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The south of England, summer of 2009: suburbia.

After 4 days and with their supply of water dwindling, a family group emerges from the Cold War bunker in the basement of their house to find that the world has been devastated by violence. When they purchased their house the dusty and cobweb-ridden nuclear bunker had seemed nothing more than the marginally interesting relic of an over-anxious age. Little did they to know that this relic, along with a few hastily gathered supplies, would save their lives for now. They had taken to the bunker as, quite literally, the violence the frenzied attacks had reached their doorstep. It had all started seven days earlier the first day - with a news report of civil breakdown. Amateur footage broadcast over the internet had quickly revealed that this wasnt some out-of-control unrest but violence on an unprecedented scale. Families, friends, neighbours and colleagues were turning on each other. And people were dying in horrible and unimaginable ways. The violence had spread quickly, crossing borders and then continents, with national governments seemingly powerless to stop it. And then on the third day a scientist had broken ranks to reveal the cause a genetically engineered virus transferred through the saliva in a human bite. And there was no known cure. The family had quickly gathered themselves and some supplies and when the violent images on the internet started to appear outside their home they took the only route that remained open to them, the steps down to the bunker. Thirsty and hungry, blinking against harsh sunlight, it was on the seventh day that the family emerged to find a world their world that had been devastated. With houses torn apart and the remnants of bodies littering the street, it was with trepidation that they contemplated a very necessary search for supplies. What the family had yet to learn was that some friends and neighbours were still alive though not in a way that might be described as human. With the virus having slowed their metabolic rate, they could sustain themselves for days and days on the smallest of morsels torn from the bodies of the dead. Still alive but as good as dead, what these infected - these zombies - really wanted, what they craved, was the taste of hot, fresh human blood and sensing that it was near would drive them to a frenzy of violence. And the only way to be sure of stopping such a primitive monster would be the destruction of its brain.

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Zombie Rage!
Game objective
Zombie Rage! provides rules for a tabletop game played with 28mm miniatures by one or more persons. The rules are not intended to be absolutely definitive but provide a general framework for the game which takes place in a fast zombie environment similar to that found in the I Am Legend / 28 Days Later / Quarantine sub-genre of zombie movies such that, technically speaking, the principal antagonists are infected rather than living dead. Each player adopts the character(s) of individual(s) who thus far have avoided infection and their objective is to complete, and survive, a pre-determined mission, which might be to search for supplies or to search for vehicle keys, etc. The zombies do not require a dedicated player as their simplistic behaviour is determined by the game rules. For the survivors to be successful they need to support each other and balance searching quickly and widely against attracting the attention of zombies thereby drawing them into close contact.

Game structure
All players move their survivor characters (and take any relevant action) at the same time. As they are by nature unthinking and reactive, the zombies are moved immediately after the survivors have finished their turn. To avoid time-consuming measuring, the game is played on a board marked out with a grid of 1 squares.

Getting going
The game scenario may limit the number of survivors whereas the number of zombies may be unlimited. The survivors may enter from the side of the board that best suits the scenario being played, the zombies from that directly opposite. Alternatively, choose six squares at the board perimeter and number them 1 6 then throw 1xD6 each for survivors and zombies to determine their respective entry points. At each turn additional zombies will enter the game and any zombies that are subsequently killed can be retained in a pool for future use. The number of zombies that enter each turn is determined by the throw of 1xD6, subject only to there being sufficient room on the board at the respective entry point. At the outset of the game, decide if respective entry points will always be as for the first turn or if they will continue to be randomly generated using 1xD6. The closing exit point(s) for a game can be determined in a similar manner though once survivors exit the game they cannot return.

Managing activity
Activity is managed by an Action Point allocation. The standard allocation for survivors is 4AP per turn. The standard allocation for zombies is 4AP per turn. Humans do not need to use all APs per turn whereas zombies will normally use all APs per turn. Ordinarily, each survivor is deemed to be carrying a personal radio and as such even when separated they can remain in voice contact for coordinated activity.

Movement
Movement is by square with each square costing 1AP. Movement can be to any linked square (i.e., including diagonally) but must end with the survivor or zombie facing against a straight edge (i.e., not facing towards a squares corner). Movement cannot be into or across squares that are occupied by other characters or otherwise filled or blocked. Windows are deemed edged with jagged glass and so it costs survivors 1AP to climb through whereas zombies do not incur a cost. Zombies are driven by their craving for fresh human blood such that they are unthinkingly and unflinchingly drawn towards the sound and sight of human activity and so they MUST be moved in a manner consistent with this dominant self-interest, which is usually in a straight line and as fast as possible.

Barricades
Survivors can seal off rooms by barricading the entry points at doors and windows though there might not be enough barricades to seal all doors and windows. The construction or removal of a barricade one square wide has a cost of 1AP. A barricade two squares wide will therefore cost at least 3AP (i.e., build barricade, move to next square, build barricade). Weapons cannot be used through barricades. Survivors cannot climb through a barricade whereas a stack of three zombies deep (i.e., three in a column, all facing towards the barricade) will force through it (at which point it must be removed from the table).

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Zombie Rage!
Search
Decide if any survivor character cards (as representations of persons in hiding) are to be included amongst the search cards. Before the game starts the search cards are shuffled and placed face down in a stack. Squares to be searched are denoted by a tile depicting the accumulation of items and furniture, etc. A survivor should not search a point more than once though all survivors can search each point. The act of searching costs 1AP and requires the figure to be directly facing the search square; if a search is undertaken the player draws a card from the top of the stack. Some items shown on the cards will be inappropriate to the search area or to the game scenario (e.g., a vehicle inside a house) in which case they must be discarded and the next card drawn. Once an item is found the player retains the card, which will incorporate details of any special rules pertaining to its use. Note that players can carry only two large items (e.g., an advanced weapon and a food crate) at any one time and so excess large items must be disposed of and if they cannot immediately be given to another player or lodged in an unlocked vehicle they will be assumed lost to the game.

Giving stuff
If during a turn two or more survivor characters are in adjacent squares then they may pass items from person to person at a cost of 1AP to the giver. Note that personal back-up weapons (see below) are assumed lost or disabled when a survivor character dies and so cannot be passed over to another.

Throwing stuff
Small, blunt items (such as medical packs, energy drinks, ammunition, keys, etc) can be thrown. The standard throw is across a maximum of three clear squares and costs the thrower 1AP. To determine whether or not the catch was successful throw 1xD6 with a 1 indicating that the item was dropped and is lost to the game.

Vehicles
The key can be left with a vehicle in which case it is considered UNLOCKED and is accessible; if the key is held by a driver or unfound then it is considered LOCKED and is inaccessible. Movement into or out of a vehicle costs 1AP. Vehicle movement cannot start until the turn AFTER the driver has entered it. Normal onroad vehicle movement is up to 16 squares forward and 8 squares in reverse. Off-road vehicle movement is half of that on-road (i.e., 50%), for example, in one turn a vehicle could move a maximum of 8 squares on concrete then 4 squares (i.e., half of the turns remaining 8) on grass. Non-4WD vehicles are subject to an immobilisation test each turn that they are off-road; roll 1xD6 with a 1 or 2 meaning that the vehicle is stuck for the remainder of this turn. Vehicles must be moved in a common-sense manner, taking a route that is physically and mechanically feasible. Any survivors and/or zombies in the path covered by the moving vehicle will be subject to the standard test for damage as if the vehicle has been used as a weapon. Anyone in the immediate path taken by a vehicle that has nowhere to go is presumed killed and removed from the table. As squares that are occupied cannot be moved through, vehicles can therefore be used to block doors, windows and passageways, etc. With stores and other stowage taken into consideration, the capacity of each vehicle is limited to that which is feasible. The vehicle seating plans can be used to locate relevant miniatures when survivors are deemed to be inside them.

Weapons
Survivors can have a personal back-up weapon relevant to their character. Back-up weapons are available at all times (though firearms might be subject to the consequences of out of ammo and stoppage search cards). Only basic weapons are eligible to be back-up weapons. Other basic and advanced weapons can be found during searches or have been earned during previous games though some will not be available for use by all. Some characters (e.g., military) might enter the game equipped with additional basic or advanced weaponry as befits their role. Basic and advanced weapons can be passed between survivor characters but personal back-up weapons (see below) cannot be passed and so if a survivor character dies they are lost to the game. In the event of running out of ammunition or suffering a stoppage, then AP allowance permitting, advanced weapons can be used as clubs. Only one weapon can be used at a time and weapons cannot be used through barricades but can be used through hedges and fences if the survivor is in an adjacent square.

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Zombie Rage!
Weapon capability
Some weapons are capable of more kill opportunities per turn as indicated by their Target capacity. For each attempt at a nominated Target, 1xD6 is thrown to determine if damage has been caused. Some weapons are more deadly than others and this is indicated by the Impact adjustment that is added to each Damage die roll (i.e., a thrown 4 + impact adjustment of 2 = 6). Each weapon also has a Range (distance to target) that is measured in squares. Weapons with a range of 1 can only be used against zombies to the immediate front left, front centre and front right. For weapons with a longer range, after every four squares of distance the target area expands by two squares of width, which has the effect of creating a cone-shaped kill-zone. Characters within squares that are crossed by the kill-zone and that are in unobstructed line of sight can be nominated as targets provided the weapon that is used meets the necessary Range and Targets criteria.

Weapon Category Basic


Knife Club Sawn-off shotgun Handgun

Range (Squares)
1 1 4 4 1 1 8 8 16 16 32 32 36

Targets (D6)
2 1 2 3 2 3 2 3 2 3 1 3 1 as contacted

Impact (Adjustment)
+0 +1 +1 +0 +2 +2 +1 +0 +1 +1 +2 +2 +2 +2

Advanced
Axe Chainsaw Shotgun Sub-machine gun Semi-auto carbine Assault rifle Rifle Light machine gun Sniper rifle

Other
Vehicle as for movement

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Zombie Rage!
Attacking the zombies
An attack can occur when a zombie is in a survivors kill-zone, at a cost of 1AP. To attack a zombie, the survivor MUST have a functioning weapon with the appropriate capability. Nominate the target(s) for each attempt then roll 1xD6 for the damaged caused; a roll of 6 indicates that the zombie has been killed and its miniature is removed from the table to the zombie pool for later reuse. Roles of less than 6 are adjusted for Impact, with a summation of at least 6 confirming a kill. A zombie that is attacked can attack back, regardless of whether its AP allocation has been used for that turn.

Being attacked by the zombies


Zombies attack with their hands and teeth, at a cost of 1AP. To be attacked, the survivor MUST be in THE square that is to the zombies immediate front centre. If a zombie is positioned to attack then it MUST attack. A survivor who is surrounded will therefore be under attack from up to four zombies at once. Roll 1xD6 for the damage caused to the survivor by each zombie. A roll of 5 or 6 indicates that the survivor has suffered a potentially fatal injury that can be repaired by the immediate use of any medical kit in their possession. If a survivor does not have immediate access to a medical kit then he/she is marked as having been seriously injured (e.g., by standing the miniature on a red disc) until the end of the next turn when, unless a medic or medical kit has reached him/her with appropriate action taken, the survivor will be deemed to have died and be removed from the game. Survivors who are attacked can defend themselves by instinctively attacking back, regardless of whether their AP allocation has already been used for that turn. Survivors that have been seriously wounded (as indicated by standing on a red disc) cannot be subject to further attack.

Hiding
Where a search point is indicated by a tile containing something other than a body, instead of conducting a search the survivor can elect to hide in that location instead, at a cost of 1AP. A survivor in line of sight of a zombie cannot presume to have hidden. Remove the search tile and replace with a black disc, which the miniature is stood on. Once a search point has been converted into a hide it cannot revert back so after the survivor has moved away the black disc is left in place. A survivor in a hide point cannot be seen or heard, though the use of weapons can reveal the survivors location and the black disc must be removed.

Hedging & Fencing


Hedges and fences are impenetrable to survivors and zombies they cannot be moved through or over. Survivors can see through hedges but zombies cannot. Survivors can use firearms through hedges and fences IF they are in a square adjacent to the hedge or fence (i.e., so as to fire through rather than at them). If a survivor fires through a hedge then nearby zombies might be alerted to their presence.

Dogs
Trained dogs are moved in conjunction with the survivors. Dogs behave as directed by their handler and have a 6AP allowance. A trained dog can attack zombies at a cost of 1AP. Roll 1xD6 with a 6 killing a zombie. Zombies with a roll 6 can kill trained dogs. If the handler is killed, a trained dog seeks out the nearest survivor. Dogs are immune to zombie infection.

Printable cards
The printable cards at the end of this document include (1) profiles of survivors, (2) brief summaries of the rules, (2) search cards, and (3) floor plans for various vehicles.

Credits
The author was introduced to zombie gaming by the Zombie Plague! print-and-play boardgame that can be downloaded from http://fortressfigures.com/zombieplague/ and which has influenced the writing of these rules.

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Father
Personal weapon: sawn-off shotgun Range 4, Targets 2, Impact + 1 Strength & stamina: strong Impact +1 for knife, club, axe Firearm handling: shootist Impact +1 for all rifles Vehicle handling: driver can drive any vehicle Special skill: military trained can carry & use all weapons

Mother
Personal weapon: knife Range 1, Targets 2, Impact + 0 Strength & stamina: average cannot use chainsaw or carry lmg Firearm handling: civilian cannot fire smg, assault rifle, lmg Vehicle handling: driver +1 for all vehicle tests Special skill: medically trained 2AP to medic self or adjacent survivor

Teenage Child
Personal weapon: handgun Range 4, Targets 3, Impact + 0 Strength & stamina: average cannot use chainsaw or carry lmg Firearm handling: shootist Impact +1 for all rifles Vehicle handling: non-driver cannot drive vehicles Special skill: finding stuff search of body never reveals zombie

Teenage Child
Personal weapon: club Range 1, Targets 1, Impact + 1 Strength & stamina: average cannot use chainsaw or carry lmg Firearm handling: civilian cannot fire smg, assault rifle, lmg Vehicle handling: driver can drive any vehicle Special skill: fixing stuff can use tool kit for cost of only 1AP

Teenage Child
Personal weapon: club Range 1, Targets 1, Impact + 3 Strength & stamina: very strong Impact +2 for knife, club, axe Firearm handling: civilian cannot fire lmg Vehicle handling: non-driver cannot drive vehicles Special skill: building stuff can build barricades without AP cost

Basic Rules
Standard AP allocation: Survivor = 4AP Zombie = 2AP increasing to 4AP Survivor actions: 1AP => move, window, search, barricade, attack, hide, give, throw (3 clear sqs; if 1xD6 =1 then lost) Attack zombies: Nominated targets in kill-zone must be in range & line of sight Kill if 1xD6 + Impact = 6 Attacked by zombies: Killed if 1xD6 = 5 or 6 (if medic/pack cant save)

Basic Rules
Standard AP allocation: Survivor = 4AP Zombie = 2AP increasing to 4AP Survivor actions: 1AP => move, window, search, barricade, attack, hide, give, throw (3 clear sqs; if 1xD6 =1 then lost) Attack zombies: Nominated targets in kill-zone must be in range & line of sight Kill if 1xD6 + Impact = 6 Attacked by zombies: Killed if 1xD6 = 5 or 6 (if medic/pack cant save)

Basic Rules
Standard AP allocation: Survivor = 4AP Zombie = 2AP increasing to 4AP Survivor actions: 1AP => move, window, search, barricade, attack, hide, give, throw (3 clear sqs; if 1xD6 =1 then lost) Attack zombies: Nominated targets in kill-zone must be in range & line of sight Kill if 1xD6 + Impact = 6 Attacked by zombies: Killed if 1xD6 = 5 or 6 (if medic/pack cant save)

Basic Rules
Standard AP allocation: Survivor = 4AP Zombie = 2AP increasing to 4AP Survivor actions: 1AP => move, window, search, barricade, attack, hide, give, throw (3 clear sqs; if 1xD6 =1 then lost) Attack zombies: Nominated targets in kill-zone must be in range & line of sight Kill if 1xD6 + Impact = 6 Attacked by zombies: Killed if 1xD6 = 5 or 6 (if medic/pack cant save)

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Basic Rules
Standard AP allocation: Survivor = 4AP Zombie = 2AP increasing to 4AP Survivor actions: 1AP => move, window, search, barricade, attack, hide, give, throw (3 clear sqs; if 1xD6 =1 then lost) Attack zombies: Nominated targets in kill-zone must be in range & line of sight Kill if 1xD6 + Impact = 6 Attacked by zombies: Killed if 1xD6 = 5 or 6 (if medic/pack cant save)

Riot Shield Holder cannot be killed if attacked by zombie in square to his/her front centre throw of 6 will push survivor back by 1 sq

Crate of Bottled Drinks Stores item to be returned to base, or use once only at any time for +1AP for survivors in adjacent squares, then discard

large item

large item

Bottled Drink Use once at any time for +1AP, then discard

Bottled Drink Use once at any time for +1AP, then discard

Bottled Drink Use once at any time for +1AP, then discard

small item

small item

small item

Chocolate Bar Use once at any time for +2AP, then discard

Chocolate Bar Use once at any time for +2AP, then discard

Chocolate Bar Use once at any time for +2AP, then discard

small item

small item

small item

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Food Crate Stores item to be returned to base, or use once only at any time for +2AP for survivors in adjacent squares, then discard

Burst of adrenaline! Entitles holder to a maximum of 8AP for any one turn only, then discard

Burst of adrenaline! Entitles holder to a maximum of 8AP for any one turn only, then discard

large item

action

action

Medical Kit Use once only at any time to save life of self, then discard

Medical Kit Use once only at any time to save life of self, then discard

Medical Kit Use once only at any time to save life of self, then discard

small item

small item

small item

Take Two Entitles holder to draw an additional 2 cards without any AP cost at a future search point of their choice, then discard

Tool Kit Vehicle Breakdown! Stores item to be returned to base or can be used at any time to repair a broken down vehicle at a cost of 4AP in one turn (survivor to be positioned by engine bay)

If drawn by an occupant of a
vehicle or a holder of its key then the vehicle is immobilised until repaired by a survivor using the tool kit, then discard

action

large item

action

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Box of Ammunition Use once only at any time to replenish own firearm, then discard

Box of Ammunition Use once only at any time to replenish own firearm, then discard

Box of Ammunition Use once only at any time to replenish own firearm, then discard

small item

small item

small item

Out of ammo! Own firearms are out of use until ammo is restocked, then discard; if no firearms are presently to hand then discard

Out of ammo! Own firearms are out of use until ammo is restocked, then discard; if no firearms are presently to hand then discard

Out of ammo! Own firearms are out of use until ammo is restocked, then discard; if no firearms are presently to hand then discard

action

action

action

Ammo Crate Stores item to be returned to base, or use once only at any time to replenish ammo of survivors in adjacent squares, then discard large item

Personal Radio Replacement batteries for personal radio which use once only at any time to repair any radio whose batteries have expired

Personal Radio This survivors radio batteries have expired so unable to communicate with others who arent in line of sight

action

action

http://www.silent-invasion.org.uk

draft 3.0 ~ 07/2009

Knife Range = 1 Targets = 2 Impact = + 0

Knife Range = 1 Targets = 2 Impact = + 0

Club Range = 1 Targets = 1 Impact = + 1

basic weapon

basic weapon

basic weapon

Axe Range = 1 Targets = 2 Impact = + 2

Axe Range = 1 Targets = 2 Impact = + 2

Club Range = 1 Targets = 1 Impact = + 1

advanced weapon

advanced weapon

basic weapon

Sawn-off Shotgun Range = 4 Targets = 2 Impact = + 1

Handgun Range = 4 Targets = 3 Impact = + 0

Semi-auto Carbine Range = 16 Targets = 2 Impact = + 1 If out of ammo or stoppage can be used as a club with R = 0, T = 1, I = + 1 advanced weapon

basic weapon

basic weapon

http://www.silent-invasion.org.uk

10

draft 3.0 ~ 07/2009

Assault Rifle Range = 16 Targets = 3 Impact = + 1 If out of ammo or stoppage can be used as a club with R = 0, T = 1, I = + 1 advanced weapon

Rifle Range = 32 Targets = 1 Impact = + 2 If out of ammo or stoppage can be used as a club with R = 0, T = 1, I = + 1 advanced weapon

Chainsaw Range = 1 Targets = 3 Impact = + 2 If out of fuel or stoppage can be used as a club with R = 0, T = 1, I = + 1 advanced weapon

Shotgun Range = 8 Targets = 2 Impact = + 1 If out of ammo or stoppage can be used as a club with R = 0, T = 1, I = + 1 advanced weapon

Sub-machine Gun Range = 8 Targets = 3 Impact = + 0 If out of ammo or stoppage can be used as a club with R = 0, T = 1, I = + 1 advanced weapon

Sniper Rifle Range = 36 Targets = 1 Impact = + 2 If out of ammo or stoppage can be used as a club with R = 0, T = 1, I = + 1 advanced weapon

Trained Dog Light Machine Gun Range = 32 Targets = 3 Impact = + 2 If out of ammo or stoppage can be used as a club with R = 0, T = 1, I = + 1 advanced weapon
Allowance: 6AP as directed by handler Attack (costs 1AP): Kill zombies if 1xD6 = 6 Attacked: Killed if 1xD6 = 6

Frenzy! For this turn only all zombies have up to 6AP

action

If handler is killed, seek out the nearest survivor

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11

draft 3.0 ~ 07/2009

Zombie! If search point is denoted by a body then, unless immediately previously searched by a dog, replace search point with a zombie that immediately acts as a zombie does action

Zombie! If search point is denoted by a body then, unless immediately previously searched by a dog, replace search point with a zombie that immediately acts as a zombie does action

Zombie! If search point is denoted by a body then, unless immediately previously searched by a dog, replace search point with a zombie that immediately acts as a zombie does action

Barricade! Holder can once only at any time create a single doorway or window barricade without AP cost, then discard

Barricade! Holder can once only at any time create a single doorway or window barricade without AP cost, then discard

Barricade! Holder can once only at any time create a single doorway or window barricade without AP cost, then discard

action

action

action

Weapon stoppage! Own firearms and chainsaw are out of use for this turn and the next, then discard

Weapon stoppage! Own firearms and chainsaw are out of use for this turn and the next, then discard

Weapon stoppage! Own firearms and chainsaw are out of use for this turn and the next, then discard

action

action

action

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draft 3.0 ~ 07/2009

Heres Johnny! If in a room that has zombies at barricades they give way and so must be removed, then discard

Heres Johnny! If in a room that has zombies at barricades they give way and so must be removed, then discard

Out of fuel! If drawn by an occupant or key holder of a vehicle (or the user of the chainsaw) then it is out of action until refuelled by a survivor with a fuel can, then discard

action

action action

Vehicle Key ~ VW Camper Must be held by driver to drive Enter/exit vehicle = 1AP Max capacity = 6 persons Normal movement = 16 sqs Movement on grass = 50% When on grass throw 1xD6 and 1 or 2 = stuck this turn small item VW Camper Seating Plan

Vehicle Key ~ Land Rover Must be held by driver to drive Enter/exit vehicle = 1AP Max capacity = 4 persons Normal movement = 16 sqs Movement on grass = 50%

Fuel Can Stores item to be returned to base and used at any time to refuel chainsaw or use once only at any time to refuel a vehicle at its fuel inlet point, then discard

small item

large item

Land Rover Seating Plan

Fuel Can Stores item to be returned to base and used at any time to refuel chainsaw or use once only at any time to refuel a vehicle at its fuel inlet point, then discard

large item

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draft 3.0 ~ 07/2009

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