ZOMBIE 40,000 A GAME OF RUTHLESS SURVIVAL IN THE GRIM DARKNESS OF THE FAR FUTURE

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1 ZOMBIE 0,000 A GAME OF RUTHLESS SURVIVAL IN THE GRIM DARKNESS OF THE FAR FUTURE by MiniWarGaming, with many rules borrowed from Awakening Ynnead Compiled by Sieger

2 INTRODUCTION "Throne, don't they ever stop? I must have killed a hundred or more of the damned things." "You probably keep killing the same one. If you don't destroy the head, they get back up again." Captains Tarik Torgaddon and Garviel Loken, Luna Wolves Legion, during the Battle of Davin's Moon THE CURSE OF UNBELIEF SPREAD OF THE PLAGUE At the close of the st Millenium, a new and terrifying foe assaults the Imperium. It is not one which can be fought with bolter or chainsword, nor does it have any purpose other than bringing disease and undeath. It is the Zombie Plague. circa M0: Creatures bearing all the hallmarks of plague zombies assault the Luna Wolves Legion on the moon of Davin during the Great Crusade. 77.M: Hydra Minoris is the site of the first recorded Zombie Plague outbreak after being assaulted by The Zombie Plague or "Curse of Unbelief," as it is also Typhus and his plague marines. known, is one of the many foul contagions spread by the followers of Nurgle. It is a combination of a Chaos circa 800.M: The Curse of Unbelief becomes rife in infection and a physical malaise. The plague the sprawling underhives of Necromunda. degenerates those it infects, although a portion of the victim's life essence is retained by the body even after 8.M: Hordes of plague zombies are sighted during physical death has occurred. The disease is a spiritual the Siege of Vraks. contagion as much as physical one afflicting those lacking in utter faith. Plague zombies act like circa M: The daemonic incursion on the planet archetypal zombies mindless, shambling and Gehöft is accompanied by great zombie hordes. cannibalistic; they are hard to kill and generally require a traumatic blow to the head to kill them. circa M: The holy planet Annuncuation is desecrated by the Zombie Plague.

3 PLAYING THE GAME "When there's no more room in Hell, the dead will walk the Earth." George Romerus, former planetary governor or Hydra Minoris Disclaimer: This is not an official Games Workshop game. It is not intended to be balanced, and will probably fall apart if played by That Guy. It was made to be fun, so have fun! OVERVIEW This game uses standard Warhammer 0,000 rules, except where listed below. OBJECTIVE For codices like Space Marines or Imperial Guard who purchase squads as groups, some math will be involved. Divide the points cost by the squad number to get the individual points cost of each squad member. If upgrade characters (such as sergeants) are included in the cost of the squad, you may upgrade the sergeant model for free (still only one model) RESTRICTIONS Each player will have one squad (as detailed below). Your Zombie Survival Team may only be composed of This squad needs to get across the board and embark Infantry units. You may not include any of the on an escape vehicle. The first player to accomplish this following: with at least one model wins. HQ choices Artillery BUILDING YOUR ZOMBIE SURVIVAL TEAM Beasts Use the following rules to create your Zombie Survival Team: Bikes or Jetbikes Cavalry Each player can spend up to 7 points. Gargantuan Creatures (flying or otherwise) Jet Pack Units There is no minimum requirement for squad Jump Units sizes (so an Eldar player could take one Fire Monstrous Creatures (flying or otherwise) Dragon, one Striking Scorpion and so on). Vehicles (including Dedicated Transports) Out of the models you take, you can upgrade Additionally, The Hit and Run universal special rule one to a sergeant if it is normally allowed, may not be used in this game, even if a model comes paying the required cost to do so. That model with it. can take whatever upgrades are available to sergeants (paying the points cost of course). Two other models can take different weapons than what they come with by default, according to the rules and points cost of their unit entry. All models are then joined into one squad, and must stay that way for the game. After selecting your team, you may assign one Universal Special Rule from the Universal Special Rules section of this document to one of the models.

4 UNIVERSAL SPECIAL RULES CHANGES TO NORMAL 0K RULES After selecting your team, you may assign one of the following Universal Special Rules to one of your Player Order: models. There are two lists here: Unit Rules and Model Each turn, the players roll off to determine the Rules. Unit Rules are assigned to a single model, but order they go in. affect the whole unit so long as that model is alive. Zombies always go last. Model Rules only affect the model equipped with them. Respawning Phase: If a players squad was previously wiped out, they can respawn anywhere on the table that is Unit Rules: Model Rules: at least " further away from the Escape And They Shall Know Blind* Vehicle than the player whose squad is No Fear Feel No Pain currently the furthest away from it. CounterAttack Fleshbane After respawning, they may roll on the Power Crusader Furious Charge Up table and apply the result. Move Through Cover Hammer of Wrath Night Vision Hatred Movement Phase: Preferred Enemy Poisoned (+)* All units roll against their full Leadership for Shrouded Rage regrouping, even if below % strength. Slow and Purposeful Rampage Split Fire Relentless Psychic Phase: Stealth Rending* Roll D for Warp Charges. Stubborn Shred* Target of power can Deny the Witch, Zombies Smash deny if no target. *These rules only apply in Close Combat. Shooting Phase: You may never shoot at another player, unless SET UP they are within 8" of the Escape Vehicle or The size of the table depends on the number of players. have already shot at you. However you play, the players need to travel close to As long as the rule above applies, you may. For example, if you play on a x table, you shoot into close combat, randomizing which would need to travel lengthwise across it. models are hit (except for blasts and templates, which hit as normal) An escape vehicle of some sort should be placed at the edge of the table in the middle of one side. The players will deploy within of the other table edge, no closer Assault Phase: You may not join in another player's assault. than to each other. No Infiltrating, Scout Moves, Deep Striking, or anything else that would modify Consolidation is D" instead of D". deployment is allowed. You may only assault another player if they are within 8" of the Escape Vehicle and are The Zombies have squads of zombies for each not already locked in combat. player, deployed randomly throughout the table. One Assaults only occur on the Zombie's turn and Zombie Boss is deployed by the Escape Vehicle. on any player turns where the player has models in an assault (i.e. you will only have two assault phases for your models per game turn.

5 ZOMBIE TURN Zombies use the following rules. The profiles for Zombies and the Zombie Boss may be found in the Appendix of this document. Respawning Phase: Any fully destroyed zombie squad is brought in from reserves, and is allowed to assault on the same turn they arrive. Roll a D for each squad when they arrive, and deploy them as follows: D Result Player starting edge Shamble Phase: Roll D once, all zombies move this many inches, ignoring difficult terrain. Each unengaged zombie squad will move towards the nearest player's squad (even engaged squads). Zombies will ignore player squads that are completely surrounded by zombies in an assault. If they move far enough to reach base contact, count this as an assault (with overwatch fired as normal, and zombies getting the bonus + Attack). Shooting Phase: Zombies will shoot at the nearest unengaged Edge to the left of the Player starting edge player squad. Edge to the right of the Player starting edge If there are no unengaged targets, Zombies will Escape Vehicle edge shoot at the nearest player squad, randomizing hits in close combat as normal. Deep Strike, rolling d" for distance if an arrow is rolled, but always scattering if a hit is rolled, from the center of the table, using Drop Pod Assault Phase: Zombies will attempt to Sweeping Advance. rules Zombies will Consolidate towards nearest The player who is furthest away from the player squad, using rules for Movement Phase Escape Vehicle can Deep Strike them anywhere above. on the table, using Drop Pod rules When Zombies enter a table edge, they will enter the spot closest to the nearest player squad that is currently unengaged in close combat with other zombies.

6 POWER UPS Whenever a squad destroys the last member of a Zombie Horde, roll D and consult the following table. If a player's Zombie Survival Team dies, they lose any Power Ups that were in their possession. If a player's Zombie Survival Team is currently the one furthest from the Escape Vehicle, they can roll twice and choose which result they want to keep. Alternatively, instead of rolling, they may instead elect to move the player who is closest to the Escape Vehicle d" back (including any zombies that are currently in close combat with them). D+D Result Zombie Bile: You are treated as the only target for the next Shamble Phase. If two or more players have this then the zombies will move to whichever is closer of those players. If another player is in the way of the zombie movement, the zombies assault that unfortunate unit as they just happened to be in the wrong place. Banana Peel: In your next turn, you move as if through difficult terrain. Ork Boy TagAlong: An Ork boy has decided to join you for some reason. He is armed with a slugga and a choppa and is treated as a member of your squad for all purposes. Duct Tape: Whether it's a chainsaw taped to a kayak paddle or a ducttapedoverunder gun, you may give one model either + attack or + shot per turn. Permanently. Until you die. Chainsaw: The ultimate zombie close combat weapon. One model may be equipped with this item. Requires hands. Hits on a +, and if it hits instantly takes a wound (no saves or FNP) off any zombie in close combat. If you roll a the chainsaw has run out of fuel and is discarded (but any hits you got in this round still count, if you roll a and get a reroll it does not run out of fuel unless you roll another ). 7 Medpack: May be saved, one use only, you may carry any number of these. You may ignore one unsaved wound. 8 Shotgun: There is no better tool in an zombie invasion. One model is armed with it, and that model does not need to have a ballistic skill. The shotgun has a range of " and hits on a +, instantly taking a wound off a zombie with no FNP or cover save applicable. It is an assault weapon. If fired at another player, it uses the profile detailed in the Appendix. 9 Super Mushroom Speed Pack: You may carry up to one of these in your squad. When activated all members in your squad may add an extra + to all their movement, which includes movement, running and assaulting. The squad's initiative is also increased by for that turn. 0 Defibrillator: Counts as a Medpack but may be used to bring back one model in your squad who has previously died. If that model had multiple wounds only one is restored. Sweet Aviator Shades: In the next Shamble Phase, zombies will ignore your squad for the purposes of the closest target. The Blessing of Chuck Norris: Your squad receives the blessing of the Great Red Bearded One until the end of their next turn. Your squad may reroll all rolls they make (if they already have a reroll they can reroll that reroll as Chuck is that awesome).

7 MODS This section covers a variety of changes you can choose to make to the standard rules to change up the game, making it easier, more difficult, or something else entirely. Coop Mode Four Weeks Later In Coop Mode, all of the players are working together to achieve victory instead of competing for it. When playing in Coop Mode, use the standard rules with the following changes: Players may not shoot at or assault each other If you roll a on the Zombie Respawn Table, instead of Deep Striking where the furthest player chooses, the horde automatically Deep Strikes directly in front of whichever player is closest to the Escape Vehicle. The player who's furthest from the Escape Vehicle may not roll twice and pick on the Power Up table. Any players who die within " of the Escape Vehicle may not respawn; they're dead for good. Once any Zombie Survival Team comes within 8" of the Escape Vehicle, all respawning Zombies automatically respawn on the Escape Vehicle edge. The Escape Vehicle may not be embarked upon until the Zombie Boss is dead. Players embarked on the Escape Vehicle may fire from it's Access Points as if they were Firing Points. Zombies lose Feel No Pain, but gain Furious Charge, Rage, and roll D and choose the two highest in the Shamble Phase. Dead Men Walking Every time a model in a player's Zombie Survival Team is killed by a Zombie Horde in close combat, instead of being removed from play, that model immediately joins the Zombie Horde assaulting the Zombie Survival Team. It retains all special rules and wargear it had and gains Feel No Pain, but loses any Power Ups it may have possessed. Death Korps Zombies Zombies start with Toughness, and Feel No Pain (+). Every time a horde respawns, they gain + Toughness and Feel No Pain, to a maximum of T and FNP (+). Every Man For Himself At the start of each Player Turn, each Zombie Survival Team that's within " of another Zombie Survival Team must roll a D. On a +, they cannot move, manifest psychic powers, shoot, run, or charge that turn (they're too busy watching for betrayal). Hardcore Mode In Hardcore Mode, Zombie Survival Teams may not select a Universal Special Rule, may never gain Power Ups, and may only respawn once. Instant Death Players may not respawn. Once you're dead, you're dead. Lore Friendly Players follow the Allies Chart in Warhammer 0,000: The Rules, and may not field any unit with the Mark of Nurgle. TVirus All Zombies have Toughness and Feel No Pain (+). Zombie Boss Alternatives The Zombie Boss may be modified with different weapons and profiles, such as the following: Patriarch: WS BS S T W I A Ld Sv 0 WARGEAR: SPECIAL RULES: Assault Cannon Missile Launcher Concussive Eternal Warrior Fearless Feel No Pain (+) It Will Not Die Relentless Rending

8 Killing Floor Players may not purchase weapons or upgrades for their units and begin with 0 points instead of 7. Replace every model's starting Wargear with a bolt pistol, close combat weapon, and assault grenades. Every time a player kills a zombie, they get point. These points may be spent on purchasing weapons and wargear via the following tables. s bought on these tables may be sold to regain half of the points spent (round up). The profiles for all of these weapons may be found in Warhammer 0,000: The Rules. Pistols Points Cost Melee s Points Cost Inferno Pistol Power Sword Hand Flamer Force Sword* Plasma Pistol Power Maul Force Axe* Heavy Chainsword Power Axe Power Fist Eviscerator Force Staff* Thunder Hammer Witchblade* *May only be taken by psykers Basic s Points Cost Shotgun Space Marine Shotgun Boltgun Flamer Sniper Rifle Storm Bolter Grenade Launcher Meltagun Plasma Gun Heavy s Points Cost Assault Cannon Autocannon Heavy Bolter Missile Launcher Multilaser Heavy Flamer Multimelta Plasma Cannon Grenades (costs are for the whole squad) Points Cost Krak Grenades Defensive Grenades Plasma Grenades

9 APPENDIX ZOMBIE RESPAWN TABLE UNIVERSAL SPECIAL RULE TABLE D Result Unit Rules: Model Rules: Player starting edge Edge to the left of the Player starting edge Edge to the right of the Player starting edge Escape Vehicle edge Deep Strike, rolling d" for distance if an arrow is rolled, but always scattering if a hit is rolled, from the center of the table, using Drop Pod rules The player who is furthest away from the Escape Vehicle can Deep Strike them anywhere on the table, using Drop Pod rules And They Shall Know No Fear CounterAttack Crusader Move Through Cover Night Vision Preferred Enemy Shrouded Slow and Purposeful Split Fire Stealth Stubborn Blind* Feel No Pain Fleshbane Furious Charge Hammer of Wrath Hatred Poisoned (+)* Rage Rampage Relentless Rending* Shred* Smash POWER UP TABLE D+D Result Zombie Bile: You are treated as the only target for the next Shamble Phase. If two or more players have this then the zombies will move to whichever is closer of those players. If another player is in the way of the zombie movement, the zombies assault that unfortunate unit as they just happened to be in the wrong place. Banana Peel: In your next turn, you move as if through difficult terrain. Ork Boy TagAlong: An Ork boy has decided to join you for some reason. He is armed with a slugga and a choppa and is treated as a member of your squad for all purposes. Duct Tape: Whether it's a chainsaw taped to a kayak paddle or a ducttapedoverunder gun, you may give one model either + attack or + shot per turn. Permanently. Until you die. Chainsaw: The ultimate zombie close combat weapon. One model may be equipped with this item. Requires hands. Hits on a +, and if it hits instantly takes a wound (no saves or FNP) off any zombie in close combat. If you roll a the chainsaw has run out of fuel and is discarded (but any hits you got in this round still count, if you roll a and get a reroll it does not run out of fuel unless you roll another ). 7 Medpack: May be saved, one use only, you may carry any number of these. You may ignore one unsaved wound. 8 Shotgun: There is no better tool in an zombie invasion. One model is armed with it, and that model does not need to have a ballistic skill. The shotgun has a range of " and hits on a +, instantly taking a wound off a zombie with no FNP or cover save applicable. It is an assault weapon. If fired at another player, it uses the profile detailed in the Appendix. 9 Super Mushroom Speed Pack: You may carry up to one of these in your squad. When activated all members in your squad may add an extra + to all their movement, which includes movement, running and assaulting. The squad's initiative is also increased by for that turn. 0 Defibrillator: Counts as a Medpack but may be used to bring back one model in your squad who has previously died. If that model had multiple wounds only one is restored. Sweet Aviator Shades: In the next Shamble Phase, zombies will ignore your squad for the purposes of the closest target. The Blessing of Chuck Norris: Your squad receives the blessing of the Great Red Bearded One until the end of their next turn. Your squad may reroll all rolls they make (if they already have a reroll they can reroll that reroll as Chuck is that awesome).

10 PROFILES W S B S S T W I A Ld Sv Unit Type Unit Composition Ork Boy 7 + Infantry Zombie Infantry Zombies Zombie Boss 0 + Infantry Zombie Boss WARGEAR: SPECIAL RULES: Ork Boy: Slugga Choppa Ork Boy: 'Ere We Go!* Furious Charge Mob Rule* Zombie: Close Combat Autogun (one Zombie per Horde) Zombies & Zombie Boss Eternal Warrior (Zombie Boss only) Fearless Feel No Pain Slow & Purposeful (may still perform Sweeping Advances) Rending Zombie Boss: Terminator Armor Manreaper Blight Grenades *These rules can be found in Codex: Orks, and only take effect if every model in the unit has them. WEAPON PROFILES Range S AP Type Autogun " Rapid Fire Blight Grenade 8" Assault, Blast Choppa Melee User Melee Manreaper Melee + Melee Shotgun " Assault Slugga " Pistol WARGEAR: Blight Grenades: Blight Grenades count as both Assault and Defensive Grenades. Terminator Armor: Terminator Armor confers a + Armor Save and a + Invulnerable Save.

11 SOURCES Rules from MiniWarGaming: Based off of rules by Awakening Ynnead: Lore from Lexicanum: Mods by Sieger A good video of this game in action can be found here: IMAGE CREDITS Cover: Warhammer 0k Wiki cb= Page : Warhammer 0k Wiki est?cb=00900 Page : Kotaku Page : zhuzhu Page : Warhammer 0k Wiki cb=0008

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