Post by Angron on Sept 17, 2014 11:15:10 GMT -6
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This will be a six turn game. The objective will be to kill more zombies than your opponents.
Each kill is worth 1 point.
Each player is allowed a 3 man 75 point 2 SWC army. No lieutenant is required. No personalities or dire foes
Players deploy on the side with the 6 up to 12" up. Players deploy first. There will be a wip check to determine order of activation for the players. Players will activate and deploy in order of greatest success to worst failure. All orders must be spent at the time of activation.
Some zombies will start on the board in groups of 4 scattered from the center d20 inches. This done by centering the smoke template with the one towards the players deployment zone and rolling two d 20 one for direction,the other for distance.
Zombies will respawn at a rate of one half of the dead pile and will be placed on the board at one of six locations. These will be rolled for each group of four that come into play.
Zombies stats
MOV 4-4 CC 14 PH 13 Wounds 1 Armor 1
impetuous x2, courage, NWI. Viral cc
Each zombie gets 2 orders both are treated as impetuous
Zombies may only move and cc.
Zombies may only dodge and cc attack in aro
Zombies act in packs of four. They will coordinate their orders
AROs are all simultaneous. Example. Fusilier bob and alguacile joe are reacting to a zombies movement order by shooting. Both players roll and the counting the attack as a face to face vs each other. Bob hits with a 4 and joe rolls a 5. Both successes but joes shot is better and is the one that lands. This is done for scoring purposes. Direct Template attacks are resolved before other attacks. In the event of a zombie being attacked by more than one direct template attack there will be a face to face Wip check by the attackers to determine the order of the attacks are resolved.
Play will last for 6 turns the surviving player with the most kills wins.
I I
I.
I
5. 4
I
I
I
-----------------6---------------I
This will be a six turn game. The objective will be to kill more zombies than your opponents.
Each kill is worth 1 point.
Each player is allowed a 3 man 75 point 2 SWC army. No lieutenant is required. No personalities or dire foes
Players deploy on the side with the 6 up to 12" up. Players deploy first. There will be a wip check to determine order of activation for the players. Players will activate and deploy in order of greatest success to worst failure. All orders must be spent at the time of activation.
Some zombies will start on the board in groups of 4 scattered from the center d20 inches. This done by centering the smoke template with the one towards the players deployment zone and rolling two d 20 one for direction,the other for distance.
Zombies will respawn at a rate of one half of the dead pile and will be placed on the board at one of six locations. These will be rolled for each group of four that come into play.
Zombies stats
MOV 4-4 CC 14 PH 13 Wounds 1 Armor 1
impetuous x2, courage, NWI. Viral cc
Each zombie gets 2 orders both are treated as impetuous
Zombies may only move and cc.
Zombies may only dodge and cc attack in aro
Zombies act in packs of four. They will coordinate their orders
AROs are all simultaneous. Example. Fusilier bob and alguacile joe are reacting to a zombies movement order by shooting. Both players roll and the counting the attack as a face to face vs each other. Bob hits with a 4 and joe rolls a 5. Both successes but joes shot is better and is the one that lands. This is done for scoring purposes. Direct Template attacks are resolved before other attacks. In the event of a zombie being attacked by more than one direct template attack there will be a face to face Wip check by the attackers to determine the order of the attacks are resolved.
Play will last for 6 turns the surviving player with the most kills wins.