Gentlemen, while waiting for the test prints, I slowly move forward with the Hydroponics set, and I'm thinking of ways how to spice it up a bit. What do you think of this? It is one of the options that can be included.
Brainleaf Zombie Infestation: Sometimes, unfortunate souls are trapped in the Jungle, and transformed into mindless beings aimlessly wandering through the area.
During the battlefield setup, players can place up to 1+D3 Brainleaf zombies to the middle of the board, at least 2” apart from each other.
Brainleaf Zombies are required to be controlled either by a neutral third player or an Arbitrator, where all three take turns as normal. When no third player is present, Brainleaf Zombies can be activated by any player at any point when it is their turn to activate, and they act the very same way as if they were Sentries, including the rules for Spotting, getting Alerted and Raising an alarm, although with some minor changes listed below. (Rulebook 2018, pg. 119)
- Zombies can be activated only once per round, and zombie activated is not chosen at random.
- Zombies move 2D3. This rule does not apply to Alerted Zombies, or when Alarm is raised.
- Zombies can’t open or close any doors, or operate any machinery.
- When a Zombie becomes Alerted, they must move towards the ganger that alerted them, and perform a charge when possible. A charge can only be attempted when the zombie did not move during its activation.
- When Alarm was Raised, Zombies still move as if they were sentries, but they automatically spot and attempt to attack any ganger within 6” of them.
Brainleaf Zombies ignore any and all traps not placed by one of the gangs, and cannot voluntarily fall into a Pitfall.
Brainleaf Zombies follow their rules from the Book of Ruin. (Pg. 54)
Rules for Brainleaf Outbreak apply as well, and the Environment is always set to Dome Jungle.
Brainleaf Zombie Infestation: Sometimes, unfortunate souls are trapped in the Jungle, and transformed into mindless beings aimlessly wandering through the area.
During the battlefield setup, players can place up to 1+D3 Brainleaf zombies to the middle of the board, at least 2” apart from each other.
Brainleaf Zombies are required to be controlled either by a neutral third player or an Arbitrator, where all three take turns as normal. When no third player is present, Brainleaf Zombies can be activated by any player at any point when it is their turn to activate, and they act the very same way as if they were Sentries, including the rules for Spotting, getting Alerted and Raising an alarm, although with some minor changes listed below. (Rulebook 2018, pg. 119)
- Zombies can be activated only once per round, and zombie activated is not chosen at random.
- Zombies move 2D3. This rule does not apply to Alerted Zombies, or when Alarm is raised.
- Zombies can’t open or close any doors, or operate any machinery.
- When a Zombie becomes Alerted, they must move towards the ganger that alerted them, and perform a charge when possible. A charge can only be attempted when the zombie did not move during its activation.
- When Alarm was Raised, Zombies still move as if they were sentries, but they automatically spot and attempt to attack any ganger within 6” of them.
Brainleaf Zombies ignore any and all traps not placed by one of the gangs, and cannot voluntarily fall into a Pitfall.
Brainleaf Zombies follow their rules from the Book of Ruin. (Pg. 54)
Rules for Brainleaf Outbreak apply as well, and the Environment is always set to Dome Jungle.