Zombie Apocolypse

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

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Zombie Apocolypse

Postby dcl32 » Sat Sep 05, 2009 7:49 pm

I know people have had battles like this I just wanted to see rules you guys use.
<a href="http://bfbcs.com/stats_ps3/ww21941"><img src="http://g.bfbcs.com/20894/ps3_ww21941.png" alt="ww21941" border="0"></a>
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Postby OneEye589 » Sat Sep 05, 2009 10:26 pm

I made this for another thread:

Zombie:
15CP
Skill (1d6-2 or 1d4)
Move (4")
Armor (1d6)
Bite: Close combat, 2 Use, 1d6 damage
Zombies can not use any weapons aside from its bite.
If a Zombie is hit by an attack, flip a coin. On a tails, the Zombie takes no damage.
If a Zombie deals enough damage with his attack to kill a living creature, flip a coin. On a tails, the creature comes back to life the next turn in the control of the player who owns the Zombie. The new Zombie creature has -1" move and its skill goes down by one level.
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Postby birdman » Sat Sep 05, 2009 10:31 pm

Just a little quibble: I would replace the coin with 1d6/3. Because it's easier to roll a die than flip a coin.
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Postby OneEye589 » Sat Sep 05, 2009 10:35 pm

Well, then you have to do math.

Also, I thought it was punny that it would kill the zombie if you flipped "heads."
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Postby Theblackdog » Sun Sep 06, 2009 6:57 am

In Brikpocalypse, dead zombies rolled 1D6 at the end of each turn and were resurrected on a 5+; however, if they failed three consecutive rolls they became permanently dead. They could also be permanently killed by flamethrowers and chainsaws.

In Brikpocalypse, the only way of spreading the zombie infection was via their Hero, who could use a Stupendous Feat to zombify minifigs. However, zombies could eat the brains of dead troops to gain their skills (zombies started out unable to use ranged weapons or control vehicles). The reason I limited them this way is because the zombies already had the largest number of minifigs. In the future, I think I'll make zombies able to bring dead troops back to life as Zombie Minions.
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Postby dcl32 » Sun Sep 06, 2009 12:40 pm

Wow that's a good idea I guess I have to buy some zombies I think something like headcrabs in half-life would work well for zombifying people. Or an infection like left 4 dead
<a href="http://bfbcs.com/stats_ps3/ww21941"><img src="http://g.bfbcs.com/20894/ps3_ww21941.png" alt="ww21941" border="0"></a>
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Postby Theblackdog » Sun Sep 06, 2009 6:43 pm

I find that it's better to make rules for zombifying people on a case-by-case basis, depending on the ratio of CP spent on zombies vs. CP spent on everyone else. The more powerful the other teams are compared to the zombies, the less powerful the limits on zombie infection should be.
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Postby dcl32 » Sun Sep 06, 2009 6:48 pm

I was just saying as a story kind of for the battle, and if headcrabs were used it would make further zombifying possible, but I think in a zombie apocalypse battle outnumbering the survivors and giving them light weapons would be ideal if they were only trying to get out of the area, not really engaging in zombie slaughtering mayhem too much. Although if it was elimination, I think a ratio would be good to keep it fair
<a href="http://bfbcs.com/stats_ps3/ww21941"><img src="http://g.bfbcs.com/20894/ps3_ww21941.png" alt="ww21941" border="0"></a>
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Postby lrdofbricks » Mon Sep 07, 2009 6:09 am

just as a general anylisis, zombies have less attack and better armor then most other figures. skill doesn't matter becuase the can't use wepons. there are also anti-zombie weapons such as a shotgun or chainsaw which are very effective at killing them.when a minifig dies to a zombie, he becomes a zombie 2 turns later. zombies usually start out outnumbered 2 to 1, but half the people are civilians running around waiting to be eaten.
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