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[SGII] Zombies

From: johncrim@v...
Date: Mon, 17 Sep 2001 15:15:32 -0500
Subject: [SGII] Zombies

And now, as the saying goes, for something completely different.

A few weeks back I picked up several packs of Fortress Figure’s new
Zombies: plastic
figures, dressed in the ragged remnants of modern clothing, that come 12
for $10.00. 
They’re big 28mm figures, and look a little cartoony, but they paint up
quickly, easily,
and very nicely.  Right now, I have a little less than forty of them
painted and ready to
go.

So now I have to game with them.  My first thought was ShockForce, and
that’s actually the
perfect system for a certain style of game...but the people that I am
starting to game
with are interested in Stargrunt, so I thought that I might give that a
try instead.  At
least as a first attempt.

So, what I have in mind is something similar to “Dawn of the Dead”.  The
idea is for the
Zombies to function more as a force of nature (UNnature, really) than as
just another kind
of opponent.  Killing the Zombies will be a secondary goal, at best --
the primary goal of
a given scenarion will be to rescue someone, or to recover some device,
or to take and
hold a particular building.  Something vaguely reminiscent of Rorkes
Drift would not be
out of the question either.  Human opposition, in addition to the
Zombies, is likely be
part of some of the games as well.

Here’s what I’ve got for rules thus far:

		  *****

Zombies move 6” per action, and cannot take combat moves.  They just
shamble along, no
matter the provocation.  This means that they have to be right on top of
an opponent in
order to charge into close combat, but that’s just fine for my purposes.

They will automatically move towards the closest living being, but will
avoid significant
amounts of open flame.

They ignore Suppression, and have no use for morale at all -- the
mindless dead do not
panic.	Nor do they have leaders.  They tend to group into packs of 8 or
10, but none of
these Zombies functions as a leader.

Charging Zombies are a terror weapon.

Wounded Zombies suffer nothing worse than cosmetic damage; only a Kill
result will take
them out of play.  Certain weapons -- flamethrowers, plasma weapons,
lasers -- will
reverse this, and turn all wound results into kills.

Zombies do not take prisoners.	In any situation that would result in a
captive, the
unfortunate fellow becomes another casualty.

Zombie “armor” is 1d8.	This isn’t so much armor, of course, as it is
the ability to
simply shrug off most injuries.

In close assault, Zombies roll 1d6 x 2.

		 *****

Any thoughts or ideas?

John Crimmins	  johncrim@voicenet.com
   http://www.voicenet.com/~johncrim

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