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Shadow of War: Plague of Undeath


Teetengee

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Objective: Get half or more of the warlords onto the Skyshield landing pad on the other side of the board D3 full game turns after the first Warlord gets there.

 

Army restrictions: Each army must include a character, and is otherwise 1200 points unbound.

 

Board setup:

The Skyshield landing pad is placed on one short edge of the table. The players will move their armies onto the board from the other side on their first turn.

Buildings/ruins should be scattered across the board, 1 for each player. Additionally, there should be areas of difficult terrain.

Zombie units should be placed throughout the board such that they are a. on the skyshield landing pad so that deep strikers cannot arrive there, and b. otherwise covering about 25% of the board in unit footprints.

Play:
Players always get the first turn.

During the psychic phase, they each roll a warp charge die. The zombies will try to deny 1-2 powers as the players feel would most harm the players' ability to succeed.

 

At the beginning of the zombie turn, spawn zombies. Each building spawns a unit of zombies as if they were disembarking (and therefore which may assault). From turns 1-3, each board edge spawns a unit of zombies closest to the enemy unit they can hurt. From turns 4-6, each 2 feet of board edge spawns such a unit. From turns 7+ each foot of board edge spawns such a unit. Units entering from the board edge count as coming on from reserves.
Every time a unit is spawned, roll a D6: on a 1-3, place 10 regular zombies, on a 4, place 5 zombie hounds, on a 5, place 3 big zombies, on a 6, place a giant zombie. If there insufficient models to place a unit, instead place as many as you can and then place 5 regular zombies.

 

Zombies then roll for vision. Any zombie that has already interacted with a player's unit will automatically act. Other's will only act if there is a player model within 3D6 inches of them. Roll an additional 3D6 for zombie hounds. Roll only once for the whole board.

 

Zombies move towards the closest unit they can hurt, if possible, at top speed. If they cannot hurt a unit, then they move towards the closest unit they can see, at top speed. Zombies always charge if possible, and always perform death or glory (even if they cannot succeed).

If two zombie units of the same type would be within coherency of each other, and neither unit entered from a board edge this turn, they immediately mob up, forming a single unit. While locked in close combat, all units of zombie hounds, big zombies, and regular zombies are treated as a single unit if within coherency. Not only may zombies use their pile in moves to engage unengaged enemy units, but they will always do so if possible.

Zombie unit statlines:

Regular Zombies

WS 2/BS -/S 3/T 4/I 2/W 1/A 1/LD 2/Sv -
Feel No Pain, Fearless, Fear, Poisoned(4+), Slow and Purposeful
 
Zombie Hounds
WS 3/BS -/S 3/T 4/I 2/W 1/A 2/LD 2/Sv -
Feel No Pain, Fearless, Fear, Poisoned(4+), Slow and Purposeful, Bulky, Fleet, Furious charge, Beasts
 
Big Zombies
WS 3/BS -/S 5/T 5/I 1/W 3/A 3/LD 2/Sv -
Feel No Pain, Fearless, Fear, Poisoned(4+), Slow and Purposeful, Bulky, Shred
 
Giant Zombies
WS 3/BS 1/S 6/T 6/I 2/W 6/A 4/LD 2/Sv 4+
Feel No Pain, Fearless, Fear, Poisoned(4+), Slow and Purposeful, it will not die, monstrous creature, explosion of filth (explode as per vehicles)
Giant zombies also gain the Bile Vomit attack
S: 4, AP: 5, Template, Assault 1, Haywire
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Ooh! With a few modifications you could turn this into a tower defense.

 

Also I would probably bring this list:

Strageium Command Team

  Watch Captain (1) - 200pts
    1 Watch Captain: Frag and Krak grenades,Special issue ammunition,Jump pack,Artificer armor,Thunder Hammer,Xenophase blade,Storm shield

Purgatus Kill Team

  Veterans (5) - 225pts
    1 Watch Sergeant: Stalker pattern boltgun,Power weapon,Melta bombs
    1 Black Shield: Atonement Through Honour,Thunder Hammer,Storm shield
    2 Veteran: Stalker pattern boltgun,Close combat weapon
    1 Veteran: Deathwatch frag cannon,Close combat weapon

  Librarian (1) - 100pts
    1 Librarian: Frag and Krak grenades,Special issue ammunition,Storm bolter,Force weapon,Psyker Master Level 2

  Terminators (2) - 100pts
    2 Terminator: Storm bolter,Powerfist with auxilary meltagun

'Emperor's Shield' Infantry Platoon

  Platoon Command Squad (5) - 50pts
    1 Platoon Commander: Voice of Command,Laspistol,Close combat weapon
    2 Guardsman: Lasgun
    1 Guardsman: Lasgun,Medi-pack
    1 Guardsman: Lasgun,Vox-caster

  Infantry Squad (9) - 75pts
    1 Sergeant: Laspistol,Close combat weapon
    1 Heavy Weapons Team: Heavy Weapons Team,Missile launcher
    5 Guardsman: Lasgun
    1 Guardsman: Lasgun,Vox-caster
    1 Guardsman: Grenade launcher

  Infantry Squad (9) - 75pts
    1 Sergeant: Laspistol,Close combat weapon
    1 Heavy Weapons Team: Heavy Weapons Team,Missile launcher
    5 Guardsman: Lasgun
    1 Guardsman: Lasgun,Vox-caster
    1 Guardsman: Grenade launcher

  Infantry Squad (9) - 75pts
    1 Sergeant: Laspistol,Close combat weapon
    1 Heavy Weapons Team: Heavy Weapons Team,Missile launcher
    5 Guardsman: Lasgun
    1 Guardsman: Lasgun,Vox-caster
    1 Guardsman: Grenade launcher

  Infantry Squad (9) - 75pts
    1 Sergeant: Laspistol,Close combat weapon
    1 Heavy Weapons Team: Heavy Weapons Team,Missile launcher
    5 Guardsman: Lasgun
    1 Guardsman: Lasgun,Vox-caster
    1 Guardsman: Grenade launcher

  Infantry Squad (9) - 75pts
    1 Sergeant: Laspistol,Close combat weapon
    1 Heavy Weapons Team: Heavy Weapons Team,Missile launcher
    5 Guardsman: Lasgun
    1 Guardsman: Lasgun,Vox-caster
    1 Guardsman: Grenade launcher

  Armoured Sentinel Squadron (3) - 150pts
    3 ArmouredSentinel: Missile launcher,Smoke launchers

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