thx a lot, I am glad you like them
I thought game turns having a single match in mind. For campaigns I'd say the toughness value could reflect the number of campaign turns to survive + the D6 game turns into the characters final match, so if the gang isn't careful enough, there's not only another zombie on the table, he might be standing next to a former friend. Another strategical gimmick is, if you send the infected ganger against the opponent and he dies without a headshot, he will always become a zombie. What brings me to another nerd bug me question: The ganger is infected. What if he bites rival survivors before he turns? I'd say there's 50% less of a chance the rival is infected, compared to be bitten by a zombie.are you talking about game turns or campaign turns?
I love that name! Necromasse is great.Another fundamental idea: Giving the game a name. I like Nekromasse. Necromass is already taken by an app and a few bands, Nécromasse is too french for my taste, so I'd prefer the german word. Necromass is the mass of dead plant material, but can also include dead material of living organisms, depending on definition corpses as well.
Had a first look and the rules cover at least most of my concerns.It's blowing my own horn, but I really think the Vehicle Rules I wrote up will be perfect for this. They are whittled down a bit to play faster and easier, so as not to convolute the rest of the game's learning curve. The link is in my signature. It accommodates any sort of build as well, so you won't be pigeon holed with vehicle options.
Something like that, yep. Zombies rarely just climb somewhere and catch up. They're also rather clumsy so something like mud would slow them down or even stop them and a slalom isn't exactly their sport. On the other hand they're dead, so once they start walking water f.e. would slow them down, but there's no reason they can't cross the pond on the ground.Cover is not as necessary, but things like high ground become big. Maybe let zombies climb but at a penalty? Like at reduced rate, or a required I test if there are less than 3 (hypothetical number) in base contact with the edge of the higher ground? Maybe make difficult ground extra difficult for zombies, so that running around becomes the evasion tactic. As for extra rules beyond that though, you don't need to protect Heroes/Survivors as much as characters in Necromunda, so it just becomes blocking or leading zombies into a choke point you can escape from.
There's just a thing with hiding and that's human smell. I'd use a blast marker or a CD on the head of each zombie to see if he can smell humans. He then will try to attack the closest target. Hiding isn't exactly what helps here. Let's assume the smartass wants to gut a zombie and cover himself then I'd say D6 each game turn, on a 1 the zombies can still smell, on a 6 he's infected.They should out number heroes, so straight shooting should not always be the solution. Requiring dramatic movement on the board should be the basis of a zombie game. If zombies must pursue the closest target, herding them around becomes the way to play. Would be a lot of fun, creates the risk/reward balance to drive play. So I think keeping zombies relatively easy to kill, easier to kill in combat, never pinning, maybe with a high Initiative for spotting distances, and lethal in large groups (maybe a custom combat score modifier to make taking on large groups suicidal... but sometimes plot driving and great for a campaign ). Heroes don't need to worry about pinning, but Overwatch and Hiding might become huge (Hiding especially).
I've spoken with my buddy about factions and we kind of agreed that a zombie apocalypse is too random to really make a difference. But you could get lucky and find a singled out special force who could become your heavy. Ammo will still be a huge problem. I think close combat is unavoidable in this environment.Weapons could just be copy and paste with renames. Autogun, Hunting Rifle, Stub Gun, Autopistol, Heavy Stubber, Grenades, and Melee weapons could be all you really need. Higher Strength weapons become redundant when the Toughness on zombies is so low. I think they should be like T2 with a 5+ Save against shooting, or maybe T1 with a 4+ Save, that would work well for making them killable hoard creatures that keep coming at you. Ammo should be very sparse in this sort of setting, so Ammo Roll values could be toyed with further.
Why not? If you really need an arm to rescue an infant penalties will become important enough anyway.Agreed. I think even careful wording on infected bites could suggest "a limb bandaged significantly with the flesh surrounding the bite removed" so that players didn't worry WYSIWYG with amputated limbs or such, but that in game penalties to movement or ability to use two arms would take care of that.
I find it easier if zombies always move towards the nearest target, they just need to smell or hear it. You could argue though that if a zombie that didn't smell yet hears a shot, he might forget about the closer running. But that's complicated then.Zombie mechanics should be designed to make them so characterfully primal that they could easily be NPCs. Something like a character makes 1 unit of noise, and every character within x" of another adds their noise unit to the next plus 1. If there are no characters within a zombie's Initiative value in inches, they move towards the nosiest target. So like if you had two people moving around separately on the board but a group of 3 characters within x" of one another, they would make 4 noise. So the zombies would move towards the group. Guns and melee combat would create noise, maybe getting loot out of a bin would make noise, etc.
I was lifiting this from the Walking Dead game, there they have something like a CD for smelling range and no roll if it works or not (I think). Having this makes checking quite fast. If you'd compare it to the show, there they hide under cars for example and the walkers pass by, so if you mean it like that it might be a combination of smell and vision for an instant attack and a D6 roll if hidden.To me, sniffing out a hidden survivor is already a part of Necromunda's existing hiding rules. Unless you're wanting predatory zombies, in which case making the range for testing to 3x Initiative -as with a bioscanner- might be the way to go.
I think counters are the only option to keep track of the noise created, yeah. In Outlanders it says zombies move 2D6 inches, what I like, but what will have to be tested in play, because of the potential mass of zombies on the table. If not attracted by anything using the scatter die for movement direction is something I prefer over having players decide, because these are NPCs. This could also apply in a "noise draw" to decide the target and rolling the movement distance still makes it as random as zombies are, but could also be modified by having a target, because of the sempiternal hunger. Maybe it would even be better to have zombies moving 1D6 inches in general and 2D6 inches when attracted by targets. What I really don't know is, if it subserves the game more to have zombies moving towards the closest target or a concentration of noise. Maybe this has to be decided testing both. Maybe it is additionally in question, if targeting can be locked or will be decided each turn.How about noise counters to determine zombie movement direction?
- Each action listed in the Raid scenario as potentially alerting sentries will earn a model one noise counter each time they commit one of those acts. Sustained Fire weapons produce one counter per shot, as does rapid fire. Noise counters stay in play until the Zombie Phase, when zombies without line of sight to a living model (this may need a range limit imposed) will move toward the largest concentration of noise counters. In the event of two or more groups of equal counters, zombies will move toward a point equidistant between these groups.
- Each counter also translates into a zombie spawning on the nearest table edge and at least 6" from any living model, on a D6 roll of 1-3 (essentially stolen from the Dead of Winter board game by plaid hat games). These zombie models do not move in their movement phase (just a suggestion - might be too easy on the survivors).
- Once both of the above steps have been resolved, remove all noise counters. Any noise counters gained after this step -due to overwatch fire, close combat etc.- remain and continue to stack with any others garnered until removed in the next Zombie Phase.
I think there are enough chances of tripping in a conflict of two gangs that calling can be ignored. They probably just use sign language. Maybe this could even be factored in by always attacking the nearest target within the smell marker to keep gameplay simple. Once there's a horde of 50 zombies lurking you don't want to test each individual sense and imperception.Depending on the number of player-controlled models in a game, survivors calling to each other could be added to the list of noise sources. For this I'd suggest using rules from Inquisitor as a guideline, such that a noise counter is only generated if a zombie is within a range of the calling model(s) equal to the distance between the conversing survivors. But in order for this to work there would have to be some kind of awareness system in order for survivors to have reasons to communicate.
Then again, maybe survivors in charge of infants/young have to pass a Ld test at the start of each turn in order to keep them quiet...
The rules as I used them meant that the survivors had to rescue the kids to keep them quiet. it worked really well.Then again, maybe survivors in charge of infants/young have to pass a Ld test at the start of each turn in order to keep them quiet...
I think we are actually in agreement. In game penalties are a great way to deal with this, but specific wording to the injury treatment could keep players from arguing WYSIWYG about amputating limbs on miniatures.Blood Donor said: ↑
Agreed. I think even careful wording on infected bites could suggest "a limb bandaged significantly with the flesh surrounding the bite removed" so that players didn't worry WYSIWYG with amputated limbs or such, but that in game penalties to movement or ability to use two arms would take care of that.
Why not? If you really need an arm to rescue an infant penalties will become important enough anyway.