Anyway being a sap for Regimental Colors and History in real life i just had to incorporate 2 different schemes. The two red colored units are actually Regiments Renown, being the Forces under Skarsnik of the Eight Peaks, (who i have but is not pictured) and the black colored unit is a tribe that lives in the ash choked proximity of a rather large volcano and being the sneaky gits that they are have covered their robes in soot.
That was last week. Onto the weekend !
Went to hobbytown on Saturday and got to meet with Chris & Chris (chip) from Sippin' on Paint Water and Fabricators Workbench, which resulted in me getting for an indeterminate amount of time a plethora of undead, which i still am waiting on a price for, but you will see many pics of the army as i paint/model it in the future!
On to the games, which i had several of. But most interestingly was toward the end of the day when Joe and Myself decided that the best use of Fantasy Zombies, Spare Terrain and Chaos Marines was to make up rules for Zombie Survival 40k.
Pics and a summary of what rules we came up with are as follows.
basically you set up your path from the "start" in yellow, through several barricaded sections and doorways in red, to the end point in green.
You start with 3 marines, that utilize their basic profiles, except they each have 5 wounds.
Each starts out with a Bolter: 18'' Str. 4, Ap. 4, Assault 3
Bolt Pistol. 10'' Str. 4, Ap 4. Pistol, Twin Linked.
Frag and Krak Grenades, power weapon.
They can operate out of the normal Squad coherency rules. And are allowed to pick the target of each of their shots, as long as the target does not exceed the troopers frontal arc of vision. See below for an example.
As the marines progress they can acquire a number of upgraded weapons. Such as the Melta Gun, which uses its current strength and Ap, but fires a beam of 5'' that can go through multiple units and cover.
or Terminator Armor if in the 4d6 or 5d6 zombie spawning zones, which provides +1 wounds, a 2+ 5+ save , and make the Bolter: assault 4.
(other upgrades are going to be thought up soon if you find this interesting enough)
onto the Zombies, which yours truly controlled.
The rules were that at the start of each turn i would roll the amount of dice for whatever zone the farthest marine was in. So if a marine was in 4D6 and 2 were still in 2d6, i would roll 4 dice, and place that many zombies. The rules for placement were, they had to be mostly out of sight and out of immediate assault range.
Normal Zombies follow the stats for imperial guardsmen, but with no guns and with the "mindless" special rule. Which is, roll a dice on a 4+ the unit move a D6 in a random direction. Assuming they pass they act as regular infantry.
We did add 1 special zombie, being the giant wolf, which had the basic profile of a marine (without our wound additions and guns of course). These would spawn if i was ever to roll doubles and are not subject to the "mindless" special rule.
In the event that a Marine is not completely surrounded by Zombies, he may roll an init. test as if rolling to escape when fleeing a normal assault. if successful, he may run D6 more inches and fire a single weapon of his choice.
And that's all for now folks. I'll send you off with a few thematic Zombie pics ! (none of which were staged, all are from our playing the actual game)
-Your Favorite Madman-