Savage Zombies

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Ranger Dave
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Savage Zombies

#1 Postby Ranger Dave » Mon Mar 26, 2012 11:14 am

Clearing the city one block at a time.
http://rangerdavegames.blogspot.com/search/label/zombie

Inspired by Savage Worlds, The Walking Dead (comic and some of the TV series), and War of the Dead - thanks!

I will be running at GenCon and FlatCon! http://www.flatcon.com
Ranger Dave Ross

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Jordan Peacock
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#2 Postby Jordan Peacock » Mon Mar 26, 2012 12:27 pm

Wow! That's an impressive setup! I'm intrigued by the special events, too.
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Hellfire6A
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#3 Postby Hellfire6A » Wed Jul 25, 2012 1:37 pm

Cool.
http://www.armsonline.org/

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Boldfist
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#4 Postby Boldfist » Wed Jul 25, 2012 2:50 pm

Hey Ranger Dave, I didn't see your games listed at GenCon? Unless I missed them somehow??
Norm "No Relation" Hensley

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#5 Postby Ranger Dave » Thu Jul 26, 2012 5:36 pm

Ranger Dave Ross

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Count Zero
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#6 Postby Count Zero » Thu Jul 26, 2012 8:09 pm

I'm a fan of ATZ and I'm curious what stats you use for your zombies. I've yet to try it with SW.
I'm not an adversarial GM. I am a facilitator of awesomeness. - Dr Rotwang

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Ranger Dave
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#7 Postby Ranger Dave » Thu Jul 26, 2012 8:27 pm

Note: a lot of credit has to go to ATZ.

This is our Z stats and a few of the modified rules. I went with slow shamblers and LOTS of them. A TN 6 from a weapons does a killing head shot. It's fast and furious and yes, fun.

ZOMBIES
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
Pace: 4; Parry: 4; Toughness: 5
Special Abilities:
• Claws/Bite: d6+d4
• Fearless
• Undead* auto unshaken
• Weakness Head TN 6
• Slow 4 pace & d4 running
• Infective Bite: If a human is wounded while in melee with a zombie there is a chance that he will become infected. This test is taken the next game on the first face card for initiative. Spirit test, failure and you turn into a Zombie.

ZOMBIES IN COMBAT
Shakin – next action, just get up, no move.
Swarm of Zs get +1 per extra Z. Up to +4 for 5 or more.
Zombies can only get a single raise on Damage dice. Could get a raise on hit, then 2d6 damage – all d6 could get a raise.
AUTO-KILL
A shaken Zombie is easy to put down. Automatic kill.
EASY TO HIT RULE
Zombies are pretty easy to hit with a weapon. I mean think about it. Slow walking target usually coming straight towards you. Head shots are a +2 (versus an +4).

Swarm of Zs get +1 per extra Z. Up to +4 for 5 or more.
Zs in room on failed Notice roll get an immediate attack. Divide Zombies as evenly as possible between humans.

WHEN THE GAME STARTS
Note: First game we just started with 8 zombies for each Wild Card and Side Kick.
At the start of the game each human is moved twice (no running) onto the table from any edge you desire. Next check for zombies by the area it is in.
• If you are playing in an urban area then there will be 1 + 1d6 zombies per human.
• If you are playing in the suburbs then there will be 1d6 zombies per human.
• If you are playing in a rural area then there will be 1/2d6 zombies per human.
DURING THE GAME
During the game zombies may be encountered in two ways – noise and rooms.
ATTRACTION BY GUNFIRE AND NOISE
This is the most common way that the zombies will be attracted to the table. Other ways similar to gunfire that attract zombies would be the noise of a vehicle being started (6 shots), a chain saw being used (6 shots), or an explosion of some sort (12 shots). All signal dinnertime for the walking dead. Here’s how it’s done.
• Each time a shot is fired roll 1d6 for each shot fired. Note that some other noises may attract more zombies and require more d6 to be rolled.
• If playing in an urban area a zombie is generated on a score of 4, 5, or 6.
• If playing in the suburbs a zombie is generated on a score of 5 or 6.
• If playing in a rural area a zombie is generated on a score of 6.
• Be sure to remember which shot generated a zombie and the spot it was fired from. That determines where the zombie is placed.
PLACING THE ZOMBIES
12” from spot of noise in a random direction. Has to be on a valid spot (not off board, in deep water, …). Could be outside building, over fence, …
ACTIONS
When a zombie is active it will perform the following actions in this order of priority.
1 - If it has a LOS to a human it will move towards it at the maximum distance allowed. If this does not apply then…
2 – It will move in the direction of the most shots or equivalent up to 24” away. If this does not apply then…
3 - If it had an LOS to a human when last active but does not now because the human moved out of view it will move towards the spot it last saw the human. If this does not apply then…
4 – It will move in the direction that it is currently facing. If it runs into a dead end such as a wall it will move either to the left (1-3) or right (4-6). If it reaches the edge of the table it will not leave the table. In this case the table edge is treated as a dead end.
ZOMBIE FEASTING
Any zombie not currently in melee, within 12” and sight of a downed human will move to it. When the first active zombie reaches the downed human roll 1d6. That is the number of turns the human will occupy the zombies. Once the last turn has been completed the zombies will move on. There is no limit to the number of zombies that will be attracted to the feast, just keep piling them on.
Doors
Doors – “6” on a d6, busted. Up to 3 zombies per door. Zombies enter rooms 3 at a time. Zombies are getting hungrier. A hoard of 5+ Zs will split in half (rounded down) circling the building to find another door.
Windows – size of doors treat as Doors.
SEE THE FEAST – Taken by all humans within 6” and LOS of zombies feasting on a human.
• Take Spirit test, fail then roll Sanity
SANITY Table d6
• 1-2 Panicked – run pace plus running die away, then Shaken
• 3-5 Shaken
• 6 Adrenaline Surge - +2 to all next actions (trait and skill)

Buildings
Each building will generally have 2 to 3 rooms per level. Each time a room is entered pull from the Risk and Rewards deck. Surprise – Failed on a Notice or Smarts test then Zombies get an immediate attack. Divide Zombies as evenly as possible between humans.
Full movement will move a character room to room. Running moves through one additional room with TN 4 running roll.

End Game
Allies and Wild Cards get to make a Vigor roll (TN 4) to have a chance to survive. Of course, won’t happen if Zombies made a feast out of you. Might want to carry off your dead… then maybe not… Next game you could find out they are infected.

Besides finding goodies in buildings, Wild Cards can make a final Survival roll at the end of the adventure.
Survival roll
4+ food
8+ food and choice of luxury or ammo
12+ food, luxury, and ammo
16+ above and new ally

If a party does not have enough food between encounters, they will suffer fatigue.

Random Events
On a Joker for initiative then roll for a Random Event. Good results happen to holder of Joker. While poor results happen randomly to another player. If the result does not apply, reroll.
2D6 OCCURRENCE
2 Barking dog runs up to group pursued by 1d6 zombies 12” behind it.
3 The primary weapon of a character at random suddenly falls apart and is now useless.
4 (1-3) One character at random has packed the wrong ammo for his primary weapon. It is now empty for the remainder of the game
4 (4-6) If moving in a vehicle it will now run out of gas and roll to a stop.
5 (1-3) Random vehicle on table has car alarm go off. Roll each turn to attract zombies. May be disconnected by successfully “hotwiring” the vehicle. If a Raid encounter the enemy will now count as fully aware.
5 (4-6) If moving in a vehicle you must turn left (1- 3) or right (4-6) at the next intersection. 2d6 zombies follow you. After moving 12” you realize it is a dead end.
6 If using a vehicle and left it parked, you left the keys in the ignition. You hear the vehicle start…
7 Fire – A nearby building has caught fire attracting 2d6 zombies placed normally.
8 Random character opens fire at the nearest building at “shadows”.
9 (1-3) If just finished searching a building a hidden zombie bursts out of a closet and charges one character at random.
9 (4-6) If inside a vehicle there is a zombie in the back seat.
10 (1-3) Weather turning bad. Inclement weather, reducing visibility, arrives in 1d6 rolls of activation. Remains that way rest of encounter.
10 (4-6) Black chopper flies overhead and pulls zombies 12” away from any survivor.
11 Find a safe place to hunker down until morning. Able to immediately end encounter when reach the closest building.
12 Cell phone 1d6 inches from random character rings and attracts 1d6 zombies.
Ranger Dave Ross


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