Author Topic: Zombie Crawl - Necromunda  (Read 89707 times)

Commissar Grey

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #165 on: April 02, 2010, 08:57:32 PM »

  Yes, Ben, I do have your character "Ace".

  I'll have all the characters that survived the last game with me the night of the next game.

   John

Commissar Grey

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #166 on: April 04, 2010, 10:56:32 PM »

  The survivors slowly and carefully make their way uphive as they pass through ancient and abandoned domes and tunnels.  Rest is not an option for every time they stop they get attacked by zombies.  So far they have been able to keep everyone alive....

Commissar Grey

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #167 on: April 08, 2010, 08:12:50 PM »

  20 days left!!!

Commissar Grey

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #168 on: April 15, 2010, 11:47:49 PM »

   13 days left!!!

  I will post the rules for building your character and the equipment you can choose from again next week.  They will be the same as the last game.

  This game there will be a few groups of players in different areas of the table at the start.  Each will have its own introduction story which will be disclosed the night of the game.

  Will the survivors of the last game be victorious again???
« Last Edit: April 15, 2010, 11:59:50 PM by Commissar Grey »

Lykosan

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #169 on: April 16, 2010, 08:59:18 AM »
I just wonder in what glorious way I will die this time :P

Chase

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #170 on: April 17, 2010, 01:52:48 AM »
My heavy-stubber will rain death upon my undead foes!  ...and if that fails, I'll bludgeon them to death with it.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Commissar Grey

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #171 on: April 18, 2010, 10:00:39 PM »

  The way you roll ammo jams, that heavy stubber is gonna be one expensive club!!  ;D

Warpedfuzz

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #172 on: April 19, 2010, 08:07:29 PM »
 John, hopefully this time around I can make it. Had alot of fun last few times.
~ Lead, follow, or get the HELL out of my way! ~


Commissar Grey

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #173 on: April 22, 2010, 12:54:48 AM »

  7 Days till Zombie Crawl!!!  I will post the info tomorrow night (Thursday the 22nd).

  Last year there were too many survivors, I've got to make a few adjustments for this one!!  ;)


Jonathan

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #174 on: April 22, 2010, 02:16:58 AM »
braaaaaIIIIIIIINNNNNNNNSSSS!
You game. I blog. CWF Game Cast | www.wargamingforums.com

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Chase

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #175 on: April 22, 2010, 01:17:25 PM »
I have complete confidence in my ability to get eaten by zombies.  I've yet to survive!
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Lykosan

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #176 on: April 22, 2010, 02:22:21 PM »
Oh and like I survive Chase?

Commissar Grey

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #177 on: April 22, 2010, 09:07:17 PM »

      April 28, 2010                    Zombie Crawl - Necromunda                   28APR10

  Here is the info for creating a character for the game.  If you plan on making a fighter able to use two weapons in close combat, remember you can't have any other weapons other than Pistols and/or Hand To Hand weapons.


 
Characteristics

M - Move.  How far a model can move in inches in a turn.
WS - Weapon Skill.  How good a model is in hand-to-hand fighting.
BS - Ballistic Skill.  How good a shot a model is with a ranged weapon.
S - Strength.  How strong a model is.
T - Toughness.  How easily a model can withstand a hit from a weapon.
W - Wounds.  How many times a model can be wounded.
I - Initiative.  Represents a model's alertness and reaction speed.
A - Attacks.  The number of a attack dice rolled in hand-to-hand fighting.
Ld - Leadership.  Raw courage and self-control.

Everyone starts with one character with the following profile:

M   WS   BS   S   T   W   I   A   Ld
4     3     3    3   3    1   3   1    7

You have 5 points to adjust your profile and/or buy skills.

The maximum increase of the profile is:

M   WS   BS   S   T   W   I   A   Ld
4     6     6    4   4    3   6   3    9


Skills

Specialist - Allows model to be armed with a special weapon.
Heavy - Allows model to be armed with a heavy weapon.
Hip Shooting - Model can run and shoot with a -1 to hit modifier.
                    CANNOT be used with a heavy weapon.
Bulging Biceps - Model armed with a heavy weapon can move and shoot with a -1 to hit modifier.
Gunfighter - Model armed with pistols and hand-to-hand weapons can shoot two pistols in the shooting
                 phase.
Tech - Model can repair old equipment and weapons found during the game.

Crack Shot - Model can re-roll the Injury dice.


Weapons

Hand-To-Hand
Knife, Sword, Chain

Pistols
Autopistol, Bolt Pistol, Laspistol, Stub Gun

Basic Weapons
Autogun, Boltgun, Lasgun, Shotgun (with Solid and Scatter shells)

Special Weapons
Flamer, Meltagun

Heavy Weapons
Heavy Stubber, Heavy Bolter

  I have 10 painted models for anyone to use, but if you have a favorite models of your own, please feel free to use it.

  If you have any questions, post them and I will reply as soon as I can.  Thanks.

      John

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #178 on: April 23, 2010, 12:39:50 AM »
are there any special rules on heavy bolters? (like ammo jams, running out of ammo, other stuff)

Commissar Grey

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Re: Zombie Crawl - Necromunda Wednesday (29OCT08)
« Reply #179 on: April 23, 2010, 10:29:35 PM »

  Heavy Bolters, like all weapons, have an ammo roll that needs to be checked whenever you roll a 6 to hit.  They have an ammo roll of 6.  Also, you roll up to 2 sustained fire dice when you hit.  Each die has one jam "pip".  So, if you roll a 6 to hit and choose to roll one sustained fire die and it comes up a jam, you would need to roll two ammo rolls of 6.  If you fail either roll, you are out of ammo and the weapon cannot be fired for the rest of the game.
  The upside is it is Strength 5 and does D4 Damage per hit!

  Players can find ammo and other things during the game, so the chances are if you do fail an ammo check, you could find some during the game.

  Hope this helps you.

   John