unit this unit is attached to in considered unconscious or paralyzed (heroic or stupendous feats can be used by victim if able to)
Parasite Takeover - If this unit can grind the targets Armour to 0 or kill the unit in an attack the unit changes allegiances rather than dieing (grinder damage remains parasite removed from play)
current CP cost 37
wanted CP cost 2-4
Mov: 4 + 1d6 jump (if fleshy in sight)
Ar: 0
Sk: 1d4
Weapon: Penetrater (Ur: 2, Rg: CC, Dmg: 1d6)
Special:
Face Huger - the unit this unit is attached to in considered unconscious or paralyzed (heroic or stupendous feats can be used by victim if able to)
Parasite Takeover - If this unit can grind the targets Armour to 0 or kill the unit in an attack the unit changes allegiances rather than dieing (grinder damage remains parasite removed from play)
current CP cost 37
wanted CP cost 2-4
We the Techno Damned Salute you who are evil and zombie like!
- RunsWithLegos
- Official Duck
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- Location: Boston, MA, USA
3 for movement (with jump), .25 for skill (not included because so low), and the abilities are just to make it worth deploying because these little sucker will go down in droves and are only useful in close combat and because of the half mind thing it works better as an NPC than a play able unit just going around attacking unconverted fleshes in sightRunsWithLegos wrote:how do you price things?
We the Techno Damned Salute you who are evil and zombie like!
- RunsWithLegos
- Official Duck
- Posts: 2245
- Joined: Mon Apr 19, 2010 6:45 pm
- Location: Boston, MA, USA
i have my own set of rules for zombies:
____________________________
HEAD-SPLOSIAN ZOMBIES
headless zombie
attack: 1d6[+3 if attacking an armor-less enemy.]
move: 4-5 inches.
armor: 1d6
Has Two wounds.
special:
if victim is killed with 3+ over the victims armor a d6 is rolled:
Even 2, 4, 6, = zombiefication.
Odd 1,3,5= normal death.
Epic success with another even 6+4/2/6=face-melt zombie
Chunky salsa rule
if armor is a epic fail or attack is 3x the armor roll the zed dies regardless of amount of wounds remaining
><><><<>><><><><><
Face-Melt
attack: 1d8[+4 if attacking an armor-less enemy.]
armor 1d6+2
move: 6 inches
Has Three wounds.
special:
if victim is killed with 3+ over the victims armor a d6 is rolled. Even 2, 4, 6, = zombiefication.
Odd 1,3,5= normal death.
Epic success with another even 6+4/2/6=face-melt zombie
Chunky salsa rule
if armor is a epic fail or attack is 4x the armor roll the zed dies regardless of amount of wounds remaining
_____________________________________________________________
I don't have enough good zombie heads so i just use these.
____________________________
HEAD-SPLOSIAN ZOMBIES
headless zombie
attack: 1d6[+3 if attacking an armor-less enemy.]
move: 4-5 inches.
armor: 1d6
Has Two wounds.
special:
if victim is killed with 3+ over the victims armor a d6 is rolled:
Even 2, 4, 6, = zombiefication.
Odd 1,3,5= normal death.
Epic success with another even 6+4/2/6=face-melt zombie
Chunky salsa rule
if armor is a epic fail or attack is 3x the armor roll the zed dies regardless of amount of wounds remaining
><><><<>><><><><><
Face-Melt
attack: 1d8[+4 if attacking an armor-less enemy.]
armor 1d6+2
move: 6 inches
Has Three wounds.
special:
if victim is killed with 3+ over the victims armor a d6 is rolled. Even 2, 4, 6, = zombiefication.
Odd 1,3,5= normal death.
Epic success with another even 6+4/2/6=face-melt zombie
Chunky salsa rule
if armor is a epic fail or attack is 4x the armor roll the zed dies regardless of amount of wounds remaining
_____________________________________________________________
I don't have enough good zombie heads so i just use these.
- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
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Yay Headcrabs!PrimalAge wrote:I'm having trouble with a parasite unit that takes over other units
Mov: 4 + 1d6 jump (if fleshy in sight)
Ar: 0
Sk: 1d4
Weapon: Penetrater (Ur: 2, Rg: CC, Dmg: 1d6)
Special:
Face Huger - the unit this unit is attached to in considered unconscious or paralyzed (heroic or stupendous feats can be used by victim if able to)
Parasite Takeover - If this unit can grind the targets Armour to 0 or kill the unit in an attack the unit changes allegiances rather than dieing (grinder damage remains parasite removed from play)
current CP cost 37
wanted CP cost 2-4
"Watch out for the headhumper!"
*BA-BLAM*
"I got one!"
she/her | formerly known as ross_varn | exiled for the good of the f.e.l.c.
- lrdofbricks
- Jaw-Jaw
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