Zombie Stats

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: warman45, Rev. Sylvanus

Zombie Stats

Postby Commander Jimbob » Fri May 25, 2012 3:18 pm

Hey everyone, I'm quite new to BrikWars (I only found out about it a week ago) but have become instantly obsessed. I have yet to play my first game, but in the mean time have been making stat cards.
Here is one I've come up with for Zombies - I still have the editable Photoshop file, so if anyone has any suggestions then I am easily able to make changes:

Image

I have loads of others, if anyone would like to see them just ask :D
TROLOLO
Commander Jimbob
Demi-God of BrikWars
 
Posts: 2
Joined: Fri May 25, 2012 2:50 pm
Location: Yellow Castle 375

Re: Zombie Stats

Postby sjosten » Fri May 25, 2012 7:35 pm

I like it. Nice job with the stat card. One thing though, why can't normal zombies pick up weapons? I understand limiting it (Zombies don't usually aim and shoot rifles) but flat-out banning weapons seems a bit off.
Han Solo wrote: Hokey religions and ancient weapons are no match for a good blaster at your side kid.
User avatar
sjosten
Minifig
 
Posts: 267
Joined: Thu Feb 03, 2011 12:07 am
Location: Franklin Tennessee

Re: Zombie Stats

Postby feuer_faust » Fri May 25, 2012 10:52 pm

Perhaps they keep any weapons they had, but ranged weapons become improvised weapons. To reflect the unskilled nature of the fresh zombies, you could always give them a retarded D4 for Skill.
It's a secret to everybody.
User avatar
feuer_faust
Cannon Fodder
 
Posts: 482
Joined: Tue Mar 25, 2008 1:38 pm
Location: Colorado Springs, Colorado

Re: Zombie Stats

Postby IVhorseman » Sat May 26, 2012 2:35 am

You could also have a non-lethal hit deliver zombieitis, which deals an additional 1d4 damage every turn. It works off of the rules for fire in that it also takes a d4 out of their armor every time they take damage. The good news is that this is pretty much as far as you need to get into the fire rules for it to work: you don't have to worry about zombies breaking down a building like fire would so you don't need those rules.
User avatar
IVhorseman
If she don't want the brick, she won't get the dick
 
Posts: 6306
Joined: Tue Dec 11, 2007 10:12 pm
Location: The Abyss

Re: Zombie Stats

Postby Zupponn » Sat May 26, 2012 7:46 pm

Commander Jimbob wrote:I still have the editable Photoshop file

I read this as edible.
Image
User avatar
Zupponn
No Lego part truly dies
No Lego part truly dies
 
Posts: 5397
Joined: Mon Mar 21, 2011 6:15 pm
Location: Wisconsin, land of the cheese

Re: Zombie Stats

Postby Commander Jimbob » Sun May 27, 2012 3:54 am

Thanks for the replies, I don't have time right now but I'll make modifications and upload them soon. I haven't seen the rules for fire damage (I've read the 2005 rulebook and am currently reading through the 2010 one), could anyone point me in the right direction?
TROLOLO
Commander Jimbob
Demi-God of BrikWars
 
Posts: 2
Joined: Fri May 25, 2012 2:50 pm
Location: Yellow Castle 375

Re: Zombie Stats

Postby feuer_faust » Sun May 27, 2012 11:11 am

Possibly referring to IV's Homebrew Rules for Fire.
It's a secret to everybody.
User avatar
feuer_faust
Cannon Fodder
 
Posts: 482
Joined: Tue Mar 25, 2008 1:38 pm
Location: Colorado Springs, Colorado

Re: Zombie Stats

Postby IVhorseman » Sun May 27, 2012 9:33 pm

Nope, just chapter 8.3.4 of the 2010 rules. Here's the condensed version for your zombies:

The simple idea is that anytime someone is hit by a zombie attack, zombie-itis is transfered to them as well. The zombosis does 1d4 damage to the minifig at the beginning of the turn - usually this is non-lethal. If a 1 is rolled at this time, then the subject's immune system fought off the illness. Unfortunately for as long as they are infected, a minifig will also take an additional 1d4 damage from all attacks, as well as -1d4 to skill. An infected unit that dies is considered to have been killed by a Trained Zombie, and would rise on their next turn.
User avatar
IVhorseman
If she don't want the brick, she won't get the dick
 
Posts: 6306
Joined: Tue Dec 11, 2007 10:12 pm
Location: The Abyss

Re: Zombie Stats

Postby bigbigdogbig » Mon May 28, 2012 2:38 pm

looks interesting, but 9 cp seems a bit steep. same stats, move 4" minus weapon (make it some sort of bite attack) and have them cost 6 cp.
I hate weddings. Old people would poke me saying "You're next". They stopped when I started going up to them at funerals and poking them, saying, "You're next"
TROLOLO
bigbigdogbig
Hero
 
Posts: 72
Joined: Sun Jan 09, 2011 10:08 am
Location: Behind you

Re: Zombie Stats

Postby Gungnir » Tue May 29, 2012 2:11 am

bigbigdogbig wrote: 9 cp seems a bit steep.

Well, seeing as how you can just start turning enemy units to your side, I think it's too low.
Give a minifig an inch, and he'll murder for a mile.
User avatar
Gungnir
Dimmy
 
Posts: 669
Joined: Wed Jul 14, 2010 3:01 am

Re: Zombie Stats

Postby bigbigdogbig » Tue May 29, 2012 7:16 am

well, asuming the hostile player knows what the trained zombie can do he will most likly do everything in his/her/its power to blow the trained zombie to hell and back before it can transform his/her/its units. If the price was lower the player could field more of them and have a chance to arrive at the front lines.
I hate weddings. Old people would poke me saying "You're next". They stopped when I started going up to them at funerals and poking them, saying, "You're next"
TROLOLO
bigbigdogbig
Hero
 
Posts: 72
Joined: Sun Jan 09, 2011 10:08 am
Location: Behind you

Re: Zombie Stats

Postby IVhorseman » Tue May 29, 2012 11:25 am

1d4 skill would drop him by a CP or 2
User avatar
IVhorseman
If she don't want the brick, she won't get the dick
 
Posts: 6306
Joined: Tue Dec 11, 2007 10:12 pm
Location: The Abyss


Return to Bonus Material

Who is online

Users browsing this forum: No registered users and 1 guest