OK, this is the first draft and obviously subject to revision... There will be lots of mistakes and things that don't work...
Zombie Rules
Zombie
generation:
Zombies
come from somewhere. In most games this will be a single source point – a
particular building or road. The suggestion is that players roll 1or 2 D6 at the
start of each move and that number of zombies appear at the generation point.
Human
responses:
It is
assumed that the humans would probably not recognise the threat at first.
Therefore humans cannot respond until the first ‘victim’ has been attacked –
best to place a NPC as the victim! ‘Normal’ spotting rules apply to see if this
attack has been noticed. NPCs that spot the attack and don’t freeze will flee
directly away from the scene of the attack. Player characters that spot the
attack will decide on their actions with movement limited according to a
movement die roll! They might freeze!
Move
sequence:
1. Test for bitten humans 'turning'
2.
‘Spotting’ by zombie.
3. Humans
spot, move and/or fire distance weapons. One option per move segment.
4. Zombies
move pro rata depending on shooting results
5. Humans
fight with close combat weapons
6. Zombies
and humans fight in combat, humans now classed as unarmed. They’ve had their
shot!
Movement:
Zombies
shuffle around at 4” per move until they ‘spot’ a live human. They will then
move towards the nearest spotted human or body of humans at 6” per move, but will
increase this to 8” per move if rolling 6 on a D6.
Zombies
spot humans and humans spot zombies in line of sight:
8” or less automatically,
Over 8” to 16” on rolling 3 or above,
Over 16” on rolling 5 or above.
After the initial spotting it is assumed that zombies and humans are aware of each other and spotting checks only have to be made on humans in cover.
Zombies within 6” of a zombie that has
spotted a live human will follow that zombie. Likewise, any human that spots a
zombie and chooses to run can be followed by other humans within 8” – it is
assumed that the human yells something along the lines of ‘RUN! ZOMBIE!
Humans in
cover can also be spotted within 8" if the human rolls a 1, or a body of 3
or more humans rolling 1 or 2.
Humans
can move up to 6” per move. If a zombie gets within 8” this will increase to 8”
per move on rolling a 6, but will ‘freeze’ and remain stationary if they roll a
1. Dice rolling is mandatory...
A human
can choose to stay and fight or run, but will obviously have to fight
if contacted while frozen. If caught while running, humans do not get to fight using the close combat weapons option 4 - it's straight to 5!
Furthermore,
humans get tired – at the start of every subsequent move the human must roll a
D6. Roll a 1 and s/he has to stop for a breather for that round – but can still
fight!
Weapons’
fire:
Revolvers/automatic
pistols range up to 6”, shotguns up to 9”, rifles, etc up to 12”
All
handguns/rifles/shotguns can fire up to 3 times per move, one shot for each
third of the move. If the zombie reaches the human before the third shot can be
fired treat the firearm as a close combat weapon. How far a zombie moves
depends on the result of a dice roll. Roll up to 3 dice in sequence:
Roll 6,
zombie hit and killed in first segment of the move and shooter has two shots
left that can be aimed at another zombie.
Roll 4, 5
zombie hit in second segment. Roll again, 4, 5 or 6 zombie destroyed; shooter
has one shot left that can be aimed at another zombie.
Roll 2, 3
zombie hit in third segment. Roll again, 4, 5 or 6 zombie destroyed; no more
shots can be fired.
Roll 1,
gun jammed, no more firing that round. Gun can be cleared in next round by
rolling 4, 5 or 6.
Note this
means, for example, hit a zombie with a rifle on first dice roll, zombie moves
2” and ‘dies’. Second dice it moves 4” and ‘dies’. On third dice it
moves 6" or drops at the shooter’s feet. Subsequent targets will move
their relevant amount, third dice and again zombie possibly drops at shooter’s
feet! Or can drop at shooter’s feet on first or second shot if that’s how far
the zombie gets!
Close
combat:
Anyone
armed with a close combat weapon or distance weapon that has not been fired 3
times can get in the first blow. Note a distance weapon that has jammed is
counted as having already fired 3 times!
There is
no real distinction made as to the weapon type: sword, club, baseball bat,
chainsaw... except knives need a 5 or 6 to ‘kill’ and guns can only use
remaining shots!
Zombie
killed on roll of 4 or more. If human rolls a 6 the weapon can then be used on
another zombie in contact, another 6 and a third zombie can be engaged with a
weapon. Distance weapons still have their 3 times maximum use!
After
weapons use, it is assumed that human and zombie are grappling with each other
and no weapons used. Human rolls 3 D6, zombie rolls 1 D6. For the human, choose
the highest scoring dice. The highest score ‘wins’ and loser ‘dies’. Against a
second opponent, human rolls 2 dice, if a third zombie is engaged human rolls 1
die. No more than 3 zombies can engage a human in a move. If the result is a
draw move to the next zombie.
Even if a human wins a combat they may have been bitten. Roll d6 at start of next move: 1 human has been bitten. If so, roll again, 1 turns that move, 2 turns following move. A zombie that turns will attack the nearest human.
Any humans
still alive and in combat next round start the sequence again. Humans cannot
and zombies will not disengage from a combat – no human can leave combat until
it is no longer in contact with a zombie!