hendrik Posted October 1, 2010 Share Posted October 1, 2010 instead of one wolf turning automatically at the end, how about this; "infecting" any killed non-zombie model will return as a zombie on a roll of 4+. this rule remains in play during the rest of the game. the new zombie will keep its profile but has it's WS reduced by 2 and it's BS to 0. just imagine it, a terminator wolf guard finaly falls, only to arise as a zombie the next turn. but not just any zombie; a 2+/5++ zombie that will likely be withing charging range! Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2526052 Share on other sites More sharing options...
hendrik Posted October 1, 2010 Share Posted October 1, 2010 i'll take my time now to rewrite my rules i poste earlier and try to incorporate the rules other people mentionned. if we really want to make this scenario work however we'll need to discuss each part of it on it's one. this should include: -armysize -armylists; both zombie and wolfblade -scenario special rules here's my take on it; codexes needed; C:SW, C:WH, C:CSM armysize: the wolfblade; 500pts, note that this included the navigator the zombies; 1500pts armylists: Zombies: Zombie armylist;alterned force org chart 12 TROOPS 8 FAST ATTACK 1 ELITE Zombie army rules; slow and purposefull* (except for zombie beasts) fearlessvulnerable to blasts/templates (their rotten bodies barely holding itself together) stubborn fleet infected; any killed non-zombie model will return as a zombie. when however depends how fast the infection takes place. to represent this instead of removing the model from play leave it in place. the zombie player will roll a dice for every slain non-zombie model. on a roll of a 4+ the model will reappear as a zombie using it's previous profile but with a -2 WS and BS 0 modifier. TROOPS civilian zombies; unit size; 5-40 4pts per model WS BS S T W I A Ld Sv 2 0 3 3 1 3 1 10 5+ armed with 2CCW(not included in profile) zombie brutes; unit size 5-20 7pts per model WS BS S T W I A Ld Sv 3 0 3 3 1 3 1 10 5+ armed with 2CCW(not included in profile) ELITE; plagua marines; see C:CSM for profiles and cost FAST ATTACK; zombie beast; like zombie dogs etc unit size 5-20 12pts per model WS BS S T W I A Ld 3 0 3 3 1 3 2 10 beasts armed with 2CCW(not included in profile) Wolf blade: wolfblade army rules: "insert name" each model counts as an independant character bodyguard; any of the wolf guard may choose to join the navigator. when they do this the model gains the retinue special rule headshot since zombies are extremely sensitive for headshots each shooting weapon gains the rending special rule. weapons that are already rending now rend on a 5+instead of on a 6. UNITS; navigator; using inquisitor lord rules; see C:WH wolf blade; uses the wolf guard entry in C:SW Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2526084 Share on other sites More sharing options...
hendrik Posted October 1, 2010 Share Posted October 1, 2010 Scenario special rules: Objective; The navigator must reach the extraction point alive. If the navigator dies the game automatically ends. unlimited game lenght; the game ends with either the navigator escaping the zombies alive or her being killed. extraction point; chose one of the table corners as the extration point, the wolf blade will start the game on the opposite table corner in a square 12" deployment zone city of zombies the city is infested with zombies; to represent this the zombies may be deployed on every table edge in a zone of 12". no zombie unit may be deployed within 18" of the wolf blade. in addition to this up to D6 zombie units may be placed anywhere on the table(with at a minumum distance of 18" away from the wolf blade) using the scatter rules. ADDITIONAL RULES; .... Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2526099 Share on other sites More sharing options...
The Thirst Posted October 1, 2010 Share Posted October 1, 2010 Looks good Hendrick, waiting for the new rules... Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2526378 Share on other sites More sharing options...
MaveriK Posted October 3, 2010 Author Share Posted October 3, 2010 Scenario: Sven of the Dead Before playing this scenario... I want people to first think outside of the box and look at this game as if it was a novel or horror movie. The story-line is what drives these characters and events, which you get to play out. I want this to be fun for everyone. This was created to be an in your face, fast paced game. The game was designed for your Wolf Blades to be outnumbered, and handicapped. It was designed to keep you on your toes, and make you sweat. You may even think that it was made for your Wolf Blades to fail! but it is your tactical decisions on the table-top that will determine the fate of these characters and hopefully drive the story forward. This scenario is perfect for a Halloween themed game, or for who are interested in something very different. It's a perfect way to get new players interested in Space Wolves and Warhammer 40K. Use your imagination, but most of all have fun with this scenario. Give it a shot, and try it out... I realize this needs more play testing and from there, I can do some tweaking! ACT I: Night of the living dead. Turns 1-3, use the Night Fighting rules. Dawn of the dead. Turns 4-6, normal rules apply as the sun rises. If game length goes over six turns, the following 3 turns once again, uses the Night Fighting rules. [The first Act is considered a historical errata. This is further explained as the story-line progresses into Act II.] STORY A sudden unexplained meteor shower bombards a Belisarius ship, damaging it enough to force a landing and make repairs. They drift to the closest Imperial planet outside the Segmentum Obscurus. No communications was established due to strong static interference. It was then decided by the Navigator to go to the city to personally thank, the Governor for allowing their ship to make planet-fall. The Navigator and her retinue of Wolf Blades, travel into the dead of night. Upon reaching the center of the city, they realize something very odd and suspicious. The streets were abandoned and it was quiet, far to quiet. Something didn't feel right, and the beast inside each Space Wolf warned the Wolf Blades to act cautiously. One of the well groomed Wolf Blades speak, "foul sorcery is at play here brothers.. I can smell the stink in the air." The other Wolf Blades says "you sure its not your perfume?" as the Wolf Blade laughs, but continues to say "all jokes aside, it does smells like a giant ice bears droppings.. and don't look at me, I haven't eaten yet." They all conclude that Chaos has somehow tainted the city, but with what? They try to contact the ship and realize their communication system is down, jammed by Chaos powers perhaps? "This isn't good" says one Wolf Blade. "Aye, and I was looking forward to eating" says the other. The first Wolf Blade looks at the a younger one and asked "still brooding? what do you think exile? should we investigate or return to the ship?" The young Wolf Blade replies, "my duty is for the safety of our Navigator. Its her decision!" But before she could speak, a plague zombie suddenly appears and tries to attack her. The young Wolf Blade was lightning quick to save her, as he decapitates the zombie. Before they knew it, the street was suddenly filled by a dozen plague zombies. "Night of the living dead! this is Nurgle's doing!" Yells one Wolf Blade. “Looks like they decided for us, its time for us to return to our ship!” The Navigator replies... Forces: Navigator of the Navis Nobilite of the House Belisarius and her Wolf Blades. You are allowed to use 300 points worth from the following in the Space Wolves Codex. 0-1 HQ (Navigator) 0-1 Troops (Wolf Blades) [NO vehicles! In this scenario, the Wolf Blades use stats from the Wolf Guard, but do NOT benefit from their Terminator upgraded Wargear. Remember nobody knew what they were walking into. Its a reason why they their upgrades are limited in the Space Wolves armory] The reason I choose 300pts is because your going in the city NOT knowing about the Zombies. Your role as Wolf Blade is to be your Navigator's bodyguard. You didn't go walking in the city expecting for war, or looking for a fight. Wolf Blades may not take Terminator armor, jumppack, space marine bike, or Mark of the Wulfen. Any model may replace its bolter/bolt pistol with a combat shotgun for free. One model may replace its bolter/bolt pistol with: a flamer (5 points) a meltagun (10 points) a plasmagun (15 points) 1500 points worth of Zombies, not including points for the squad of Plague Marines. [use Codex: Chaos Space Marines for stats and point cost for Plague Marines. In theory, with just a basic load-out from the Plague Marines, the zombie horde can number up to 200 models! how scary, fun and challenging is that?] Space Wolves Navis Nobilite of the House Belisarius 4 5 3 3 3 4 3 10 4+ Wolf Blades of Terra 4 4 4 4 1 4 2 9 3+ Navigator.......... 45 Points Infantry 1 Navigator (Unique) Belisarian Carapace armour White Fang (Power Weapon: Sabre) Purity Seals Master-Crafted Las pistol Frag and Krak Grenades Rending Counter attack Wolf Blade Retinue Independent Character And They Shall Know No Fear Wolf Blade Retinue A Navigator from the House of Belisarius always has her retinue of Wolf Blades. If the retinue is destroyed she becomes an independent character and is free to join other units. Wolf Blade..........18 points per model Infantry 3-10 Wolf Blade Power armour Close combat weapon Bolter Bolt pistol Frag and krak grenades Acute Senses Counter-attack And They Shall Know No Fear Mission Level: Omega-level city fight fought on 6’x4’ table with as many city ruins as possible. The more the better! Deployment: Your forces are deployed within 12" of a table corner, see picture above for reference. That corner is considered the center of the city, you make your way back to your ship from there, which is parallel to your 12" corner. There are 3 heavy bolter sentry guns, where your ship is waiting. It is only activated once any member of your force is within the 2" coherency of the sentry guns. Zombies can deploy anywhere in their deployment zone, as shown above. With the exception of the 10 man squad of Plague Marines that are held on reserve at the start of the game, which later deep strikes anywhere on the table. Enemy models CANNOT be within 20" of the Space Wolves force at the start of the game. Zombies can be held on reserve, but starts on a table edge as normal when they come into play. Forces of Chaos Zombie Horde 4 0 4 3 1 2 2 7 6+ Plague Marines, refer to Codex: Chaos Space Marines [/td] Zombie.......... 6 points per model [td=20%] Infantry 10-30 Zombies Hands and Teeth Terran clothing Fleet Rending Fearless Feel No Pain Vulnerable to Blasts/Templates The Infected The Infected Any non-infected model that is killed will turn into the living dead. However the progression of the infection varies from person to person. To represent this, instead of removing the model from play leave it in place. The zombie player will roll a dice for every slain non-zombie model. On a roll of a 4+ the model will reappear as a walking dead, using it's previous profile but with a -2 WS and BS 0 modifier. Objectives: From a time before the Dawn of Ages, even before the founding of the Imperium, a great and ancient friendship was forged between Leman Russ and the House Belisarius of the Navis Nobilitae. The family had exclusive right to guide the starships of the Space Wolves' fleet, through the immaterium. In return it could call upon the services of the chapter when it required them. Leman Russ gave them the right to have a sanctuary within the Fang in honor of the alliance forged between House and Chapter. They are sworn to guide our ships and to provide twenty four of their best pilots to serve the Great Wolf. In return we are sworn to come to their aid should they summon us and to provide sanctuary in times of need. The Celestarch of Belisarius has a bodyguard of Space Wolves, just as our lord has a retinue of Navigators. The Navigators swear to obey the Great Wolf as they would obey their own ruler. The Wolves for the duration of their service, obey the Celestarch as they would their own leader and protect him with their lives if need be. Your main objective is to protect your Navigator and bring her safely back to the ship for extraction. Furthermore, there are 4 optional objectives that are placed on random by your opponent. These objectives are unlocked by being within 2" coherency from your models. These objectives can also upgrade a single member of your Wolf Blade, and or adds onto your pack if your pack is cut down to 50% or less from what you had originally. The optional objectives are as follows: 5 guardsmen, armed with 4 lasguns and 1 with missile launcher.[use the rules and stats from Codex: Imperial Guard. These survivors must accompany you back to your ship for extraction] Officio Assassinorum Operative: Vindicare Temple Assassin [use rules and stats from Codex: Witch Hunters/Codex Deamonhunters. The assassin is not required to go with you to your ship, and is more than happy to move about in the city making use of his Exitus Rifle] Terminator Armour + Assault Cannon Terminator Armour [on a roll of 4+ one Wolf Blade model, gets a Heavy Flamer. Anything under, you unlock and receive a Storm Bolter with Cyclone Missile Launcher] Victory Conditions: Keep your Navigator alive and bring her back to the ship! without her, your ship worthless. If your Navigator dies, the game ends. Conclusion: [Once your Space Wolf/Wolf Blade force is within 10" of your ship, before the 3 heavy bolter sentry guns are activated *remember, you must be within 2" of coherency from a sentry gun to have them activated*] The remaining Wolf Blades along with the Navigator make it through the city, the ship is just a short distance away. But the zombie horde is right behind them... "Move your fat ass Wolf brother, I can see the sentry guns... we need to get to the sentry guns now!" says the Wolf Blade. "I'm running as fast as I can! this would have been a cake-walk for us, if I something to eat from the start!" growls the other Wolf Blade. The first Wolf Blade turns to the younger Wolf Blade and says, "Thunderfist, protect the girl! without her will be stranded on this damned planet!" Suddenly, chaos sorceror Madox of the Thousand Sons Legion appears and immediately starts casting a spell. Demonic swirls surround the sorceror, and the evil energies come at and attack a fellow Wolf Blade. [On a roll of 4+ a single member of the Wolf Blade is transformed into a Plague Marine Champion, and becomes an independent character, and is therefore used by your opponent. If Madox fails on the roll, that single Wolf Blade instead transforms into a raging Wulfen*] Madox and the young Wolf Blade come face to face, "you again?!" says Madox "for RUSS!!" yells the young Wolf Blade. The sorceror Madox reacts in disgust hearing the young Space Wolf howl, and disappears just as the young Wolf Blade takes a swing at him with his chainsword. "Tzeentch? that would explain why those zombies move and fight like they do.." says one Wolf Blade. "Making friends again exile?.. you know that walking dust bunny?" asked one Wolf Blade. "Aye, back in Fenris..." replies the young Wolf Blade. "This all began with him.. and ends with him dead or banished by my own blade. This, I shall swear until my last breath!" says the young Wolf Blade in anger as he tore a dozen zombies with his chainsword. The battle with the zombies, become more intense as the horde gets closer and closer... "We are not done here yet, get to to ship!" says the Navigator. *If the Wolf Blade succumbs to the curse of the Wulfen. He gains a special rule unique only to this scenario. A special rule similar to Khârn the Betrayer, were he swings both at friend and foe! Legend say, that the Wulfen curse itself is a deterrent against chaos influence. But after the events that took place in the planet, from all the fighting with zombies, to finally the chaos sorceror interfering. The chains that held the beast inside the Space Wolf is finally broken, and the feral beast is unleashed. The Wolf Blade turned Wulfen might end up killing the Navigator he was sworn to protect!? [if your characters make it through this obsticle, and to the ship and survive the game, you can continue onto Act II] Epilogue: "I had more fun with this little experiment than you did Typhus, but one of Magnus's books is yet to be found. I need more time!" says Madox. "As do I, for this plague needs to be perfected and once it has, it will be more than just a plague... it will become a great curse for those who follow the false Emperor" says Typhus. Scenario: Sven of the Dead Before playing this scenario... I want people to first think outside of the box and look at this game as if it was a novel or horror movie. The story-line is what drives these characters and events, which you get to play out. I want this to be fun for everyone. This was created to be an in your face, fast paced game. The game was designed for your Wolf Blades to be outnumbered, and handicapped. It was designed to keep you on your toes, and make you sweat. You may even think that it was made for your Wolf Blades to fail! but it is your tactical desicions on the table-top that will determine the fate of these characters and hopefully drive the story forward. This scenario is perfect for a halloween themed game, or for who are interested in something very different. It's a perfect way to get new players interested in my beloved Space Wolves and Warhammer 40K. Use your imagination, but most of all have fun with this scenario. Give it a shot, and try it out... I realize this needs more play testing and from there, I can do some tweaking! ACT II: Return to Zombieland! STORY The Wolf Blades escape and make it to orbit and just when the ship was about to commence orbital bombardment on the city. A sudden warp storm appears, as if sorcery wished it, forever protecting the secrets the planet held. Unable to aid the rest of the planets populace, the ship is forced to leave. That happened many many years ago... the plague became a deadly curse in Abaddon's 13th crusade. The young Wolf Blade, through trails and hardships eventually became a Wolf Lord. Reports indicate, the warp storms that once isolated the planet has now disappeared. Wolf Lord Ragnar Blackmane, plans to return to the planet and investigate why Madox appeared that day. Several Rune Priest and Imperial scholars later learn that an early copy from one of Magnus the Red's books of sorcery is said to be hidden somewhere in the planet. The book was placed there by Magnus before the time of the great heresy. Now, Ragnar's forces must act quickly, because other forces are working against him. The Eldar wish to acquire the book and have it placed in their black library. ---more coming soon--- I plan on incorporating rules, units and stats suggested from hendrik as the entire planet is infested. So expect beast! and different types of zombies! Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527209 Share on other sites More sharing options...
hendrik Posted October 3, 2010 Share Posted October 3, 2010 great make up of the scenario maverik,although i'm a bit unsure about the army roster the wolf blades use; Navigator of the Navis Nobilite of the House Belisarius and her Wolf Blades. You are allowed to use 300 points worth from the following in the Space Wolves Codex. 0-1 HQ (Navigator) 0-1 Elite (Wolf Blades, Wolf Scouts) 0-2 Troops (Wolf Blades, Grey Hunters, Blood Claws) in my opinion you should only have one wolf blade unit. given the fluff of the wolfblades complete grey hunter/bloodclaw/scout packs seem rather odd. how about just using the wolf guard entry with all the options. given the nature that each wolfblade has the option to use his own preferred weapon(haegr has his TH, ragnar his frostblade,etc) i'd say this statline fits them great+ a bodyguard would arm itself as an all comer list imo what(s you opinion about having each model as an independant character? this could make for an interesting game element as one of the wolf guards tries to distract the zombies away from the navigator etc Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527245 Share on other sites More sharing options...
MaveriK Posted October 3, 2010 Author Share Posted October 3, 2010 great make up of the scenario maverik,although i'm a bit unsure about the army roster the wolf blades use;Navigator of the Navis Nobilite of the House Belisarius and her Wolf Blades. You are allowed to use 300 points worth from the following in the Space Wolves Codex. 0-1 HQ (Navigator) 0-1 Elite (Wolf Blades, Wolf Scouts) 0-2 Troops (Wolf Blades, Grey Hunters, Blood Claws) in my opinion you should only have one wolf blade unit. given the fluff of the wolfblades complete grey hunter/bloodclaw/scout packs seem rather odd. how about just using the wolf guard entry with all the options. given the nature that each wolfblade has the option to use his own preferred weapon(haegr has his TH, ragnar his frostblade,etc) i'd say this statline fits them great+ a bodyguard would arm itself as an all comer list imo what(s you opinion about having each model as an independant character? this could make for an interesting game element as one of the wolf guards tries to distract the zombies away from the navigator etc Opps, I forgot to delete those! I have to use Internet Explorer, for some reaosn Firefox doesn't agree with posting or editing stuff on the forums here for me, maybe its just me settings? anyway, edited.. fixed! also suggestions with the Wolf Guard wargear has been added, THANK YOU! Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527255 Share on other sites More sharing options...
Natanael Posted October 3, 2010 Share Posted October 3, 2010 Nice write-up. Hopefully I'm gonna have a try this week. Made some nurgle guardsmen yesterday to act as zombies =D - Natanael Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527454 Share on other sites More sharing options...
Simo429 Posted October 3, 2010 Share Posted October 3, 2010 Wolves have no need to fear Zombies, zombies aren't biting through ceramite. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527594 Share on other sites More sharing options...
hendrik Posted October 3, 2010 Share Posted October 3, 2010 if you won't give the wolf blades terminator armour i'd say improve their save into a 2+(to represent the mighty ceramite armour better) and give their shooting weapons the rending rule, after all you're facing about 250 zombies with only 11 models at most i'm also a bit unsure about the profile the zombies use. atm they are almost marine equivalents their WS, S and T should be more like a guardsman profile imo Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527601 Share on other sites More sharing options...
MaveriK Posted October 3, 2010 Author Share Posted October 3, 2010 Your forgetting to think outside of the box, and look at it from a different perspective. Remember the story! because it drives this scenario. The story is IMPORTANT because if there isn't a story, this is just a ordinary game, were your forces are outnumbered by zombies with stats that are ridicalously unexplained. Remember, what I said from at the beginning of the scenario. This was created for you to have FUN, to keep you on your toes and give you a really hard time. Remember to think of this, as if it were a novel or a horror movie. It doesn't have to make sense, just as long as you and your opponent are having FUN. if you won't give the wolf blades terminator armour i'd say improve their save into a 2+(to represent the mighty ceramite armour better) and give their shooting weapons the rending rule, after all you're facing about 250 zombies with only 11 models at most Why improve Wolf Blade's armour save to a 2+ its the same power armour, Space Wolves and other Space Marines use. Why give rending rules to weapons that don't offer rending? while the Space Wolves also have access to the same armoury the Wolf Blade have? Although the Navigator and Wolf Blades are outnumbered. Your forgetting that these zombies have horrible saves! and that these Wolf Blades have counter-attack. The Navigator and Wolf Blades will always strike first by having a better Initiative. Your forgetting that these Wolf Blades have rapid firing bolters (fluff mention that each shell explodes upon impact. Zombie vs exploding Bolter round and you want + rending?) Your forgetting that the Navigator has a power weapon, which cuts through the zombies like a hot knife on butter. Your forgetting that even though your Wolf Blades don't have Terminator armour, they still have access to Storm Bolters, Power Weapons, Thunder Hammers, Wolf Claws, Plasma Pistols, and Frost weapons. And if your able to unlock those optional objectives, you can get Terminator with Assault Cannon, or one with a Heavy Flamer! even have an Vindicare Assassin run around killing zombies with you. You see where I'm going at? there is a reason why I only gave the rending rule to the Navigator. She needs to survive, she's your objective and your ticket home. She has enough wounds to help her last longer, and her retinue helps allocate wounds. On a good roll during the shooting phase, her shots aim for the heads of those zombies. i'm also a bit unsure about the profile the zombies use. atm they are almost marine equivalentstheir WS, S and T should be more like a guardsman profile imo After the Chaos Sorceror, appeared it was first believed to be just the work of Nurgle. It's mentioned in the story, as one of the Wolf Blades realize that Tzeentch aided with this little experiment. "Tzeentch? that would explain why those zombies move like they do.." says one Wolf Blade. As I mentioned in the end of ACT II: Return of Zombieland, your rules will be added and will replace the current zombie rules. Typhus's first experiment (Act I) with the aid of Madox, gave him an idea of how he wanted to create what we now know today as the Curse of Unbelief. The entire planet is now infested, and a variety of different zombies will be dominating the land, so the zombie profiles will be more balanced in ACT II. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527659 Share on other sites More sharing options...
hendrik Posted October 3, 2010 Share Posted October 3, 2010 i see! i thought the moving part was just about their walking methods. not really their combat powress. i indeed for a minute forgot the wolf blades would go first in every turn of combat. edit; just for fun you could maybe place up to 3D6 drum barrels before deployment, these are filled with fuell and will explode on a succesfull roll to hit shooting attack. they then explode with a large blast that scatters up to D6". the blast is S4 ap4 Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527729 Share on other sites More sharing options...
Jonas Stromclaw Posted October 3, 2010 Share Posted October 3, 2010 I only have one beef with this scenario. Wolfblade are the twenty four warriors sent to guard some poxy Navigator's backside. Its a dead end job that is seen as something of an exile. Whoever has the bad timing to screw up when a Wolfblade gets killed is the one sent. So they end being a motley collection of bloodclaws, greyhunters, longfangs, and wolf scouts. However, they do serve a Navigator house, which means they have access to a wide range of wargear, wider than the range offered by the wolf guard entry. So I propose using the following entry for the Wolf Blade Wolfblade: As Wolf Guard from C:SW with the following ammendments May not take Terminator armor, jumppack, space marine bike, or Mark of the Wulfen. Any model may replace its bolter/bolt pistol with a combat shotgun for free. One model may replace its bolter/bolt pistol with: a flamer (5 points) a meltagun (10 points) a plasmagun (15 points) This is basically just to represent a particularly hardbitten long fang or grey hunter special weapons trooper who is disinclined to be separated from some heavier firepower even while on special duty for the Navigators. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527749 Share on other sites More sharing options...
Natanael Posted October 4, 2010 Share Posted October 4, 2010 I agree with Mr. Stormclaw here =D - Natanael Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527957 Share on other sites More sharing options...
Brother Tyler Posted October 4, 2010 Share Posted October 4, 2010 I was very excited to see this discussion because it harkens back to a similar concept I came up with a few years ago - Hive of the Dead. Also, the mods have been re-working that scenario for a future project that will be revealed later. My suggestions: I don't think that this really needs an "army list" for either side. It's more of a kill team scenario, so just modify those rules and make the Wolfblades something akin to a Wolf Guard unit with certain limitations (e.g., no Terminator Armour). Make the zombies ridiculously low-powered. The threat they pose is in their numbers; and if they succeed in killing/infecting the navigator, it's all over. You might have limitations in the same manner as the genestealers in Space Hulk - there might be a large, but limited, number on the table at any one time, but they recycle endlessly, posing a long-term threat to the Space Wolves. The goal of the Space Wolves is to get away, so using stealth and maneuver in order to advance without getting stuck in assault works well. In all likelihood, they'll get stuck in assault at some time, so avoiding getting piled on will be the main challenge. The Act I/Act II thing is pretty good. Using a simple set of basic zombie rules for Act I and then introducing some more powerful zombies for Act II, much like the special zombies I used in the Hive of the Dead, provides a neat challenge. Personally, I think that the stupidity (okay, "simplicity" might be a better word) of the zombies is important. They don't think tactically. They're just trying to eat brains. I think that the rules for movement that I gave the zombies in Hive of the Dead does a decent job of reflecting that simplicity (though we're changing them up a bit for our secret project). Also, the rules for zombie movement allow for the Hive of the Dead to be played as a solo mission. I think that this Wolfblade-based scenario could work very well in a similar manner for Act I. I'm not saying that you should do that, I'm merely suggesting that you might consider it. Whether or not Act II has similar random movement or if the "special" zombies have more intelligence is up to you. I don't think that having the Chaos Space Marines is really necessary. The fluff behind the zombie plague doesn't require Plague Marines (or even Typhus) to be present - only that the plague has spread through Nurgle's servants. I think that Chaos Space Marines should be saved for later Acts. I'm looking forward to seeing this come to fruition. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2527973 Share on other sites More sharing options...
MaveriK Posted October 5, 2010 Author Share Posted October 5, 2010 I only have one beef with this scenario. Wolfblade are the twenty four warriors sent to guard some poxy Navigator's backside. Its a dead end job that is seen as something of an exile. Whoever has the bad timing to screw up when a Wolfblade gets killed is the one sent. So they end being a motley collection of bloodclaws, greyhunters, longfangs, and wolf scouts. However, they do serve a Navigator house, which means they have access to a wide range of wargear, wider than the range offered by the wolf guard entry. So I propose using the following entry for the Wolf Blade Wolfblade: As Wolf Guard from C:SW with the following ammendments May not take Terminator armor, jumppack, space marine bike, or Mark of the Wulfen. Any model may replace its bolter/bolt pistol with a combat shotgun for free. One model may replace its bolter/bolt pistol with: a flamer (5 points) a meltagun (10 points) a plasmagun (15 points) This is basically just to represent a particularly hardbitten long fang or grey hunter special weapons trooper who is disinclined to be separated from some heavier firepower even while on special duty for the Navigators. I'm more than happy to add these to the Wolf Blade's wargear, the only reason why I was hesitant was because as I've mentioned before.. The Navigator, and her Wolf Blades did NOT expect to go into the city and go to war. It was more about story-line than, "Ohh I want this cause its cooler, or I want that cause its better." But people seem to forget that these zombies have HORRIBLE saves! its like shooting a real gun at cardboard. I mean, the only real things they have going for them are their numbers, and their rending in close combat. Their stats are abnormal, because of the story in Act I with the aid of Madox from the Thousand Sons. Anyway, the most important thing for me, is for BOTH players to have FUN! standard Space Marine equiptment is pretty deadly as is.. I mean, rapid-firing Bolters vs Zombies! also the added optional wargears to unlock Terminator Armour with Assault Cannon, or one with a heavy flamer? like I said, I have no problem adding these weapons, it just takes away from the story and brings it closer to a normal, regular, typical game. The only real challenge I think the Wolf Blades have are the Plague Marines.. I mean, they can deep strike anytime and just kill your Navigator. more play testing will be done, and people who are interested are welcome to do so. As for Brother Tyler, thank you for your suggestions! I will look into your Hive of the Dead and talk it over as more play testing is done. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2528565 Share on other sites More sharing options...
hendrik Posted October 5, 2010 Share Posted October 5, 2010 I only have one beef with this scenario. Wolfblade are the twenty four warriors sent to guard some poxy Navigator's backside. Its a dead end job that is seen as something of an exile. Whoever has the bad timing to screw up when a Wolfblade gets killed is the one sent. So they end being a motley collection of bloodclaws, greyhunters, longfangs, and wolf scouts. However, they do serve a Navigator house, which means they have access to a wide range of wargear, wider than the range offered by the wolf guard entry. So I propose using the following entry for the Wolf Blade Wolfblade: As Wolf Guard from C:SW with the following ammendments May not take Terminator armor, jumppack, space marine bike, or Mark of the Wulfen. Any model may replace its bolter/bolt pistol with a combat shotgun for free. One model may replace its bolter/bolt pistol with: a flamer (5 points) a meltagun (10 points) a plasmagun (15 points) This is basically just to represent a particularly hardbitten long fang or grey hunter special weapons trooper who is disinclined to be separated from some heavier firepower even while on special duty for the Navigators. I'm more than happy to add these to the Wolf Blade's wargear, the only reason why I was hesitant was because as I've mentioned before.. The Navigator, and her Wolf Blades did NOT expect to go into the city and go to war. It was more about story-line than, "Ohh I want this cause its cooler, or I want that cause its better." But people seem to forget that these zombies have HORRIBLE saves! its like shooting a real gun at cardboard. I mean, the only real things they have going for them are their numbers, and their rending in close combat. Their stats are abnormal, because of the story in Act I with the aid of Madox from the Thousand Sons. Anyway, the most important thing for me, is for BOTH players to have FUN! standard Space Marine equiptment is pretty deadly as is.. I mean, rapid-firing Bolters vs Zombies! also the added optional wargears to unlock Terminator Armour with Assault Cannon, or one with a heavy flamer? like I said, I have no problem adding these weapons, it just takes away from the story and brings it closer to a normal, regular, typical game. The only real challenge I think the Wolf Blades have are the Plague Marines.. I mean, they can deep strike anytime and just kill your Navigator. more play testing will be done, and people who are interested are welcome to do so. As for Brother Tyler, thank you for your suggestions! I will look into your Hive of the Dead and talk it over as more play testing is done. offcourse the zombies have a crappy save, but since you'll be moving most of the time your reach will be lowered to 12", what gives you 20 shots at best(not including the navigator). but because of the high T it's going to need a 4+ to wound the zombies, which i'm guessing won't be enough to take out a zombie squad. by lowering the zombies T by just one you make the bolters far more deadly Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2529047 Share on other sites More sharing options...
MaveriK Posted October 5, 2010 Author Share Posted October 5, 2010 offcourse the zombies have a crappy save, but since you'll be moving most of the time your reach will be lowered to 12", what gives you 20 shots at best(not including the navigator). but because of the high T it's going to need a 4+ to wound the zombies, which i'm guessing won't be enough to take out a zombie squad. by lowering the zombies T by just one you make the bolters far more deadly what? no faith with Russ? or the dice Gods brother hendrik? ;) I just assumed that people had more confidence with a chance of 3/6 on a single dice ;) to be honest, the (T)4 on the zombies on ACT I never really bothered me when I played my game. In fact, it made it more intense and fun. Really giving it a horror movie feel... and it kept me on my toes. And I did manage to rapid fire my bolters at least twice in my game, as my Navigator broke off from the pack to run closer towards the ship. Of course this was in the early stages of trial/test games. I will lower the T of the zombies for now, until I get more feedback from BOTH players who actually did some play testing. Its different from just reading through the trend, than actually playing it and testing it out. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2529101 Share on other sites More sharing options...
MaveriK Posted October 5, 2010 Author Share Posted October 5, 2010 just a simple chart to get people's idea of how the zombies are.. ACT I zombies were more of a trial/test run, the story explains it more. Its a reason why they move and fight the way they do. But ACT II zombies wont be as hard, and are more acceptable. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2529108 Share on other sites More sharing options...
hendrik Posted October 7, 2010 Share Posted October 7, 2010 offcourse the zombies have a crappy save, but since you'll be moving most of the time your reach will be lowered to 12", what gives you 20 shots at best(not including the navigator). but because of the high T it's going to need a 4+ to wound the zombies, which i'm guessing won't be enough to take out a zombie squad. by lowering the zombies T by just one you make the bolters far more deadly what? no faith with Russ? or the dice Gods brother hendrik? :jaw: I just assumed that people had more confidence with a chance of 3/6 on a single dice :jaw: to be honest, the (T)4 on the zombies on ACT I never really bothered me when I played my game. In fact, it made it more intense and fun. Really giving it a horror movie feel... and it kept me on my toes. And I did manage to rapid fire my bolters at least twice in my game, as my Navigator broke off from the pack to run closer towards the ship. Of course this was in the early stages of trial/test games. I will lower the T of the zombies for now, until I get more feedback from BOTH players who actually did some play testing. Its different from just reading through the trend, than actually playing it and testing it out. offcourse mate. unfortunatly i don't get that many games anymore so most of my commentary/ideas are purely theoretical;) it's just that i dont see the thoughness of a human being improve by being rotten. infact i think the real thoughness of a zombie would be lower than that of a normal human. ps; love the diagram!:jaw: Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2530278 Share on other sites More sharing options...
MaveriK Posted October 15, 2010 Author Share Posted October 15, 2010 Just a little update. Got a game this weekend with my vampire counts buddy, he says willing and excited about the revised rules. I guess other people from his gaming group from Fantasy will be watching this game, their getting interested in 40K because of this. looks like its going to be a good Halloween theme game once these rules are finalized. I will update and know more after my game. Should be exciting! have a great weekend EVERYONE Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2537358 Share on other sites More sharing options...
Brother Nathan Posted October 15, 2010 Share Posted October 15, 2010 this really sounds cool! like space hulk but instead of bloodangel termies vs geanstealer horde, its undead vs spacewolf rejects. me likey! Btw have you read spacehulk? it might give you ideas. Like having for yourself a fixed set of wargear for your named squad for example, but being easy enough to equip as you like. Also wasnt the last starter game with the tactical squad a similar basis? think it had somedude that the smurfs had to protect against a bunch of nids. the veichle they were traveling in had crashed or something... Maby give the zombies rage. not for them being angry, but for them being stupid and seeing food the go straight for it. Then if you do decide to put explosive barrels or some such the zombie player cant advoid them the same. personally i would have each wolf an independant character but had to try and stay within say 12 inches of the dude they are protecting. if they get stuc in cc they will fight till the are free and thn try to make it back to the rest of the guys, though the rage of the zombies likely means more will have hommed in on him. as for squad of zombie size, id try to keep it low at the start but they join up as they get closer together and nearer the marines. Maby have a single plague marine champion as an indepndant character who joins the zombies and pulls them together to try and stop the wolves? Probably gve him a powerfist and bolter? (plasma would probably hurt the wolves too much) a full plague marine squad would simply stop the wolves dead. 2 plasma, acombi plasma and a powerfist combined with fnp, defensive grenades and fnp... how about they dont care for th zombiesand will shoot at the wolves regardless of zombies in cc, so the wolves get essientially an xtra coversave like fnp, and if passed a zombie gets hit instead? armament.. id expect wolves to be ready for most anything so would likely carry round heir favered wargear. so boltguns anyway unless a combi or special, maby not an assault cannon or the heavy version, but maby a special heavy bolter that fires say 3 shots at 18 inches and is assault? or a heavy flamer,dont see them taking any anti tank like melta, misisles, multi melta, plasma cannon etc... Meltabombs are a bit pointless, unless you can say plant them and then remote detonate/ shoot them. and how about throwable grenades? maby ability to blow up buildings onto the top of a zombie horde? Also storm sheilds? the 3++ wont be much use against most zombies so how about it allowing for an extra attack? say its a custom wargear type and is used to batter the zombies and works regardlessof other weapon armament, be it wolf claw, thunder hammer etc? And for the idea of getting termie armour etc... huh? wouldnt be something that would just be lying round, and by what i know of the fluff it takes quite a few armourers a fari while to get it all put onto the marine due to rite etc that must be said. however i would have no problem with them ripping the weapons off a gun emplacement, or just firing them. ofcourse an extra extra extra weapon would slow a marine down so say if one does that he slows down by an inch when moving, running, and assaulting? and only one such gun per marine. and you could have other common weapons, storm sheilds, ammo for the combi weapons? Maby ammo anyway, say each guy only has enough ammo for say so many bursts as they wernt expecinting a proper battle? Now the survivors... to have survived they are bound to be tough, well armed or hidden etc. maby make getting the navigator to the ship the first mission. the next could be to find survivors after rearming?, or they heard of a relic of russ potentially being on the planet and just must go back. or some vital component for the ship? Anyway the guard holding up must have a chance vs the zombies, so maby holed up in buidings and just shoot at the nearest zombies till some woles come wihin X inches and abandon their positions to follow the wolves. After all beter chance with the astartes than alone against the zombies. of course they cant be as good as the marines, likely most are lacking comanders and few weapons better than a shotgun/autogun/lasgun. maby the occasional sniper with a cloak and stealth? at this point id throw more plaguemarines in and tougher zombies, say they smarter or somesuch, closer to nurgle so tougher or some such. maby only 1/ 2 per so many zombies? maby has las pistol and ccw? And then they get to the armoury/part storage, resupply, get what/who(tech adept or some such?) they came for and the merry band must get back to the ship. but by now the zombie virus thing could have strengthened or the strong fead on the weak. so they have a harder fight to get to the ship, and now i would go for the full plague marine squad. and so it seems even more desperate but they must get to the ship or it was all in vain. at this poin ons of the wolves could fall to the wolfen curse? so hes doomed but wants to take as many of the enemy with him and distract as many from his kin before his mind is totally lost? Im not saying what you must do im just trying to supply potential ideas that couldhelp to bring your great idea to fullness. maby think about giving some of the wolves special rules, like one the blooodclaw charge rule, one the ex long fang the quick shot rule(fires an extra shot/or with better bs/ rerolls a single to wound shooting attack) And maby one has steath/ fleet? or an extra strength? if theres only 5 every thing like that could really help make it that bit more interesting. any gretjob sofar, keep it up!! Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2537524 Share on other sites More sharing options...
MaveriK Posted October 24, 2010 Author Share Posted October 24, 2010 UPDATED RULES Scenario: Sven of the Dead Before playing this scenario... I want people to first think outside of the box and look at this game as if it was a novel or horror movie. The story-line is what drives these characters and events, which you get to play out. I want this to be fun for everyone. This was created to be an in your face, fast paced game. The game was designed for your Wolf Blades to be outnumbered, and handicapped. It was designed to keep you on your toes, and make you sweat. You may even think that it was made for your Wolf Blades to fail! but it is your tactical decisions on the table-top that will determine the fate of these characters and hopefully drive the story forward. This scenario is perfect for a Halloween themed game, or for who are interested in something very different. It's a perfect way to get new players interested in Space Wolves and Warhammer 40K. Use your imagination, but most of all have fun with this scenario. Give it a shot, and try it out... I realize this needs more play testing and from there, I can do some tweaking! ACT I: Night of the living dead. Turns 1-3, use the Night Fighting rules. Dawn of the dead. Turns 4-6, normal rules apply as the sun rises. If game length goes over six turns, the following 3 turns once again, uses the Night Fighting rules. [The first Act is considered a historical errata. This is further explained as the story-line progresses into Act II.] STORY A sudden unexplained meteor shower bombards a Belisarius ship, damaging it enough to force a landing and make repairs. They drift to the closest Imperial planet outside the Segmentum Obscurus. No communications was established due to strong static interference. It was then decided by the Navigator to go to the city to personally thank, the Governor for allowing their ship to make planet-fall. The Navigator and her retinue of Wolf Blades, travel into the dead of night. Upon reaching the center of the city, they realize something very odd and suspicious. The streets were abandoned and it was quiet, far to quiet. Something didn't feel right, and the beast inside each Space Wolf warned the Wolf Blades to act cautiously. One of the well groomed Wolf Blades speak, "foul sorcery is at play here brothers.. I can smell the stink in the air." The other Wolf Blades says "you sure its not your perfume?" as the Wolf Blade laughs, but continues to say "all jokes aside, it does smells like a giant ice bears droppings.. and don't look at me, I haven't eaten yet." They all conclude that Chaos has somehow tainted the city, but with what? They try to contact the ship and realize their communication system is down, jammed by Chaos powers perhaps? "This isn't good" says one Wolf Blade. "Aye, and I was looking forward to eating" says the other. The first Wolf Blade looks at the a younger one and asked "still brooding? what do you think exile? should we investigate or return to the ship?" The young Wolf Blade replies, "my duty is for the safety of our Navigator. Its her decision!" But before she could speak, a plague zombie suddenly appears and tries to attack her. The young Wolf Blade was lightning quick to save her, as he decapitates the zombie. Before they knew it, the street was suddenly filled by a dozen plague zombies. "Night of the living dead! this is Nurgle's doing!" Yells one Wolf Blade. “Looks like they decided for us, its time for us to return to our ship!” The Navigator replies... Forces: Navigator of the Navis Nobilite of the House Belisarius and her Wolf Blades. You are allowed to use 300 points worth from the following in the Space Wolves Codex. [NO vehicles! In this scenario, the Wolf Blades use stats from the Wolf Guard, but do NOT benefit from their Terminator upgraded Wargear. Remember nobody knew what they were walking into. Its a reason why they their upgrades are limited in the Space Wolves armory] 0-1 HQ (Navigator) 0-1 Elite (Vindicare) 0-1 Troops (Wolf Blades) Officio Assassinorum Operative: Vindicare Temple Assassin [use rules and stats from Codex: Witch Hunters/Codex Deamonhunters. The assassin is not required to go with you to your ship, and is more than happy to move about in the city making use of his Exitus Rifle] I decided to have the assassin start once the game begins, by using Infiltrators special rule. He will be a FREE model and is excluded from your allowed 300 points. I chose this, because having your forces run around just to unlock the special objectives can be very time consuming! The reason I choose 300pts is because your going in the city NOT knowing about the Zombies. Your role as Wolf Blade is to be your Navigator's bodyguard. You didn't go walking in the city expecting for war, or looking for a fight. Wolf Blades may not take Terminator armor, jump pack, space marine bike, or Mark of the Wulfen. Any model may replace its bolter/bolt pistol with a combat shotgun for free. One model may replace its bolter/bolt pistol with: a flamer (5 points) a meltagun (10 points) a plasmagun (15 points) 1500 points worth of Zombies, not including points for the squad of Plague Marines. [use Codex: Chaos Space Marines for stats and point cost for Plague Marines. In theory, with just a basic load-out from the Plague Marines, the zombie horde can number up to 200 models! how scary, fun and challenging is that?] Space Wolves Navis Nobilite of the House Belisarius 4 5 3 3 3 4 3 10 4+ Wolf Blades of Terra 4 4 4 4 1 4 2 9 3+ Navigator.......... 45 Points Infantry 1 Navigator (Unique) Belisarian Carapace armour White Fang (Power Weapon: Sabre) Purity Seals Master-Crafted Las pistol Frag grenades and Molotov grenades Rending Counter attack Wolf Blade Retinue Independent Character And They Shall Know No Fear Wolf Blade Retinue A Navigator from the House of Belisarius always has her retinue of Wolf Blades. If the retinue is destroyed she becomes an independent character and is free to join other units. Wolf Blade..........18 points per model Infantry 3-10 Wolf Blade Power armour Close combat weapon Bolter Bolt pistol Frag grenades and Molotov grenades Acute Senses Counter-attack And They Shall Know No Fear Mission Special Rules: Molotov Coctail: Thrown at double the distance of a models strength profile. ie if the model has a base strength of 4, the model can throw a Molotov cocktail at a total of 8 inches or under with a profile of Str. 4, AP 5, Heavy 1, Blast. Outcast Wolf: Nominate 3 models from your Wolf Blades, each of whom will represent the following: Bloodclaw, Grey Hunter, and Long Fang. These models will confer special rules to the retinue of Wolf Blades in this mission. So long as they are still alive. ie. a model that represents a Blood Claw, gives the Wolf Blade retinue and their Navigator the Beserk Charge special rule. ie. a model that represents a Grey Hunter, gives the Wolf Blade and their Navigator the ability to re-roll any failed hits during ONLY the shooting phase ie. a model that represents a Long Fang, allows the Wolf Blade the Fire Control special rule. Headshot/Decapitate: Any rolls of 6, from both shooting and or close combat at zombies are considered a headshot or decapitate. The Infected: Any non-infected model that is killed will turn into the living dead. However the progression of the infection varies from person to person. To represent this, instead of removing the model from play leave it in place. The zombie player will roll a dice for every slain non-zombie model. On a roll of a 4+ the model will reappear as a walking dead, using it's previous profile but with a -2 WS and BS 0 modifier. Mission Level: Omega-level city fight fought on 6’x4’ table with as many city ruins as possible. The more the better! Deployment: Your forces are deployed within 12" of a table corner, see picture above for reference. That corner is considered the center of the city, you make your way back to your ship from there, which is parallel to your 12" corner. There are 3 heavy bolter sentry guns, where your ship is waiting. It is only activated once any member of your force is within the 2" coherency of the sentry guns. Zombies can deploy anywhere in their deployment zone, as shown above. With the exception of the 10 man squad of Plague Marines that are held on reserve at the start of the game, which later deep strikes anywhere on the table. Enemy models CANNOT be within 20" of the Space Wolves force at the start of the game. Zombies can be held on reserve, but starts on a table edge as normal when they come into play. Forces of Chaos Zombie Horde 4 0 4 3 1 2 2 7 6+ Plague Marines, refer to Codex: Chaos Space Marines [/td] Zombie.......... 6 points per model [td=20%] Infantry 10-30 Zombies Hands and Teeth Terran clothing Fleet Rending Fearless Feel No Pain Vulnerable to Blasts/Templates The Infected Objectives: From a time before the Dawn of Ages, even before the founding of the Imperium, a great and ancient friendship was forged between Leman Russ and the House Belisarius of the Navis Nobilitae. The family had exclusive right to guide the starships of the Space Wolves' fleet, through the immaterium. In return it could call upon the services of the chapter when it required them. Leman Russ gave them the right to have a sanctuary within the Fang in honor of the alliance forged between House and Chapter. They are sworn to guide our ships and to provide twenty four of their best pilots to serve the Great Wolf. In return we are sworn to come to their aid should they summon us and to provide sanctuary in times of need. The Celestarch of Belisarius has a bodyguard of Space Wolves, just as our lord has a retinue of Navigators. The Navigators swear to obey the Great Wolf as they would obey their own ruler. The Wolves for the duration of their service, obey the Celestarch as they would their own leader and protect him with their lives if need be. Your main objective is to protect your Navigator and bring her safely back to the ship for extraction. Furthermore, there are 4 optional objectives that are placed on random by your opponent. These objectives are unlocked by being within 2" coherency from your models. These objectives can also upgrade a single member of your Wolf Blade, and or adds onto your pack if your pack is cut down to 50% or less from what you had originally. The optional objectives are as follows: 5 guardsmen, armed with 4 lasguns and 1 with missile launcher.[use the rules and stats from Codex: Imperial Guard. These survivors must accompany you back to your ship for extraction] Terminator Armour + Assault Cannon Terminator Armour [on a roll of 4+ one Wolf Blade model, gets a Heavy Flamer. Anything under, you unlock and receive a Storm Bolter with Cyclone Missile Launcher] Victory Conditions: Keep your Navigator alive and bring her back to the ship! without her, your ship worthless. If your Navigator dies, the game ends. Conclusion: [Once your Space Wolf/Wolf Blade force is within 10" of your ship, before the 3 heavy bolter sentry guns are activated *remember, you must be within 2" of coherency from a sentry gun to have them activated*] The remaining Wolf Blades along with the Navigator make it through the city, the ship is just a short distance away. But the zombie horde is right behind them... "Move your fat ass Wolf brother, I can see the sentry guns... we need to get to the sentry guns now!" says the Wolf Blade. "I'm running as fast as I can! this would have been a cake-walk for us, if I something to eat from the start!" growls the other Wolf Blade. The first Wolf Blade turns to the younger Wolf Blade and says, "Thunderfist, protect the girl! without her will be stranded on this damned planet!" Suddenly, chaos sorceror Madox of the Thousand Sons Legion appears and immediately starts casting a spell. Demonic swirls surround the sorceror, and the evil energies come at and attack a fellow Wolf Blade. [On a roll of 4+ a single member of the Wolf Blade is transformed into a Plague Marine Champion, and becomes an independent character, and is therefore used by your opponent. If Madox fails on the roll, that single Wolf Blade instead transforms into a raging Wulfen*] Madox and the young Wolf Blade come face to face, "you again?!" says Madox "for RUSS!!" yells the young Wolf Blade. The sorceror Madox reacts in disgust hearing the young Space Wolf howl, and disappears just as the young Wolf Blade takes a swing at him with his chainsword. "Tzeentch? that would explain why those zombies move and fight like they do.." says one Wolf Blade. "Making friends again exile?.. you know that walking dust bunny?" asked one Wolf Blade. "Aye, back in Fenris..." replies the young Wolf Blade. "This all began with him.. and ends with him dead or banished by my own blade. This, I shall swear until my last breath!" says the young Wolf Blade in anger as he tore a dozen zombies with his chainsword. The battle with the zombies, become more intense as the horde gets closer and closer... "We are not done here yet, get to to ship!" says the Navigator. *If the Wolf Blade succumbs to the curse of the Wulfen. He gains a special rule unique only to this scenario. A special rule similar to Khârn the Betrayer, were he swings both at friend and foe! Legend say, that the Wulfen curse itself is a deterrent against chaos influence. But after the events that took place in the planet, from all the fighting with zombies, to finally the chaos sorceror interfering. The chains that held the beast inside the Space Wolf is finally broken, and the feral beast is unleashed. The Wolf Blade turned Wulfen might end up killing the Navigator he was sworn to protect!? [if your characters make it through this obsticle, and to the ship and survive the game, you can continue onto Act II] Epilogue: "I had more fun with this little experiment than you did Typhus, but one of Magnus's books is yet to be found. I need more time!" says Madox. "As do I, for this plague needs to be perfected and once it has, it will be more than just a plague... it will become a great curse for those who follow the false Emperor" says Typhus. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2543797 Share on other sites More sharing options...
MaveriK Posted October 24, 2010 Author Share Posted October 24, 2010 Quick Battle Report! Space Wolf Force 300pts 0-1 Navigator. Carapace Armour, Power Weapon, Purity Seals, Master-Crafted Las Pistol, Frag and Molotov cocktail. (45pts) 0-1 Vindicare Assassin (free) 0-10 Wolf Blades. 1 flamer, 1 combi-flamer, 2 combi-plasma, 1 power weapon, 5 storm bolters, Wolf claws. (255pts) Chaos Force 1500pts 0-10 plague marines (300pts) 7 power armour, bolter, blight grenades, frag and krak grenades, close combat weapon, bolt pistol. 1 plasma, 1 flamer, 1 plague champion, combi plasma, power fist. 10-30 Zombies (1200pts) thats 200 zombie models!! --- There were some things that made this game extra fun. Not only did we play the theme from the movie 28 weeks later but we also made our own smoke machine, using dry ice... you can YouTube how to make a cheap smoke machine by using empty coffee can. Anyway, we used it for the first 3 turns being night fighting rules. It added to the effect! and made the table look really creepy and scary looking for the Wolf Blades. Changes in the rules made things more fun with molotov coctails, and the unit wide Berserk charge. Unfortunately my BloodClaw died by turn 3 so I couldn't use it no longer. Having the assassin start once every one deloyed made things fun and easier for me. I had him place in a tower near the center of the table. He had the range to do enough damage from his sniper rifle. My opponent deepstriked his Plague Marines in front of the ship on turn 2, blocking my way, which I thought was pretty smart of him! I manage to take out a 2 plague marines from my assasin. Anyway, it was real fun... the zombies gave me a hard time but the fire power and flame templates helped. I died by turn 5! my navigator was killed by the chaos plague champion by eating a powerfist to the face. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2543809 Share on other sites More sharing options...
GeoWolf Posted October 24, 2010 Share Posted October 24, 2010 Ok, so don't get me wrong here Maverick, I like the idea you have going on here. You can tell that you have put thought into this, and it has a lot of potential, just needs tweaking. However, I think that you may be over complicating things. My humble suggestions seek to simplify things, especially if you are looking to use this to draw in new gamers. First, I would drop the army lists. As you said, this isn't a normal game, but rather is drawn along the narrative. I would design several different wolf blades, Let's say 10. Each one will be different in terms of wargear and its special rule. Now you are only going to be able to take 6 wolf blades for instance, forcing you to "assemble" a team to take in. This makes it easier to start a game and also ensures that the wargear remains within the story. Second is the navigator. As far as I know, they are just mutated civilians, with little training or experience in combat. I like the head shot rule, but I don't think they should be effective in combat. They wouldn't have a reason to carry anything more menacing than a knife. I don't think armor should be any better than 5+, story wise she is going on a diplomatic thank you run to the governor. A las pistol is perfectly fluffy though. Third is about the zombies. First, again, I would say move away from points and just use groups. How do you use the zombies now? Are they numerous small groups that home in on the astartes or a few big groups? Do you use a set amount of zombies or are they replenished as the game goes on, something like the without number rule? If you were to move away from points, then a random mob generation, say roll 2d6 to see how many zombies are in a group. I'm also thinking that in order to help manage zombie groups, if two or more groups come within so many inches, maybe 4-6 inches, they merge into one group. Potentially several small groups that don't pose much threat could merge to cause some havoc. Next is the plague marines. I don't think a full unit of 10 is fair. I admit, it fits the horror theme, but like you experienced, if they block your way then your pretty much done for. Maybe scatter a few models around the board, possibly having a plague marine leading zombies. Simply put, treat them like independent characters. And finally, going along the independent character idea, why not treat the wolf blades the same way? One must stay with the navigator but the others may roam as they see fit. You have to decide how important the loot counters are versus protecting the navigator. Just some ideas, and I'm going to try to test these rules out. oh, and brother Tyler, I read your rules and am impressed. I hope you don't mind if I borrowed a couple ideas for my suggestions. Link to comment https://bolterandchainsword.com/topic/212269-dawn-of-the-dead/page/2/#findComment-2544304 Share on other sites More sharing options...
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