A Game Designed to introduce players to the concepts of gaming by a knowledgeable GM. Creative Commons Non-Commercial licence. Designed to be as cheap as possible.
Using wargaming logic we need to simpify damage and the rules generally. Need to build a system that is easily playable with minimum cash expenditure. Some effort expended is OK. Need to discuss maps and terrain. Instructions on how to print and create "Cards" and "tokens"
For the most replayability multiple game types are planned.
The characters must destroy every zombie on the board.
The characters are trying to get to a specific location on the map that leads to a zombie-free area.
A player or NPC is trapped by zombies and must be rescued by the party and then the group must escape. If the NPC or player dies before they escape, the the game is lost.
Similar to Rescue, but involving an inanimate object (use a counter). a least one character must survive to get the object to the Safe Zone.
The group must keep from being overrun for a predetermined number of turns. The GM has Unlimited Zombies.
One Zombie (use a different Mini) must die. Typically it’s a Leader Zombie, which the GM may pull from the deck at the beginning of the game.
One zombie (use a counter) has an important item. The team must retrieve that item and get it to safety.
The characters must get to a location, clear and hold it while one of them spends “y” rounds “disarming” it. The item must be disarmed within “x” turns or else all players die. After Disarming, the players must Escape. The GM has Unlimited Zombies.
Every player gets a turn, going clockwise around the table, ending on the GM.
Players start with the 3 standard cards
Player cards are left face up for easy adjudication.
Humans move 10 spaces and act (use a card) per turn.
Humans have 10 HP (unless otherwise stated). At 0HP the character can no longer move. The character either stays immobile until assisted by another character with a health pack or becomes part of the zombie horde (replace mini with a zombie mini) at the Players Choice. If part of the Zombie Horde the player may make a new character at GM’s discretion.
Humans can climb obstacles as a move action. Falling from obstacles does 1d4HP
Zombies move 5 spaces OR act per turn.
The GM draws from the deck of Zombie cards. The GM holds a hand of 5 cards and can play 5 cards a round. Cards that stay active count towards the 5 cards a round. The GM may discard active cards at any time. The GM draws up to 5 cards to fill their hand at the end of their turn. Zombies have 1HP unless otherwise noted. The GM is limited to zombies placed on the board at the start of the game, unless otherwise noted.
GMs should place counters as appropriate. Counters go on spaces or under Zombies or Characters. Loot counters can be accessed when the character lands on that space. Counters are 1 space big.
This space is on fire. Zombies treat flaming spaces as impenetrable barrier (unless otherwise noted) Humans take 1d8 for traversing a flaming space. Flaming zombies inflict 1d4HP per attack and ignite spaces at GM’s discretion.
A full health recovery.
Refills all ammo
Draw one card from the Advanced Deck. Discard a card.
Red herring loot cards. Also customizable loot cards.
Placed over Loot cards (or blanks)
Each player gets 1 each of the three standard cards.
Range, adjacent space
Damage 1D6
Difficulty 10
Range, 10 spaces
Damage 1d8
Difficulty 10
CANNOT BE USED on targets in adjacent spaces
5 shot until reload. 50 rounds carried
Range, adjacent square
Heals human to full health (To use on self, the must have at least 1HP)
No roll required
3 uses
If a player desires, they may trade one of their standard cards for an Advanced card. After drawing cards at the beginning of the game, the remaining cards are left face down to be drawn when Loot counters are encountered.
Standard Rules:
Players choose any one card and discard a standard card.
Players draw one card from the deck and then choose to discard it or a standard card of choice.
Players choose a standard card to discard, THEN draw a card from the deck
Range, adjacent space
Damage 1d12
Difficulty 10
range 10 spaces
Damage 1D4
Difficulty 13
May be used on targets in adjacent squares.
15 shots, 60 rounds carried
Range 10 spaces
Damage 1d8
Difficulty 15
may be used on targets in adjacent spaces.
6 shots, 30 rounds carried
Range, 7 spaces
Damage 1d8
Difficulty 10
Hits 2 adjacent targets, may be used on targets in adjacent spaces
2 shots, 50 rounds carried
Range 10 spaces
Damage 1d4
Difficulty 10
Hits 3 adjacent targets. May NOT be used on targets in adjacent spaces to the character
10 bursts, 40 bursts carried
Range 10 spaces
Difficulty 10
Can hit 1, 2 or 3 targets that are adjacent to each other, target spaces must be called before to hit roll is made.
Cannot be used against targets adjacent to the shooter.
30 shots, 90 rounds carried. each square costs 1 shot
Range 15 spaces
Damage 1d8
Difficulty 7
Character cannot move and use this weapon in the same turn.
5 shots, 40 shots carried
Range: 5-15 spaces (special, no closer than 5 spaces)
Damage 1d10 to target and every space adjacent to target space.
Difficulty 12
1 shot, 12 rounds carried
<range>Range 7 spaces </range>
Damage 1d10 to every space in a 2 space radius from the target/damage
Special Difficulty roll!
Choose target space, roll to hit. If 10+ it lands in the target space. if < 10, the GM moves the impact up to the difference away from the target (9=1 space away, 8=2 spaces away)
>Blast cannot penetrate walls.
Critical failure, grenade lands in thrower's square.
Range 7 spaces
Damage 1d8 to target and every space adjacent to target space.
Special Difficulty Roll Choose target space, roll to hit. If 10+ it lands in the target space. if > 10, the GM moves the impact up to the difference away from the target (9=1 space away, 8=2 spaces away). Fire ignites other adjacent spaces at GM discretion. Zombies treat flaming spaces as impenetrable barrier (unless otherwise noted) Humans take 1d8 for traversing a flaming space. Spaces burn for 10 rounds or GM's discretion.
Range, 10 spaces (special)
Damage 1d8 each space
Special Difficulty Roll!
A successful roll allows the character to create a stream of fire 10 spaces long in any configuration they want. flaming spaces must be contiguous. The stream must end on the space in front of the shooter. Line of sight applies. The character may also fire streams shorter than 10 squares. A failure creates a fills the 10 squares in front of the character. A critical failure ignites 10 squares centered on the character. Fire ignites other adjacent spaces at GM discretion. Zombies treat flaming spaces as impenetrable barrier (unless otherwise noted) Humans take 1d8 for traversing a flaming space. Spaces burn for 10 rounds or GM discretion.
A makeshift suit of armor. It protects against 5HP of damage per turn.
Range, adjacent square
Damage 1HP
Difficulty roll 7
Special. Can provide complete protection against 1 attack per turn IF the player rolls better than the attack roll.
Character never runs out of ammunition. Other characters can refill their ammo from this character. Requires 1 action and the characters must be adjacent.