Proposed Rules for Zombie Troopers - Printable Version +- PG-HQ Forums (https://www.pg-hq.com/comms) +-- Forum: Panzer Grenadier (https://www.pg-hq.com/comms/forumdisplay.php?fid=3) +--- Forum: DIY (https://www.pg-hq.com/comms/forumdisplay.php?fid=10) +--- Thread: Proposed Rules for Zombie Troopers (/showthread.php?tid=1081) |
Proposed Rules for Zombie Troopers - larry marak - 04-04-2015 Any one map scenario with Axis troops makes a good Zombie scenario. All inf, grenadier, and schutztruppen infantry are zombie troopers, as are their assigned officers. Zombie infantry does not disorganize or demoralize as a combat result. A combat result that disorders places one hit (use a mine 1 counter) on the zombies. A demoralizing result places 2 hits on the zombie platoon (place a mine 2 counter). Three hits on a zombie counter causes them to dissipate, like a bursting bubble. Zombies continue to attack per their leader's activation rolls regardless of hits. On the direct fire table zombie attacks are resolved with an additional -1 modifier (their eye-socket to brain coordination leaves much to be desired). Zombie leader counters (called Necromancers) can add their combat or morale bonuses, whichever is higher, to assault roles for platoons they accompany. They increase the brain-lust of their troops. Defending Commonwealth, U.S., and U.S.S.R. counters do not get any combat benefits from their activating leaders in direct fire, but do get morale bonuses from them in overcoming morale checks during direct fire. In assault, its every man for himself. Try this variant on any convenient Friday the 13th, or on Halloween. RE: Proposed Rules for Zombie Troopers - zaarin7 - 04-06-2015 Need to add that eliminated Allied units come back after some delay as Zombie's if eliminated in Assault. You could do this as a ratio. Two or three for one in terms of infantry, four or five to one in terms of anything else. RE: Proposed Rules for Zombie Troopers - Coniglius - 04-07-2015 (04-06-2015, 05:43 AM)zaarin7 Wrote: Need to add that eliminated Allied units come back after some delay as Zombie's if eliminated in Assault. You could do this as a ratio. Two or three for one in terms of infantry, four or five to one in terms of anything else. I like it... unless the allies win the close combat and destroy all the attacking zombies. Then it would be assumed that they 'kill' their dead before they rise again. RE: Proposed Rules for Zombie Troopers - stear - 04-12-2015 Larry, how about writing this up as a Daily Content? If you like, I can help with the story / edits. -Jim RE: Proposed Rules for Zombie Troopers - larry marak - 04-15-2015 Good idea. I'll see if I can expand it a little and include a scenario conversion from Elsenborn ridge. Already working on the frp sequel, "Wizards and Wirbelwinds" (or Whately's and Warplanes for the U.S. army side). PG offers infinite possibilities..... RE: Proposed Rules for Zombie Troopers - stear - 04-16-2015 (04-15-2015, 03:09 AM)larry marak Wrote: Whately's... I think you need to start on the shoggoth variant as well! And rules for Deep Ones, to cover the National Guard action against Innsmouth in February 1928 (summoned shoggoth optional!)! -Jim RE: Proposed Rules for Zombie Troopers - larry marak - 04-17-2015 The game they wouldn't print GWAS: U.S.Navy Plan Innsmouth. (Would have to include adaptation of special frogmen attack from Bomb Alley to GWAS system.) (for those wondering what these 2 nuts are talking about, Jim and I both have an abiding love for H.P. Lovecraft's universe of infinite horrors) RE: Proposed Rules for Zombie Troopers - larry marak - 04-17-2015 By the way, in PG Zombie, decapitation of a leader takes on a whole new meaning :-) RE: Proposed Rules for Zombie Troopers - tlangston28 - 04-18-2015 (04-17-2015, 02:14 AM)larry marak Wrote: (for those wondering what these 2 nuts are talking about, Jim and I both have an abiding love for H.P. Lovecraft's universe of infinite horrors) I'm with you there - some of the best horror fiction I have read. |