Monday, March 28, 2011

Special Mission - RE: Your Brains

RE: YOUR BRAINS
Your unit has been ordered to investigate a small urban center where communications have gone down.
High command orders your squad to spread out to discover more information quickly.  Well. You discover the information. This town is infested with Plague Zombies!




Central Objective

Kill Team: Get as many of your models off the board to the shuttle/helicopter/teleporter/(tyranid hive pod?) pad as possible.

Zombies: Eat Brains!


Terrain

Urban. Defender sets up the terrain as standard. There should be at least four buildings spread out between the four table quarters. Chose one table edge before any models have been placed on the board. This is where the kill team needs to get to by turn 6. (If possible for fun's sake, have signs, a runway, a dead man pointing a finger ect. towards the exit zone.)



Set up

The Kill Team ignores standard unit coherency rules in this mission. Each model is in effect an individual. The Kill Team models are placed randomly in the table quarters by this method. Roll a 1d6.

1. Model is placed in far right quarter.
2. Model is placed in far left quarter.
3. Model is placed in near right quarter.
4. Model is placed in near left quarter.
5. The model is placed anywhere the kill team player wishes.
6. The model is placed anywhere the zombie player wishes.
(No model may be placed within 12" of any table edge or 6" of models in another quarter.)


Forces


As standard for kill team.

One should note that despite the special rules for the found shotgun in this game, equiping your entire kill team with shotguns specifically to compete in this mission should be frowned upon and discouraged by the referee by changing all the plague zombies into Uber Zombies or some other such method. If the kill team already has a shotgun or two in it, that's fine.

The goons consist of plague zombies.
Their statistics can be found in the Eye of Terror Codex.

There are however, additional squads of plague zombies appearing in the game.

Furthermore due to the highly efficient scent organs of the plague zombies, their detection radius is doubled.

The boss zombie, hereafter known as the Uber Zombie has these statistics and does NOT suffer from having to roll for rough terrain at all times.

WS 4 BS 0 S 4 T 5 W 2 I 3 A 3 Ld 10 Sv 4+


Special Rules

Hardware store/gun shop/armory/mall:
The 4 largest buildings are may contain supplies that are useful to the kill team. In these structures, any kill team model may roll a d6 if they are in the building during their movement phase.

  1. Plague zombie appears (in the cellar/closet/meat locker/washroom) and attacks the model searching getting the charge and striking at Initiative 10 representing the surprise of the attack!
  2. Nothing.
  3. High energy sports drink: The model may consume this at any point and gain a burst of energy. Gain d6" extra movement for one turn.
  4. Shotgun: The model may now be armed with a shotgun in addition to the standard weapos already carried. For the duration of the game, the shotgun counts as Str 4 AP 4 Assault 2 Range 12". Rumors indicating that making the shotgun pumping noise before firing will increase the guns effectivness are unproven.
  5. Extra ammo: The model may reroll missed shoots until the end of the game representing them expending ammunition by the boatload.
  6. Kevlar/power armour/leather jacket  The model may increase their saving throw by 1 (to a maximum of 2+) until the end of the game.


It bit me!

Any kill team model taken down by a plague zombie will arise in the next goon turn as a plague zombie.
Place the model facedown on the board rather than removing it when this happens. When it arises, replace it with a plague zombie model.
These models may be given a headshot on the kill teams turn only before this happens by their team mates to prevent them from rising. This requires a roll to hit with any weapon except a template weapon. (Obviously flamers and other such template weapons always work at preventing the rise.)
No 'to wound' roll is required in any case.

They're Everywhere!
Every zombie turn, roll a d6. On a 1 or 2 an additional plague zombie brute squad will arrive on a randomly determined board edge.


Victory Conditions

Kill Team:
50pts for every memeber that escapes by the end of turn 6.
5 pts for every plague zombie killed.
25 pts for killing the Boss Zombie.

Plague Zombie:
100 pts for every kill team model killed or remaining on the board by turn 6.

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