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1,918 hits since 12 May 2013
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Spendlove12 May 2013 10:03 a.m. PST

Hi all. My first Batrep I have posted to this site. Enjoy!

link

colgar612 May 2013 10:57 a.m. PST

A very good read, thanks for posting!

Spendlove12 May 2013 11:20 a.m. PST

Thanks colgar. And using your random disaster deck too!

pzivh43 Supporting Member of TMP12 May 2013 12:33 p.m. PST

Excellent report. Want to know more about your card deck---looks really neato!

Mike

Spendlove12 May 2013 1:18 p.m. PST

Colgar designed those. They are absolutely brilliant.

Available at this link.

link

79thPA Supporting Member of TMP12 May 2013 3:04 p.m. PST

Nice job.

Woolshed Wargamer12 May 2013 11:46 p.m. PST

I don't even do Zombie gaming and this has got me interested.Cards downloaded. Perusing miniature sites for zombies and survivors as we speak. Thanks mate, thanks a lot:)

Ark3nubis13 May 2013 3:29 a.m. PST

Gees, I have made 70+ random events for my zombie game, ranging from what you have (model gets stuck, people bickering) right through to military strikes, army incursions (military can be either friendly, hostile or neutral thus dictating their behaviour and scenario) and bands of Marauders showing up. The idea was to have almost anything happen that could take your narrative in a random direction, for better or (usually) worse.

These cards are a great source and I will use them to bolster my selection, if you want I can post a list of mine to give you ideas if you want, great stuff!

One other thing, I am needing to get mine printed out, a mate of mine told me of the company that made his business cards that can have his main image on one side, and an unlimited number of images on the reverse, I'd been thinking of using them to get my cards printed, is that what you have done?

Cheers, Ark

colgar613 May 2013 3:53 a.m. PST

One other thing, I am needing to get mine printed out…
You can see how I went about designing and publishing my cards here: link . The ATZ-specific deck is described in more detail (along with the information on obtaining it) here: link
If there's anything you'd like to know about my experiences that isn't mentioned in these articles then please ask!

Hugh

Spendlove13 May 2013 8:58 a.m. PST

Yes please Ark, I am always interested in making new cards. Colgar was kind enough to let me have the "blanks" so I could make my own and get them pro printed.

Any ideas for random encounters/events always welcome. My imagination has completely dried up.

Colgar, (Hugh), I have an idea for another set of cards involving random encounters rather than events. The only problem is I utterly suck at making the "blank" card.

If I get in touch are you (or anyone else) interested in making a template?

Spend x

colgar613 May 2013 10:03 a.m. PST

Colgar, (Hugh), I have an idea for another set of cards involving random encounters rather than events…
Funnily enough, I started to do exactly this a few months ago – create an encounter deck for All Things Zombie. At this stage, my ideas are incomplete and not ready for public consumption; there are some issues that stalled the project some time ago. I may take it up again in the future if I get some time and inspiration, but for now I regret that I won't be able to help your effort either.

BigNickR13 May 2013 9:50 p.m. PST

Fantastic on all counts!

Ark3nubis14 May 2013 7:43 a.m. PST

Spendlove,

I'll try and get my list with brief descriptions posted, might be next week, but will do!

Cheers,

Ark3n

Ark3nubis14 May 2013 3:08 p.m. PST

Right,

I managed to get onto my PC, this is the main random event list I did, although as I have made the cards I've expanded the number and slightly modified the events and how they work. The mainstay is that anything can happen, from getting caught in something through to military strikes. Bear in mind thus is for my game i wrote and not ATZ or anything;

- Distraction – Re-roll successful zombie detection rolls this turn
- The sweet spot – The first person to roll for damage against a zombie kills it outright
- Fatigue of the dead – All Zombies roll an extra D6 when rolling for movement, but move only as far as lowest dice score, or two lowest dice if Rage! zombies
- Tripsy – The nearest group of zombies to a random survivor (if active or not) provided they move this turn, roll D6 per zombie, on a 4+ they fall over (tripping each other up). If they don't move then only one random model will fall over.
- Have it! – The first zombie killed or knocked down this turn will allow a roll on the random find table for the survivor that did the beating
- At last – All zombies that are Wounded die
- Careless – Re-roll unsuccessful zombie activation rolls, if none then no effect
- Lucky strike – the first zombie to roll Str test may roll an extra D6 using the highest individual score
- Spurred on – the nearest active zombie unit rolls 2D6 instead of just one, the highest dice score is used for the zombie movement
- Resilient – any zombies that are wounded immediately stand up on, and moving half the distance rolled for their group if they move
- For each active group of zombies, roll a D6 per model in the group (so 4 zombies = 4D6) Each score of 4+ adds an extra zombie to the group, no 4+ means no extra models. Extra models are added to the side of the group furthest from the nearest survivor group and within 1" of the others zombies
- Ambushed! Random survivor has a group of D3+1 zombies appear within D6" and are active on a D6 4+. If inactive they will have to roll for activation as normal.
- A find! – a random survivor that isn't in combat with a zombie may roll once on the random find table
- Personal initiative – One randomly determined model may have a further action for free in the next survivor turn, or may re-roll any failed reaction test once until a test is passed during the zombie turn.
- Lucky break – Any model that crosses an obstacle (fence, wall, car, through a window etc) may ignore the movement penalties this turn. Any other survivors that follow the same route as the first model may also benefit from this lucky break.
- Trip hazard – any model that passes through a door or other gap no wider than 2" wide (not a window) may declare they cause a trip hazard. Any zombies going through this gap have to roll to see If they fall over on a 4+ just as If they crossed a wall. This will remain until the end of the turn that it causes a trip hazard, after that it is ignored.
- Energy burst – A random model may re-roll their failed stamina tests this turn.
- Eureka! A random model finds a stash! Roll D3+1 times on the random find chart.
- Dropsy – One random survivor must roll an Ini test. If failed they drop a random piece of equipment, landing 1" away in a random direction. You may use an action to pick it back up. If Ini test is passed your character keeps hold but may not use another item this action as they fumble about. They may choose to fail the Ini test if you wish to allow you to use any other item you want, but dropping the random item in the process.
- Snagged! – A random model must roll and pass a Str test, if passed they may carry on as normal. If the test is failed the model is snagged or caught their foot in a hole or something. They may not move until they roll and pass a Str test, they may fire their weapons to no negative effect, but will be at -1 to their Str tests in combat. Models may roll a Str test every Action they have available until they get free. Friendly models may assist in freeing the trapped model, and will provide an extra dice to be rolled for the Str test per additional model, rolled against the Str of the trapped model.
- Lost it – A random model loses a random piece of equipment. It's gone forever, so put up with it!
- Fatigued – A random model suffers a tired spell, re-roll all stamina tests for this model this turn. If they don't run, then no problem.
- Lost – the model furthest from any other model must roll a Nrv test, if passed they remain stationary as they work out where they are. If failed any movement done this following turn is in a random direction. Any friendly model within 4" and LOS will also be affected and lose and
- Random model performing actions this turn may suffer an injury. After each action is performed roll a D6, on a 6 they get injured, roll D6 and consult below;
1-2 = Arm – D6; 1-3 = Light injury – may not use two handed weapons or use the arm this turn. They will be at -1 Str in any combat until next turn 4-6 = heavy injury – model takes a wound off of their stats and may not use the arm until it has healed after the game. The model is at -1 to their Str in combat also
3- 4 = Leg – D6; 1-3 = Light injury – the model may not run this turn, 4 – 6 = heavy injury – leg: the model takes a wound off their stats and may not use the leg properly until healed. The model may not run for the rest of the game (or subsequent games where appropriate)
5 = Torso – D6; 1-3 Light injury – 4-6 = Heavy Injury
head injury – light: the model is at -1 to their Initiative value to a minimum of Ini 1 for the next turn.
6 Head injury – heavy: the model may not perform any actions this turn, after which they are at -1 initiative until they heal. They also must take -1 off of their wounds
- A group of D3 + 1 survivors appears and lends a hand, they are armed and handy too. They are placed within 3D6" and immediately come under your control and you may use then as you wish. Random stats (as given below) and randomly generated equipment by rolling D3 times on the random find chart. Every model must roll at least one weapon, any that roll as not having a weapon (and only have other equipment) will automatically be assigned an Improvised weapon. Usual Fel tests if you want them to join you after the game.
- Random stranger – if any of your models are in combat with any Zeds, and they are more than 6" away and/or out of sight of a known model regardless of range, an unknown person comes on to help. They are assumed to pass their nerve test regardless. Random stats as given above, they will want to join your group if they pass a Fel test, and either you a). Want them to, or b). If you don't want them to you must roll and fail a Fel test, otherwise he/she will join you. They will count as a joined group. If they do not want to become part of your group, you must try to follow them and catch up, otherwise they will 'disappear' once they get further than 15" away, even if LOS is maintained.
- People being attacked – roll a D3+1 for the number of survivors being attacked, then make 3 rolls on the zombie reinforcement table, with the survivor group being attacked used to work out the zombie positions. Any that roll to come on a board edge are actually in contact with the group being fought in combat. It is assumed that the humans are attacking and that combat is just about to be resolved. Will you help? Any saved survivors will join your group.
- Territorial survivors – D6 = 1-2 = a group, 3-4 = individual 5-6 = ???
- Marauders! – A group of D3 cars or trucks come on from a random board edge. They will be either uncaring or downright hostile to you.
- Police enforcement unit – D3 vans are attempting to search for survivors in that area of town.
- Lost squad – D3 + 1 infantry appear within 4D6" within 2" of each other.
- Military bombing – Your part of town is being napalmed, roll randomly for the squares being attacked. Any models within the square, human or zombie, are removed from play on a 2+ if on the open, or 3+ if in or within 1" of cover. Any models within buildings are removed on a 6 only. Your objective is to get off of the opposite board edge. 
- Military incursion – D3 + 1 Humvees enter on a random board edge
- Gunships – helicopters are on a passing route through your area, but are hovering as they assess the level of zombies in the area. Any groups larger than 5 individual zombies will be fired at, otherwise they are ignored.
- Death/purge squads – D3+1 units of 4 dropped by chopper (
- Military action – the army are moving in, and trying to sweep and clear the area. They are entering buildings too so you will be found eventually. You must decide if you are to trust them and go to them for help, or if you are to try to get off of the board. If LOS is achieved then roll a D6, 1-4 the army call u over, 5 they hesitate, will they shoot? 6 they are out to kill everyone


Hope they helps!! A

Spendlove15 May 2013 10:44 a.m. PST

Thanks Ark! Loads of great ideas there :-D

Ark3nubis16 May 2013 6:15 a.m. PST

Also, here's some more ideas from my card list, there's actually more but I haven't had time to look through them all properly.

Bear in mind I have corpse markers littered around randomly on the board that may or may not be zeds, and zombies are in two 'states' in my game, Active or Inactive', hence some of the events' descriptions;

Downwind – nearest inactive unit of zeds becomes active, apply after all active zombie groups have been worked out, or to the first zombie group to fail their Sniff test

Lurkers! – nearest group of body markers is actually a group of zombies. Stand them all up and roll for activation as per any other group.

Turn of fate – use at first opportunity – next combat with a zed roll D6; 1- zombie win through to 6 zombie killed

Dead end – A random street is blocked off 2D6 from the board edge, either by cars, a collapsed building, barricades etc. to a single storey height.Models cannot climb over unless equipt appropriately or see over unless on higher ground. If there are no streets or roads to apply this to, or all streets have already been crossed by a Survivor model then ignore this card

Surrounded! – Roll 2D6 against each survivor for the distance in inches and place D3 towards the nearest board edge.

Loyalty tested! – Make a loyalty roll for any allied groups and apply the result.

Nuked! (1 card only in the whole deck) = The area you are in is hit with a Nuke. Everyone is killed, the end.

Hope that helps,

A

Spendlove16 May 2013 11:14 a.m. PST

Nuked might be a bit much! :-O

Ark3nubis16 May 2013 11:30 p.m. PST

Well you can't have everything your own way in the apocalypse…

Yeah I added this card in, and only recently finished Day by Day Armageddon, and Beyond Exile by J.L.Bourne, and it has nukes!

Although very extreme,I liked the chance that, out of the blue, you have been running a camaign and trying to keep your survivors alive, then boom something so extreme ends it all. I always get through a campaign (in any system, Necrounda, WWII, whatever) and think I would like to start again and do it a little differently next time, so this would be an unexpected opportunity to do that.

Besides, I'd expect if it ever got drawn as a random event, it would be so extreme that many would say 'heck I'm not doing that…' and just pull another card

Ark3nubis28 May 2013 4:21 a.m. PST

Right one and all,

Does anyone know of a company in the UK that would print out these types of cards? Artscow.com seems to be in the US so I am obviously reluctant to order from another continent unless I have to.

Can anyone help/know of a company?

Cheers,

Ark3n

colgar631 May 2013 3:57 a.m. PST

I believe that Artscow are in Hong Kong, not the USA.

For a UK-based company, you could try playingcardspersonalised.com , though it looks as if their prices are *greatly* more than Artscow. I don't know anything more about them than is on their website front page, mind…

Hugh

HammerHead01 Jun 2013 2:35 p.m. PST

always good to see a well set up table.AND FINE PICS

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