Karloth Valois has emerged from the Abyss with a horde of Plague Zombies seeking revenge. He overwhelmed several settlements, killing many and adding others to his ranks. Only a few Adeptus Arbites defenders at Checkpoint 13 stand in his way. Outnumbered, the Judges fought hard but Karloth summoned an Ambull from another world. With the Ambull wreaking havoc, the Judges were losing until a local gang arrived to help stem the tide of zombies long enough for reinforcements to arrive. The scenario pits the Judges and gang against Karloth and his zombies in an battle to contain the outbreak.
Karloth Valois has emerged from the Abyss with a horde of Plague Zombies seeking revenge. He overwhelmed several settlements, killing many and adding others to his ranks. Only a few Adeptus Arbites defenders at Checkpoint 13 stand in his way. Outnumbered, the Judges fought hard but Karloth summoned an Ambull from another world. With the Ambull wreaking havoc, the Judges were losing until a local gang arrived to help stem the tide of zombies long enough for reinforcements to arrive. The scenario pits the Judges and gang against Karloth and his zombies in an battle to contain the outbreak.
Karloth Valois has emerged from the Abyss with a horde of Plague Zombies seeking revenge. He overwhelmed several settlements, killing many and adding others to his ranks. Only a few Adeptus Arbites defenders at Checkpoint 13 stand in his way. Outnumbered, the Judges fought hard but Karloth summoned an Ambull from another world. With the Ambull wreaking havoc, the Judges were losing until a local gang arrived to help stem the tide of zombies long enough for reinforcements to arrive. The scenario pits the Judges and gang against Karloth and his zombies in an battle to contain the outbreak.
Karloth Valois has emerged from the Abyss with a horde of Plague Zombies seeking revenge. He overwhelmed several settlements, killing many and adding others to his ranks. Only a few Adeptus Arbites defenders at Checkpoint 13 stand in his way. Outnumbered, the Judges fought hard but Karloth summoned an Ambull from another world. With the Ambull wreaking havoc, the Judges were losing until a local gang arrived to help stem the tide of zombies long enough for reinforcements to arrive. The scenario pits the Judges and gang against Karloth and his zombies in an battle to contain the outbreak.
aftermath of a hivequake, the The defender(s) sets up the notorious Karloth Valois has terrain as shown in the map, arisen from the Abyss with a there should be line of fencing, horde of Plague Zombies to wreak barbed wire, obstacles and the his revenge on the Hive. Several like to mark the defensive wall, settlements were quickly and one large building to overwhelmed, the lucky ones being represent the remnants of the killed, the others joining the Checkpoint building. increasing mass of walking dead. More buildings should be placed Only a few Adeptus Arbites at the rear of the table to manning the remnants of represent the outskirts of the checkpoint 13 stood between settlement. Valois and his hordes and the devastated hivers. GANGS Outnumbered, the few defenders of The Adeptus Arbites (Judges) set Law fought hard against the up first, in or within 6" of the shambling mass of zombies, but checkpoint building, the Bike is Karloth had a ace up his sleeve, not moving at the start of the he had been busy in the Abyss, Game. and had found a ancient Warp Karloth Valios, an Ambull and Gate, of unknown Province. 2D6+6 Zombies enter on the first It lead to the notorious world of turn. Luther McInttyre IX home of the The Gang Members arrive on their renowned Ambulls. His powers first turn. enabled him to influence several Additionally, Karloth's player of the beasts which he now should roll 1d6 at the start of unleashed on the Judges. The each of his turns - that many hungry and angry Ambulls made additional Plague Zombies arrive short work of several Judges and and enter on his table edge. As if it had not been for the long as Karloth is not Out of arrival of a local gang, who had Play this roll is made - even if recognized the danger to their he is down. Once he is Out of own territory and families, they Play no more Zombies arrive. would have fallen too soon. However, their arrival managed to STARTING THE GAME hold back the tide of horror long Karloth takes the first turn and enough for additional enters with his horde of Zombies reinforcements to arrival and and one Ambull, anywhere along contain the zombies. his table edge, moving as normal, This scenario, is in essence, he and/or the Ambull can run/ quite simple, Karloth wants to charge if they wish, subject to slaughter all those who stand in normal rules. his path of Vengeance and the Plague Zombies move 2D6" in the Judges and Gang want to stop him normal fashion, unless of course dead - literally if possible. they start within 9" of Karloth, when they roll 3D6" and pick the two dice for their move distance. DOWN AMONG THE DEAD MEN The Judges take the second turn Should the Gang Bottle Out there and the Gang move onto the table is no additional rewards. (same rules as above) at the same There is no experience for time. For the purposes of this Karloth or his horde - but iT is scenario, the Judges and Gang reward enough to watch them take the same turn. shamble menacing across, consuming all in their path. ENDING THE GAME If the Judges are all killed (or SPECIAL RULES down) and the Gang has Bottled You will not be surprised to find (or all dead/down), the games that there are lots of these! ends, similarly if Karloth and 1. Kadoth all his minions are destroyed Rules for Karloth and Plague (unlikely). Otherwise the game Zombies can be found in their ends when both players have taken respective PDFs. eight turns, when Adeptus 2. Ambulls reinforcements arrive. Natives of the dangerously hot polar rock deserts of Luther EXPERIENCE Mclntyre IX attempts at The usual experience awards domestication have resulted in apply: them being found on many planets +d6 survives in the Imperium. They have huge +5 per wounding hit barrel chested bodies and ape +10 to Gang Leader if meets like stance. Both the legs and objectives (see below). the arms end in iron hard claws In addition the following awards used for tunneling through the are made. soft stone that covers their +5 for surviving h-to-h combat native land. Ambulls pursue with a Ambull (per round). Crawlers and other creatures +10 for killing an Ambull. through the tunnels and their huge laws are used to grab their OBJECTIVES prey from the loose rubble. They The Gang leader needs to stop the adapt well to most environments Zombies and in the best case, and will eat all manner of living keep at least one Judge alive to creatures. reap the rewards. Should at least M WS BS S T W I A Ld one Judge be alive AND the gang 6 5 0 5 5 3 5 3 8 did not bottle out the defending Ambulls are huge ferocious leader receives +15 Experience creatures that cause Fear and due and may have either Watchmen to their size and power do not Status or an additional territory suffer from pinning. of his choice. As they have Strength 5, opposing Should the Gang NOT bottle out armor rolls are at -2 to save. but the Judges are all killed 3. The Judges (not just down) the leader gains The Adeptus presence at the +10 experience and a +2 modifier Checkpoint is represented by on the Outlaw table (for next 2d6 several Judges, one of which is a games) or 2d6x10 credits reward. patrol judge on a bike. None of the Judges have to take ammo DOWN AMONG THE DEAD MEN rolls as their equipment is well take account of that - should you maintained and supplied. The wish to use the "standard" Sanctioned Psyker does not have Adeptus rules you may wish to to make roll on the Perils of the increase the horde and/or not use Warp table if he rolls a 2 or a the gang. one rationale (if you 12, but her powers are then need it) is that these are exhausted for the rest of the actually auxiliaries recruited game - on a roll of 2 the power from the Hive - hence the can be used as normal for that sanctioned psyker- to help bring attack. the Imperial Law to the lower Judges (Adeptus Arbites) depths of the Underhive - or like M WS BS S T W I A Ld us you can use them because they 4 4 4 4 3 1 4 1 8 were what we have and they looked Standard Equipment: Bolt Pistol, good. In the same way you may Boot Knife, equivalent of notice, if the photos come out, Carapace armor (4+). that we used Kaleb Dark for Standard Skills: True Grit. Karloth - for the same reasons. In addition: The two Street 4. General Judges, Joe and Armitage, have Between the horde, the checkpoint Crack Shot, Rapid Fire (Bolt and the settlements beyond is a Pistol) and the Iron Jaw skill defensive fence/barrier a mixture (or chin). of formerly powered fence (now The Sanctioned Psyker, (or Psi- off-line), barbed and razor wire Judge) Cassie, has Dodge, Step and the like. There is only a Aside and the Psychic powers: small entrance gap as depicted on Mental Assault, Mental Strength the map. A figure that starts and Zen Shootist their movement turn in contact The Patrol Judge is on a Bike with the barrier/fence may spend (See Gang War 1 for rules, what all their movement to clamber do you mean you haven't got it?) over/through. The fence/barrier which has a autocannon on a provides cover as normal. (-1 to centerline mount (fixed forward hit if firing through, negated if 90 arc) and he is additionally standing against it.) equipped with a shotgun with Solid, Scatter, Hotshot and Bolt ammunition. Note: As you may have noted, these rules are NOT those officially created for the Adeptus, (as seen in Batdes in the Underhive). We were using our old Judge Dred figures - and these rules