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Zombie Stormtroopers/Deathtroopers Options
CerousMutor
Posted: Saturday, August 25, 2012 2:04:39 AM
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Out of respect to surf_rider56, I'm starting this topic in its own thread.
surf_rider56 wrote:











Play tested a game of Death Troopers on the Mustafar Map.
When we sat down we realized we needed a direct goal. So we added an astromech. The winner is the player who can retrieve the astromech and take it back to the starting square. However the astromech reduces speed to 6, and must be adjacent to the player to move, Han Carbo style. We started in the Landing Area and placed the droid in the Security Post.

You can burn through the zombies quickly but we found out they are way too powerful to keep the fun in it. You can get swarmed by 3 and be dead in 1 turn Sad

The Black Wing virus is too powerful for this game scenario so we substituted the +60 damaged for the characters printed damage e.g. +10, +20, for the relevant zombie character.
To keep the pressure on we changed it so each time a door is opened, regardless of if it has already been opened, the player rolls a dice to place zombies in that room, and Zombies must always move towards the nearest Unique character. That was a major oversight lol

The Zombie Sith Lord should have something else to it to make it DEAD scary, lol. Sort of like the Witch or Tank from Left4Dead. Twin/double/ melee reach 2. Maybe even a CE to aid all current Zombies. Not sure what but there was not enough fear factor to justify him sadly. We ended up putting 3 of them down on a roll of 12.

We also felt a Dynamic duo aids the game with each player has 2 characters, that way you can use CE and Batteries etc.

All in all it was a fun quick game!

Gaming scenario 3.0

2 players or more.
1 D20 & 1 D12
Ravaged Base map or any other segmented map, small enclosed spaces are best for this.
Each Player picks 2 unique characters for their team.
Agree on a starting point and place the Astromech droid in a difficult to reach portion of the map.
Rules for the astromech. The winner is the player who can retrieve the astromech and take it back to the starting square. However the astromech reduces speed to 6, and must be adjacent to a Unique player to move.


Game and rules.

Each player has their 2 activations as per normal.
Zombie enemies must always move towards the nearest unique character.
Every time a player opens a door to a room or corridor regardless of whether Zombies have already been revealed in that area, the other player rolls the D12/D20, what ever the roll is the other player places/reveals that amount of Zombies in that room/corridor.

Zombie Wookies are placed for each roll of 5 on the dice.
Example - on a roll of 10, 8 Zombie Stormtroopers and 2 Zombie Wookies are placed.
On a natural 12/20 depending on the dice of choice, place 3 Zombie Sith Lords.
When first being placed/revealed, the Zombie enemies can not be placed closer than 4 squares away from the Unique character.
If the dice roll is greater than the space availible, the room/corridor is filled up to the 4 sqaure distance from the Unique character.


So the activations are as follows

Player 1 moves/activates their characters
Player 2 moves/activates any Zombies in play
Player 2 moves/activates their characters
Player 1 moves/activates any Zombies in play
kobayashimaru
Posted: Saturday, August 25, 2012 8:41:36 PM
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Its great to see this tangent evolving! BigGrin and thanks be to surf for caving and making the cards hahaha

I played a scenario recently; though we hybridised the blackwing virus to be like the Rakghoul disease/Corruption points and made difficult terrain give a save of 6, else the PC gets a corruption point. BigGrin

It was pretty intense, zombie slaying action. It works best with a squad limit of about 100-150 pts or a dynamic duo IMHO.
Objectives were pretty cool too, but it makes the game a little too much like space hulk in my opinion BigGrin

I think you're right about "The Big Baddie": needs an overlord version of some sort like a necromancer haha.
I also think the zombies could represent the Bando Gora from Bounty Hunter.
MaliciousCrumb
Posted: Saturday, August 25, 2012 9:39:00 PM
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I have a couple of questions for how you would work this.
Doesn't the astromech already have speed 6? (move 6 and attack, move 12 without attacking)
Do you have initiatives? Do zombies appear for each initiative, too?
Is it a competition between the two players? If so, how would the astromech change from moving with one player to the other? Who moves it?
Do the players count as allies or can they attack each other?
What does "up to the 4 sqaure distance from the Unique character" mean?
What are the zombie abilities? Speed 4 and Blackwing Virus?
What happens when there are no more unique characters left? Where do the zombies go?

I'm pretty interested in this, and I'd like to see how it comes along! BigGrin
I was just thinking how they could represent the bando gora in bounty hunter... I think that the zombies should be a little slower, though, and just make more of them.
CerousMutor
Posted: Sunday, August 26, 2012 3:01:54 AM
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MaliciousCrumb wrote:
I have a couple of questions for how you would work this.
Doesn't the astromech already have speed 6? (move 6 and attack, move 12 without attacking)
The Astromech can only move 6 squares per turn, but must be adjacent to a Unique character to be able to move.

Do you have initiatives? Do zombies appear for each initiative, too?
Of sorts It plays how it reads.

Roll to see who goes first.
Player 1 takes their turn. At any point they open a door, player 2 rolls the D12 or D20 and places the Zombies in that area.
Pend of P1's turn.
P2 activates all Zombies on the board.
P2 takes their turn...


Is it a competition between the two players? If so, how would the astromech change from moving with one player to the other? Who moves it?
The winner in this scenario is the person who escapes with the Astromech. So you either have to kill or seperate the 'holder' of the droid form the droid. Repluse/stun etc. An ability that activates an enemy character 'stuns' them.
P1 has droid.
P2 'stuns' P1. P2 moves adjacent and picks up the droid.


Do the players count as allies or can they attack each other?
You can attack each other but they may need each others help. Fragile Allies is the best description.
Each player controls the Zombies before their own turn so you are trying to beat opponent. (But remember if you do kill your opponent, the opponent ONLY has the Zombies to control)


What does "up to the 4 sqaure distance from the Unique character" mean?
This is to give the player a chance when opening a door. It means you can fill a room but makes sure there is breathing space between the Zombies and player.

What are the zombie abilities? Speed 4 and Blackwing Virus?
Yep, melee Speed 4 (8 without attacking). Blackwing Virus works like corruption but I dropped the damage down to the print card damage. 10 or 20. This means you dont get killed by 3 luck attacks. This game is all about the fun. They still have AoO so you cant just sprint past them without any fear.

What happens when there are no more unique characters left? Where do the zombies go?
If your team is destroyed then you lost BUT your characters are now zombies, and you now control all the zombies

I'm pretty interested in this, and I'd like to see how it comes along! BigGrin
I was just thinking how they could represent the bando gora in bounty hunter... I think that the zombies should be a little slower, though, and just make more of them.


Take it tweak it post it.
If you have an idea play test it and post.
We played a game with them at speed 3 but realised you can just keep moving away from them. Meh. Speed 4 works well but feel free to tinker.
CerousMutor
Posted: Sunday, August 26, 2012 3:07:11 AM
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kobayashimaru wrote:
Its great to see this tangent evolving! BigGrin and thanks be to surf for caving and making the cards hahaha

I played a scenario recently; though we hybridised the blackwing virus to be like the Rakghoul disease/Corruption points and made difficult terrain give a save of 6, else the PC gets a corruption point. BigGrin

It was pretty intense, zombie slaying action. It works best with a squad limit of about 100-150 pts or a dynamic duo IMHO.
Objectives were pretty cool too, but it makes the game a little too much like space hulk in my opinion BigGrin

I think you're right about "The Big Baddie": needs an overlord version of some sort like a necromancer haha.
I also think the zombies could represent the Bando Gora from Bounty Hunter.


That sound like an intense game. 150pt squad! Trying to keep them all alive lol!

Agreed about the space hulk but I didnt want it to be just SWM with Zombies. Objective/scenario with Zombies seemed a good fit.

What are the thoughts on a big baddie. If we come up with a set of SA Surf may tweak the cards for us! ThumbsUp

Before Surf posted his cards I was tinkering with the Zombie idea
these were my basic Zombie SA's

Zombie, Sith Wraith
HP 30
Def 15
Att 12
Dam 10

Melee
Double Attack
Infected Wound Living characters that take damage from this character lose +10 health each time they activate or until they have been Healed.
Swarm +1 : +1 attack for every Zombie within 6 squares.
Infection If a living character is incapacitated by a Zombie that character is considered defeated and becomes a Zombie.

kobayashimaru
Posted: Monday, August 27, 2012 2:46:51 PM
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Suitably evil big bad there!
Also, dont you still have those IG-Flesh droid customs you made a while back? They could make good random challenges...

On the squad size debate; oh so thats what I was supposed to do, keep them all alive? BigGrin I just threw a few sacrificial lambs at the zombie horde and overrode the rest in the zombie-free entrance hall BigGrin Which reminds me, you may need some Left 4 Dead inspired zombies that can tempo control, and demolish stuff...
CerousMutor
Posted: Monday, August 27, 2012 2:56:58 PM
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kobayashimaru wrote:
Suitably evil big bad there!
Also, dont you still have those IG-Flesh droid customs you made a while back? They could make good random challenges...

On the squad size debate; oh so thats what I was supposed to do, keep them all alive? BigGrin I just threw a few sacrificial lambs at the zombie horde and overrode the rest in the zombie-free entrance hall BigGrin Which reminds me, you may need some Left 4 Dead inspired zombies that can tempo control, and demolish stuff...


Wow, well remembered about my IG's I hadnt thought about using those.

Sith Wraith may be the biggy we are looking for.

Good call on the L4D inspired zombies. A Yuuzem may make a good boomer esque thing.

Anyone want to have crack at stats for these? Woot
surf_rider56
Posted: Monday, August 27, 2012 8:41:39 PM
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May the Force Have Mercy On Me .....

I peeked around for some good zombie pics .... I'm not talking otherwise ....

Notes On Why I made What I made .....

Yes, the Virus is a killer on 95% of non uniques and even a fair number of uniques, but I wanted it to be dangerous enough that only the best characters might survive one hit, and only the super type Very Rare hero types would survive two hits.

If you guys can come to concensus on things, I might be willing to redo a card or two ............ Scared
CerousMutor
Posted: Tuesday, August 28, 2012 12:06:32 AM
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surf_rider56 wrote:
May the Force Have Mercy On Me .....

I peeked around for some good zombie pics .... I'm not talking otherwise ....

Notes On Why I made What I made .....

Yes, the Virus is a killer on 95% of non uniques and even a fair number of uniques, but I wanted it to be dangerous enough that only the best characters might survive one hit, and only the super type Very Rare hero types would survive two hits.

If you guys can come to concensus on things, I might be willing to redo a card or two ............ Scared


lol thanks surf!
CerousMutor
Posted: Tuesday, August 28, 2012 12:32:40 AM
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Okey so here are some alternate stats
Listening to the audoi book at the moment. Just at the part where the lungs screech! OMG

(usable only on this characters turn; enemiens within 2 squares are concidered activated this round) any thoughts?

Zombie Stormtrooper
HP 10
Def 13
Att 8
Dam 10

Melee
Speed 4 Can move only 4 squares and attack, or 8 squares without attacking
Zombie/Black wing virus Living characters that take damage from this character lose +10 health each time they activate or until they have been Healed; on a critical hit the damage from this character cannot be Healed.
Infection If a living character is incapacitated by a Zombie that character is considered defeated and becomes a Zombie.



Zombie Wookie

HP 40
Def 15
Att 8
Dam 20

Melee
Double Attack
Zombie/Black wing virus Living characters that take damage from this character lose +10 health each time they activate or until they have been Healed; on a critical hit the damage from this character cannot be Healed.
Clamp An enemy hit by this character's attack takes +10 Damage and cannot move this round; save 11 negates
Speed 4 Can move only 4 squares and attack, or 8 squares without attacking
Momentum If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies
Infection If a living character is incapacitated by a Zombie that character is considered defeated and becomes a Zombie.




Zombie Sith Lord
HP 70
Def 15
Att 12
Dam 10

Melee
Double Attack
Speed 4 Can move only 4 squares and attack, or 8 squares without attacking
Zombie/Black wing virus Living characters that take damage from this character lose +10 health each time they activate or until they have been Healed; on a critical hit the damage from this character cannot be Healed.
Swarm +1 : +1 attack for every Zombie in play.
Infection If a living character is incapacitated by a Zombie that character is considered defeated and becomes a Zombie.

Force Powers
Force 1
Force Renewal 1
Overwhelming Force Force 1: This character's attacks cannot be prevented or redirected this turn

Commander Effect
Zombie characters gain Charging Assault +10 Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy



These are alternate stats made with the Swarm Game scenario I chucked in in mind.


surf_rider56
Posted: Tuesday, August 28, 2012 4:45:02 PM
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Two questions on your new stats ( ... and as a Totally Disinterested Party, when it comes to Zombies RollEyes )

1. I'm not an expert on the Virus (Frankly, I bought both books and couldn't finish either,) but isn't the Virus
incurable? If not, I stand corrected.

2. Infection What's the definition of incapacitated? Less than half the character's HP's? 10-20 Pt's left on a
character?

As for changing the Virus, -10 per turn would take Forever to affect some characters .... you could conceivably finish a game before a powerful character is defeated. You could make an argument that a Force user could slow it down, but for gameplay, it should be faster acting; 30 Damage at the minimum. If 60 is too much, make it 40? Even Yoda would succumb in about 4-5 turns. -10 it could take 12-16 turns Scared

You have to make it dangerous/scary somehow, yet within reason!



We now return to your regularly scheduled Zombie Fest .....
surf_rider56
Posted: Tuesday, August 28, 2012 8:30:54 PM
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Oh, by the way, a new Zombie .....
MaliciousCrumb
Posted: Tuesday, August 28, 2012 8:37:10 PM
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How's this? Feel free to quote it and tweak it a bit.

Super-Zombie!

HP: 120
DEF: 20
ATT: 10
DAM: 30

Special abilities:
Melee attack
Twin attack
Speed 4
Damage reduction 10
Fierce grip (Adjacent enemies cannot move)
Charging assault +10 (Can move up to double speed, and make an attack at +10 damage at an adjacent enemy)

Force powers:
Force 3
Knight speed
Lightsaber defense

I didn't make him extremely powerful for attacking, but he's a damage sponge. 120 + damage reduction 10 + 20 defense will probably allow him to eventually make him trap somebody at a door or in a corner, causing him to do his 40 damage x 2 against somebody.

Another question. What is the save 6 for in Blackwing Virus? Is it the whole ability, or the changing sides?
CerousMutor
Posted: Wednesday, August 29, 2012 12:52:15 AM
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surf_rider56 wrote:
Two questions on your new stats ( ... and as a Totally Disinterested Party, when it comes to Zombies RollEyes )

1. I'm not an expert on the Virus (Frankly, I bought both books and couldn't finish either,) but isn't the Virus
incurable? If not, I stand corrected.

2. Infection What's the definition of incapacitated? Less than half the character's HP's? 10-20 Pt's left on a
character?

As for changing the Virus, -10 per turn would take Forever to affect some characters .... you could conceivably finish a game before a powerful character is defeated. You could make an argument that a Force user could slow it down, but for gameplay, it should be faster acting; 30 Damage at the minimum. If 60 is too much, make it 40? Even Yoda would succumb in about 4-5 turns. -10 it could take 12-16 turns Scared

You have to make it dangerous/scary somehow, yet within reason!



We now return to your regularly scheduled Zombie Fest .....


All valid points.

I think its my mistake is I may have been stacking the Blackwing virus damage, because when I was playing around with the idea for a Zombie Star Wars game I had the D12 or D20 swarm mechanic in mind. So you taking each attack at its face value plus the Virus. Plus the activation.
e.g.
1st hit 10 damage + 60 damage
2nd hit 10 damage + 60 damage
Next activation, fail save 60 damage = dead
Sad but that’s way to powerful with the Blackwing Virus SA

You are correct that once you are infected you cant be cured. I was just spit balling with the healed thing.

Incapacitated, is again a left over from my original thoughts. It should do this but may need rewording
Infection If a living character is defeated and has taken damage from a Zombie character during the skirmish it immediatly returns to play and is concidered a Zombie and having all Zombie specific Special Abilities .
surf_rider56
Posted: Wednesday, August 29, 2012 5:10:34 AM
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MaliciousCrumb wrote:
Another question. What is the save 6 for in Blackwing Virus? Is it the whole ability, or the changing sides?


Save 6 was meant as sort of a buffer in that you take damage but may not necessarily get the Virus; get hurt but not necessarily exposed to blood/infection. If 6 is too easy to avoid the Virus, up it to the usual Save 11.
CerousMutor
Posted: Wednesday, August 29, 2012 6:44:17 AM
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surf_rider56 wrote:
MaliciousCrumb wrote:
Another question. What is the save 6 for in Blackwing Virus? Is it the whole ability, or the changing sides?


Save 6 was meant as sort of a buffer in that you take damage but may not necessarily get the Virus; get hurt but not necessarily exposed to blood/infection. If 6 is too easy to avoid the Virus, up it to the usual Save 11.


lol I think when we played it the dice were against all of us. That again was my be reason why we thought the Blackwing Virus was too strong.
So on that, your opponent swarms you after you have moved. B=Boba Z=Zombie

ZZW
oBZ
ooo

1st Z hits 10, B fails save 6 gets total 70 Damage
2nd Z misses
3rd WookZ hits with M+10, total 30 Damage
4th Z hits total 10 Damage only because B is already infected.
Thats still 110 damage, so Boba is Dead on his next turn.

You can see my concern about Black wing being +60. Thats why we dropped it to -10 HP each activation as oppose to -60, I'd be more so inclined to keep it at -10 if we keep Blackwing as being incurable. I think an automatic -10 HP on activation is maybe a little weak. -20 or -30 would be perfect.

Also, listening to the audio ther is a doctor; Zahara Cody, Chief Medical Officer who makes a cure for BWV but it only works after if you are infected and not dead, not dead via infection.


This Zombie is very close to the ones in the book.

Zombie Stormtrooper

HP 10
Def 13
Att 8
Dam 10

Melee
Speed 4 Can move only 4 squares and attack, or 8 squares without attacking
Blackwing Virus Living characters that take damage from a Zombie character gain Infection This character loses +30 Hit Points at the end of its turn; this damage cannot be healed. When this character is defeated it immediatly returns to play and is concidered a Zombie and having all Zombie specific Special Abilities; save 6 the living character avoids this effect.
CerousMutor
Posted: Wednesday, August 29, 2012 10:38:39 AM
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Zahara Cody, Chief Medical Officer

HP 60
Def 17
Att 8
Dam 10

Unique
Twin Attack Whenever this character attacks, he makes 1 extra attack against the same target
Blackwing Cure Once per turn, touch; a living character cannot gain Infection ; a living character with Infection loses Infection and cannot gain this ability again.
Heal 30 Replaces attacks: touch; remove 30 damage from a living character.
kobayashimaru
Posted: Friday, August 31, 2012 9:15:03 PM
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Neat! Its all happening/happened here...
I think a clawdite zombie is about the most horrific thought I can think of on zombies... as it could conceal its zombieness...
also, Force Illusion seems like a big bad power, and some damage spongey, speed 4 zombies would be good.

Squad Assault, Squad Defence, Synergy, Swarm and Fragile x seem like characterful abilities, as does charging fire and ponderous relentless.
Anything that forces the mob congregation and vulnerability to fire seem to fit BigGrin
Ah, I'm thinking that they should also be like Cyborg or something, in that theyre vulnerable to crits but cant benefit from commander effects...

I'll be back, pun intended, when Ive got some more ideas/time to devote to this awesome thread BigGrin
MaliciousCrumb
Posted: Friday, September 7, 2012 3:04:58 PM
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I think that the stormtroopers should have less defense, but more HP. In those movies, you always see the bullets just go right through, and they keep charging... and then... GRAHHH!!!!Scared
CerousMutor
Posted: Saturday, September 8, 2012 2:19:46 AM
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MaliciousCrumb wrote:
I think that the stormtroopers should have less defense, but more HP. In those movies, you always see the bullets just go right through, and they keep charging... and then... GRAHHH!!!!Scared


I thought that too but I countered it by the 'respawn' style room.
Might need a rewording but its basically this, whenever a players character opens a door to a room/corridoor without Zombies in it, the opposing player rolls the dice for Zombie placement for that room.
So if the Zombies have all left that room/corridoor and any player re-opens the door to it, it is an empty room again. The dice must be rolled for Zombie placement.
So they just keep coming.
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