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Subject: 
NELUG BrikWars: !Zombies!
Newsgroups: 
lugnet.org.us.nelug, lugnet.gaming.brikwars
Date: 
Fri, 21 Jan 2005 19:04:52 GMT
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On Saturday, January 29th, in Lawrence, MA, NELUG will hold the first BrikWar
game in our "2005: The Year of BrikWars" series. A ridiculously ambitious plan
to secure more BrikWar carnage for next 12 months by putting some damned
forethought into it...

For our first event, we present:

!Zombies!

First proposed just over a year ago
(http://news.lugnet.com/org/us/nelug/?n=3054), the game design has only some
minor changes to the rules as presented then, and repeated here.

Player are encouraged to bring just about everything they'd like related to the
game. This includes terrain, vehicles, and townish MOCs - interiors are not
necessary, but do add a extra dimension of fun, plus generally give Team Town a
place to hide and whimper before dying like flies.

To help keep things straight, I am planning on bringing all the minifigs and
weapons, so everyone can leave those at home. We just need your heads, Trolls,
Vader, mummy, etc, for zombifications.

The following people are confirmed as attending and will be receiving A NEW CAR!
Or a set of directions to the location emailed to you. If you'd like to attend
(the more the freakin' merrier is the going rate, I believe), then please
respond to this message so that directions can be emailed to you.

Evil Wayne
Shaun of the Dead
Alfred Spinoccoli
Jonathan D.
Joe C.
David Gwon
Jorge F.
DaveE
Dan B.
Gregory Fritz


Due to the lateness of my organizing skills, we are going to gloss right over
Steps 4 and 5, so there. I'm not sure what kind of smack talk this kind of game
could generate anyway.

Team Town: You are sooo dead.
Team Zombie: What's your point?

:P

-Evil Wayne

____________________

!Zombie! Background:
There's something wrong in Pleasantville Junction. A large group of townsfolk
are having a nighttime meeting to discuss the sever lack of ping-pong balls in
the town rec center. Because it’s just a glorious evening, they’ve decided to
hold it outside. The rest of the townsfolk are milling about for no reason in
particular in small groups spread out around town. There could also be various
folks sitting at home going over junior’s homework, counting the number of axes
they happen to own, reorganizing their Holy Water collection, you know, normal
everyday activities.

Meanwhile, evil is sashaying its way into town...

!Zombies! is a TL4 BrikWar game. Players will take sides of either the town or
the zombies in a game for total domination.

Setup:
A small town setting. Houses, country stores, town hall, maybe a farm. Most
structures could be accessible to allow cover and barricading. There should be
various weapons placed logically throughout the layout as well. Hatchets,
swords, chainsaws, shotguns, etc. Spread out the townsfolk around town, but it
might be a good idea to have several small groups in various locations. Each
side should take turns placing groups of townsfolk at a time.

Team Town (TT):
1 Town Crier for each player.

Team Zombie (TZ):
2 Zombies for each player.

Team Town players place their Crier first at the edge of town. Team Zombie
places their zombies last, also at the edge of town. A crier only has to get
within voice range (5") to alert fellow townsfolk’s to the menace. They then
become Informed Units and TT then controls those people. Informed Units also now
have the ability to alert others to the problem same as the Crier.

A zombie has to score a CC-bite hit on a townsfolk or player to potentially turn
that person into a zombie controlled by TZ.

A critical CC-hit means the unit is turned into a zombie the next Team Zombie
turn.

A regular CC-hit means the unit is potentially a zombie for 2 turns.
· For each of the 2 turn after combat, the unit rolls a 1d4 at the start of the
turn.
· A roll of 1 means the unit is now a zombie.
· A new zombie can move on the Town Team turn!

Zombies can only be killed in the following ways (unless otherwise noted):
· Consumed with Fire for two turn.
· Chopped into tiny bits for one turn via axe or chainsaw.
· Called shot to the head (critical hit). Gunshots that hit, but are not
critical give a zombie -1" MR for that turn. It is possible for multiple hits to
move a zombie backwards.

Because it's nighttime, it's more difficult to identify a zombie on sight.
Townsfolk who have not heard the news take no action even if a zombie is
directly in front of them. Once a zombie attacks, however, a group of people
should react in someway (most likely running away). While it would seem that
once a zombie is seen attacking, the rest of the units would become TT units,
this is not the case. Non-TT units that witness a zombie attack are now
panicked. Consult a Random Panic Movement Chart.

Random Panic Movement Chart:
Roll 1d4 and move unit in that direction the full MR, even it it's straight at a
zombie (they're panicking after all).

1 - North
2 - East
3 - South
4 - West


Panicked units cannot attack or defend and continue to run in a random direction
each turn. Reroll dice for each unit, every turn. If, after panicking for one
turn, a unit is within voice range of a Crier or other Informed Unit, then that
unit is no longer panicked and becomes part of TT.

We can include animals on the board, but animals do not get civilian like
movement and remain neutral unless bitten by a Zombie, at which point they
become Team Zombie [1]

Special Stuff:

Zombie Zero(s):
Team Zombie’s initial zombies get two attacks per turn and +1 MR. Zeros can only
be killed by fire and dismemberment. Headshots do not kill them. All newly
created zombies only get one attack per turn and MR as the victim. They are
destroyed by all the usual methods.
· Zombie Zeros get a counterattack.
· New zombies do *not* get a counterattack.
· Zombies are not allowed to use complex weapons, but can wield pipes, knives,
2x4s, brass knuckles, etc., to attack.

Holy Water:
Burns zombies like fire for 1/4 turn only (i.e., it doesn't spread). Multiple
hits of holy water can destroy a zombie. 4 hits kills regular zombies, 6 for
Zeros.

Consecrated Ground:
Zombies loose almost all special abilities when fighting on consecrated grounds
(e.g., in and around a church). Attacks can damage and destroy zombies on
consecrated grounds. It isn't necessary to dismember or burn zombies to kill
them while on consecrated grounds (however, it probably is still a good
idea...). Zombie Zeros are reduced to normal movement, but still retain two
attacks per turn while on consecrated grounds and can be killed by all the
normal methods.

Priest/Reverend/Swami (only 1 per game)
Can keep Zombies at bay but only by facing them down. Zombies must keep at least
5” from facing priest (considered a 45° cone). However, they can be attacked
from behind or the sides or have thing thrown at them as well. An unconscious
priest is considered powerless.
-Bless Object: A priest can take a turn to bless an object. Object gets a +1 to
hit. Priests can create holy water as well. While bless an object, a priest is
no longer considered facing down zombies.

A zombified priest is immune to the effects of Holy Water and Consecrated
Grounds.

Sheriff/Police Chief (only 1 per game)
The only unit that starts with a weapon (single pistol). Has keys to the armory
in the Sheriff/Police Station. Also has keys to the Squad Car.
· Armory: Chock full of firearms, explosives and flak vests.
· Squad Car: Police vehicle with storage trunk. Shotgun, pistols, gas cans, road
flairs, crowbar, extra ammo and some small explosives.

A zombified Sheriff/Police Chief can use complex weapons like guns and
explosives. Can also drive a vehicle.

There could be a deputy or two. These units will act like the Sheriff/Police
Chief, they only lack the access to the Armory and Squad Car, but would start
with a sidearm.

Play continues until all the zombies are destroyed or the town is converted to
an army of walking undead after which they saunter into the next town and start
the destruction of the human race...


[1] This is slightly off-set by the fact Team Town has the ability to use Holy
Water and Consecrated Ground, plus the Sheriff character(s).



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