spafe
Executive Officer in charge of Hats
Staff member
Necromunda Custodian
Yak Comp 2nd Place
Tribe Council
Just as a quick reference point, we did a big zombie game to wrap up our campaign at the start of the year...
https://yaktribe.games/community/threads/cricket-club-nights-campaign.3896/page-2#post-75935
That one had 5 gangs (well 4 and enforcers in the middle), 3 zombie start points... the zombies all moved 2d6, had standard stats from outlander book. We said they didn't go down/pinned... but a down result in combat would result in them going ooa. So they were tough to shoot, but in combat (where it was risky!) you could dispatch them. Meant that one on one you were fine, but you risked then being jumped by 3, which would be game over a lot of the time as they still gained +1 to their roll for being 2nd/3rd in combat.
We had over 50 zombies on the board... a zombie player, who would rougly group his into bunches to go after different gangs... meaning he'd roll movement for 'those 6 heading towards the enforcers' and we'd all chip in to help move them however far to keep the game pace.
I dont know how we'd decide without a zombie player... so where they'd move/how etc is a puzzle, but the rest worked quite well... I would suggest d6+4 movement... as it means they can be quicker that gangers, but not loads quicker. The group/horde bit I think works well and if we were to do it again I'd be pinching that idea.
The splitting groups... if its a big enough group, the 'nearest sound/thing' might be different for different parts of the hrode... that's how it would split to me.
We did awarded 1 xp per zombie killed. with the zombies recycling I think we got to a kill count of 150 or so, but that was between 5 gangs.
https://yaktribe.games/community/threads/cricket-club-nights-campaign.3896/page-2#post-75935
That one had 5 gangs (well 4 and enforcers in the middle), 3 zombie start points... the zombies all moved 2d6, had standard stats from outlander book. We said they didn't go down/pinned... but a down result in combat would result in them going ooa. So they were tough to shoot, but in combat (where it was risky!) you could dispatch them. Meant that one on one you were fine, but you risked then being jumped by 3, which would be game over a lot of the time as they still gained +1 to their roll for being 2nd/3rd in combat.
We had over 50 zombies on the board... a zombie player, who would rougly group his into bunches to go after different gangs... meaning he'd roll movement for 'those 6 heading towards the enforcers' and we'd all chip in to help move them however far to keep the game pace.
I dont know how we'd decide without a zombie player... so where they'd move/how etc is a puzzle, but the rest worked quite well... I would suggest d6+4 movement... as it means they can be quicker that gangers, but not loads quicker. The group/horde bit I think works well and if we were to do it again I'd be pinching that idea.
The splitting groups... if its a big enough group, the 'nearest sound/thing' might be different for different parts of the hrode... that's how it would split to me.
We did awarded 1 xp per zombie killed. with the zombies recycling I think we got to a kill count of 150 or so, but that was between 5 gangs.
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