We're planning to introduce the zombie plague into the campaign in the near future and we're discussing house rules to do so. I have a couple of ideas, and would like input. Are these rules too harsh? Too easy? Do they slow down the game too much?
Plague Zombies:
Plague Zombies have the following stats: M2d6 WS5+ S3 T3 W1 A1 I5+
Deployment: In a Plague Zombie game, after both gangs have deployed, each player rolls 1d6. Use the highest number, and take turns placing that many zombies anywhere on the table outside 12” of a fighter. As the campaign progresses, the number of zombies may increase.
Sentries: In a game with sentries, there are no zombies at the start of the game. At the end of the turn when the alarm is raised and after reinforcements have been placed, roll for number of zombies as normal and take turns placing them as reinforcements. They can not be placed within 12” of a fighter.
Movement: After finishing an activation, choose any zombie that has not been activated this turn. If in base contact with a fighter, it will attack. If not, move the zombie 2d6” or, if it’s Pinned, stand it up and move 1d6”. If it moves into base contact, it counts as charging.
Any unactivated zombie moves 2d6” in a random direction in the beginning of the End Phase.
After shooting with a non-silenced weapon, roll 2d6 and add the weapon’s Strength (use the highest S if multiple weapons were used). Any zombie within this radius moves 1d3” towards the shooter.
The Plague: Plague Zombies carry the Zombie Plague (surprise!). Any fighter taken Out Of Action by a zombie rolls 1d6 before rolling for injuries:
1-2: The Plague! The fighter joins the battle as a Plague Zombie.
3-4: Just a scratch? Roll for injuries as normal. If the fighter survives, make a toughness test after the battle. If it’s failed, the fighter dies and attacks a random fighter or hanger-on in the gang! Roll a single attack from a Plague Zombie against the target, before the unfortunate zombie is gunned down.
5-6: It’s nothing! Roll for injuries as normal.
Any weapons or equipment carried by a fighter that turns into a Plague Zombie is lost, as no one will touch it.
Plague Zombies:
Plague Zombies have the following stats: M2d6 WS5+ S3 T3 W1 A1 I5+
- Zombies never test against WP/CL/INT/LD.
- Zombies are not Pinned when hit by shooting.
- Zombies never suffer Flesh Wounds, a Flesh Wound result counts as Down.
- Zombies automatically recovers from Down to Pinned in the Recovery Phase.
- Zombies will always choose Coup de Grace over Consolidate if they win a fight.
Deployment: In a Plague Zombie game, after both gangs have deployed, each player rolls 1d6. Use the highest number, and take turns placing that many zombies anywhere on the table outside 12” of a fighter. As the campaign progresses, the number of zombies may increase.
Sentries: In a game with sentries, there are no zombies at the start of the game. At the end of the turn when the alarm is raised and after reinforcements have been placed, roll for number of zombies as normal and take turns placing them as reinforcements. They can not be placed within 12” of a fighter.
Movement: After finishing an activation, choose any zombie that has not been activated this turn. If in base contact with a fighter, it will attack. If not, move the zombie 2d6” or, if it’s Pinned, stand it up and move 1d6”. If it moves into base contact, it counts as charging.
Any unactivated zombie moves 2d6” in a random direction in the beginning of the End Phase.
After shooting with a non-silenced weapon, roll 2d6 and add the weapon’s Strength (use the highest S if multiple weapons were used). Any zombie within this radius moves 1d3” towards the shooter.
The Plague: Plague Zombies carry the Zombie Plague (surprise!). Any fighter taken Out Of Action by a zombie rolls 1d6 before rolling for injuries:
1-2: The Plague! The fighter joins the battle as a Plague Zombie.
3-4: Just a scratch? Roll for injuries as normal. If the fighter survives, make a toughness test after the battle. If it’s failed, the fighter dies and attacks a random fighter or hanger-on in the gang! Roll a single attack from a Plague Zombie against the target, before the unfortunate zombie is gunned down.
5-6: It’s nothing! Roll for injuries as normal.
Any weapons or equipment carried by a fighter that turns into a Plague Zombie is lost, as no one will touch it.