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Zombie 40k
Zombie 40k
Set up
The size of the table depends on the number of players. However you play, the players need to travel
close to 6. For example, if you play on a 4 x 6 table, you would need to travel length-wise across it.
An escape vehicle of some sort should be placed at the edge of the table in the middle of one side. The
players will deploy within 6 of the other table edge, no closer than 6 to each other. No Infiltrating,
Scout Moves, or Deep Striking, or anything else that would modify deployment is allowed.
The Zombies have 2 squads of 5 zombies for each player, deployed randomly throughout the table. One
Zombie Boss is deployed by the Escape Vehicle.
Changes to normal 40k Rules
Player Order:
-each turn the players will roll to see who will go first
-Zombies go last
Respawning Phase:
-if a players squad was previously wiped out, they can respawn anywhere on the table that is at least 6
further away from the Escape Vehicle than the player whose squad is currently the furthest away
-after a respawn you can roll on the Power Up table and apply the result
Movement Phase:
-all units roll normal Leadership for regrouping, even if below 25% strength
Psychic Phase:
-roll d3 for Warp Charges
-target of power can Deny the Witch, Zombies deny if no target
Shooting Phase:
-cannot shoot another player, unless they are within 18 of an escape vehicle or have already shot at
you
-as long as the rule above applies, you can shoot into close combat, randomizing which model is hit
(except for blasts and templates, which hit the models they cover)
Assault Phase:
-you cannot join another players assault
-consolidation is only d3, and not d6
-can only assault another player if they are within 18 of an escape vehicle, and if they are not already
locked in combat
-assaults only occur on the zombies turn and on any player turns where the player has models in an
assault (i.e. you will only have two assault phases for your fight per game turn)
Zombie Turn
Reinforcement Phase:
-any fully destroyed zombie squad is brought in from reserves, and is allowed to assault the same turn
they arrive
-roll a d6 for each squad when they arrive, and deploy them as follows:
1.
2.
3.
4.
5.
Zombie Profiles
Profile
Zombie
Zombie Boss
WS
2
6
BS
2
5
S
3
4
T
3
5
Wargear:
-Terminator Armour (Zombie Boss only)
-Blight Grenades (Zombie Boss only)
-Close Combat Weapon (Zombies only)
-Manreaper (Zombie Boss only, +2 S, AP 2)
W
1
4
I
1
1
A
1
3
Ld
5
10
Sv
2+
Unit Type
Infantry
Infantry
USRs:
Unit Rules (you must still assign these to one model, but the unit will benefit from it as long as that
model is alive):
And They Shall Know No Fear
Counter-Attack
Crusader
Move Through Cover
Night Vision
Preferred Enemy
Shrouded
Slow and Purposeful
Split Fire
Stealth
Stubborn
Model Rules:
Blind, CC only
Feel No Pain
Fleshbane
Furious Charge
Hammer of Wrath
Hatred
Poisoned (4+), CC only
Rage
Rampage
Relentless
Rending, CC only
Shred, CC only
Smash
The following USRs are not in use in the game, even if the models come with it:
Hit and Run