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Hi all! Amelatu here. First time posting here. Going to be a bit of a long post, but hopefully a few of you will stick around.
So, to start, I was reading WAR|MAKER by Runehammer Games. I love that book with a passion. It provides a simple, hackable framework with easy to learn rules that can easily scale up and down. It's glorious as a catch all, let's just have fun tonight wargame. However, it operates on six man squads. I pulled that to basically make an all or nothing zombies vs marines game, which I will present to you now.
The rules are dead simple. Each marine has a movement allowance and can move that far on a turn and/or attack. Each unit is explained below.
Top to bottom, left to right, we have the Melee Specialist, who can charge, the Rifleman, who has suppressive fire, the Sniper, who has increased range, and the Artillery, who can fire over terrain and hit in an area. Then we have your Standard Zombie, Tough Zombie, and Runner Zombie. Below that, the Sandbags, Low Wall, Rubble Pile, and Obstacle.
Here's the play area all set up. You start the game with three Riflemen and one of each Specialist. The Marines had the chance to set up their defenses in advance.
On each turn, the Marines move and attack, then the Zombies move and attack. Each attack is a D6 roll. 1-3 misses, 4-6 kills. Zombies and the Melee Specialist are melee, the rest are ranged. Before the game, you're awarded five XP to upgrade your soldiers. Here's what I picked.
After a few rounds of them moving close to each other, the Zombies move close enough for the Riflemen to fire. How'd they do?
One for three. Not gret. Okay, Our Sniper has a shot. Let's see how he does.
Swing and a hit! Okay, now, the Zombies funnel downward, as the Marines have carefully placed their barricades. Now it's up to the Mortar team. Let's see how they do.
That's gonna be a five to hit! The other Zombie isn't in range for the splash damage, and the Sniper misses. Unfortunately the last Zombie draws ever closer to our Melee Specialist, the last line of defense.
He charges, meeting the Zombie head on, gaining one inch of movement and a plus one, rolling a two. Seeing this, his buddy rushes to save him!
Another two! if the Zombie hits on it's turn, the Melee Specialist will have one reroll to save itself! The sniper doesn't have line of sight because of the Melee Specialist. So, in a risky move, their buddy lashes out to save the day, lining up a last second shot.
Boom, baby! Zombie eliminated, and round one complete! Regular Zombies are worth one XP each, so the team will have five to spend. The rounds keep getting more intense, and at the moment, introduce two new zombie types.
Hopefully some of you stuck to the end or even maybe found it interesting. If any of you want the rules, I can put together a document, but I'd need some time.
Thank you for your time!
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