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Infestation

A Warhammer 40,000 Game of Zombies

Infestation Rules rewritten January 2020!

Infestation Page 1

This is the second page of suggested rules for Infestation, a Warhammer 40,000-based Zombie game. I have to confess that due to numerous other concerns it has taken me over a year to web the second page, and this is still by no means complete. I thought it was better that I put up what I had come up with and let players work out any of the missing detail.

This page consists of three basic parts. The first has some suggestions for additional or alternate rules and generating terrain and events. The second part has some tables for generating equipment and player or non-player characters. The third has some suggestions for scenarios. Previous visitors will note that some of the content that was originally on the first page has been moved to this page to make their sizes more even. I have also added a table of contents to this page.

Run for It!

Super Undead (SUDs)

Fast Zombies

Be as Quiet as the Grave!

Additional Zombie Profiles

“They’re Eating Him Alive!”

Terrain

Buildings

Meeting Zombies

Human Profiles

Starting Equipment for Characters

Random Street Encounters

Generic Random Weapon Charts

D2 Rolls

Horses and Zombies

Even the Undead Must Eat!

Senarios


Run for It!

The Movement rules for this game were originally based on 3rd edition WH40K, which did not include any rules for running. The option to run was included in the Necromunda rules and has now been included in WH40K 5th edition. My feeling is that the movement rules of Infestation should be kept based on 3rd edition, since if characters can run it will become too easy to evade zombies. As an optional rule a character may elect to run once during a game, representing the character being winded for several turns after. This will most probably be used as a useful option to get out of trouble. Running is taken instead of a shooting phase and is either an extra 6" of movement (ie a double move as in Necromunda) or an extra D6", a per 5th edition rules.

Zombies cannot run, unless...

Super Undead (SUDs)

No one knows why some zombies retain or regain more vigour than others, but occasionally one encounters packs of zombies that are faster and more formidable. Thankfully such creatures are rare, but when encountered they are often in corps of similar creatures.

Super Undeads always move D6+3" and charge 6". They have the following profile:

WSBSSTWIntALdSave
SUD2034131X5+

If the GM wishes SUDs or certain SUDs can have the Furious Charge and/or Counter Attack abilities.

Furious Charge

If the SUDs charge into combat they add +1 to both their Initiative and Strength characteristics when attacking.

Counter Attack.

To represent this, when a unit of SUDs with this rule is assaulted by the enemy it must take a Leadership test against a Ld of 9. If the test is successful all models in the unit get the +1 assault bonus to their attacks, as if it was they that had assaulted that turn. This rule cannot be used if, when assaulted, the unit was already locked in combat from a previous turn.

Fast Zombies

A number of recent movies have featured fast-moving zombies. Replace the Shamble rule with a move of 2D6". Different groups of zombies may differ in their characteristics. Keep the survivors guessing!

Be as Quiet as the Grave!

Highschool of the Dead” had the interesting twist that the zombies were blind and hunted by sound. “The Girl with All the Gifts” had a similar idea where the zombies entered a dormant phase where they would not attack unless awoken or disturbed.

“Zombies: A Hunter’s Guide” suggests: “Atomic zombie eyesight is incredibly poor and is based on movement. They will react to anything that moves faster than their own shuffling walk. For the most part, these zombies rely on their hearing, which remains acute even in death. They generally notice any unusual sound louder than a slight breeze and will move in the direction of the noise. The louder the sound, the quicker they react (although “quick” is a very relative term here). Atomic zombies also possess a sense of smell, though this sense has only one setting. Once they are within a few feet of a living creature, zombies can smell it. It remains unclear exactly what scent zombies smell, though sweat remains the strongest contender.”

How to add such a component to a game is up to the GM. Perhaps this only affects necrotic and putrid zombies.

Blind zombies will attack and otherwise react normally (for zombies!) if a non-zombie is within Initiative distance. Shooting will be even less accurate!

Players may attempt to move quietly to avoid attracting the attention of more distant zombies. Moving at normal speed or faster will cause enough noise to attract zombies unless the ground is very soft. Marshy ground may also be noisy. Moving to within the zombie’s Initiative distance or having the zombie move to within this distance, such as by random movement, will trigger an attack. The noise of this will probably attract nearby zombies. Most gunfire will attract zombies, especially if they are the target.

If a character is attempting to move quietly the GM may require Initiative rolls to determine if they accidentally make any noise. Remember that zombies also have a good sense of smell, especially for blood and brains.

Additional Zombie Profiles.

On the first page I included a GW official profile for WH40K zombies from the Creature Feature Article (4th Edition?). In their wisdom GW have now taken this down but a copy can hopefully still be found here.

WSBSSTWIntALdSave
Creature Feature Zombie1034111105+

Points/Model: 6.

Weapons: Zombies are always treated as having a single close combat weapon, regardless of what the model is armed with.

Options: Any squad can be upgraded to being Relentless at +3pts per model, and if so will benefit from the Feel No Pain rule, below.

Special Rules.

Shamblers: Zombies always move as if in difficult terrain. (Roll two D6 and take the higher score.)

Fearless: Zombies are Fearless and hence will automatically pass any Morale or Leadership test and cannot be pinned.

Feel No Pain: If a Relentless zombie loses a wound, roll a D6. On a 4+ the wound is ignored – the zombie has lost its legs or some other non-vital part and keeps on crawling. This ability cannot be used against weapons whose strength is at least twice the zombie’s toughness or against close combat weapons that allow no armour save.

This is by no means the only zombie profile that has been published for use in the WH40K universe.

In WH40K Rogue Trader there was an entry for zombies. The zombies in this case were not truly undead but were individuals that had had their Willpower drained, leaving them as mindless automata, the unthinking tools of their controller. Such zombies had the usual profile for a creature of their type, but lacked psychic powers or other special abilities. They were unable to speak for themselves, although possibly a controller could use one as a “mouthpiece” to communicate with characters.

In Necromunda the Scavvies included plague zombies. These were also not true undead, but individuals whose higher reasoning was destroyed by a terrible disease. Profile was:

WSBSSTWIntALdSave
Necromundan Plague Zombie20331115-

Special rules included an erratic but sometimes fast move of up to 2D6", No Pain (ignore flesh wounds and pinning) and No Fear (ignore psychology and never roll Ld tests for nerve).

Apocalypse (4th Ed. rules) offers us a plague of zombies as a force option.

Apocalypse Plague of Zombies

WSBSSTWIntALdSave
Apocalypse Plague Zombie2132111*10-

Plague Zombies Points Cost: 5 Points Per Model.

*The jaws and claws of these zombies count as two close combat weapons, which is GW’s long-winded way of saying Attacks should be 2 rather than 1.

Special Rules

Feel No Pain, Fearless, Poisoned Weapons (wound on 4+), Join Us!

Join Us!: At the end of every Assault phase during which the plague zombies have fought in close combat, before “pile in” moves, roll a D6 for every casualty caused in the combat (friendly and enemy). On a roll of a 6, they are resurrected as a plague zombie - add a model to the plague zombie unit. If the plague zombies unit was wiped out that turn this rule has no effect. If multiple plague zombie units are involved in the same combat, evenly divide the new models between the units (Chaos player’s choice for any odd models).

An interesting feature of the Apocalypse plague zombie rules is the concept of a zombie controller such as a plaguemaster or Typhus. Plague zombies units are Slow and Purposeful (Move in a Shamble, best of two D6"), unless they have a model within 12” of a plaguemaster, or within 18” of Typhus. It is possible in Infestation that a character such as a rogue scientist or psyker could also control zombies. I’d suggest that zombies so controlled can move 6" and have 2 Attacks.

Codex-Eye of Terror p.44 (3rd Ed. Rules) also had plague zombies. These used the profile of mutants with the “Bloated Blessing of Nurgle” (save of 4+). They were Fearless and Shambling, so always moved as though in Difficult Terrain (best of two D6"). Having Daemonic Mutations and Resilience increased Attacks and Toughness both by one. Points cost: 9pts per model.

WSBSSTWIntALdSave
Codex Eye of Terror Plague Zombie3233(4)131(2)74+

Some GMs may like to use the above profiles to vary the types of zombie the characters encounter. In the best traditions of “Resident Evil”, throw in the occasional mutant or beast too!

“They’re Eating Him Alive!”

While zombies are terrifying they are not particularly efficient killers. They seldom have the intelligence to kill a victim before trying to eat them. Mostly they just bite and claw at a victim with their blunt teeth and nails. Often victims can fight free after losing a few mouthfuls of flesh. The GM may rule that the character killed by zombies has a 50% chance of being wounded instead, rolling for injury on the chart below or one of the GM’s own devising. This chance can be modified to compensate for number of attacking zombies or other factors that may have an effect.

Any infections scored due to the zombies rolling natural 6s to-hit should be allocated to wounded and injured characters before others. It may be decided all unsaved wounds caused by a natural 6 to-hit are non-lethal injuries.

Recovery times given assume advanced medical care. Multiply by D6 if only primitive or emergency care is available and D10 if untreated.

D100InjuryTime Injured
(days)
Penalty While InjuredPermanent Effects
01-10Light Left Arm1May not use armNone
11-20Light Right Arm1May not use armNone
21-30Light Left Leg1Halve MoveNone
31-40Light Right Leg1Halve MoveNone
41-50Light Head Wound1Characteristics reduced by 1None
51-60Severe Left ArmD6May not use armMay not use arm
61-70Severe Right ArmD6May not use armMay not use arm
71-80Severe Left LegD6Quarter MoveHalve Move
81-90Severe Right LegD6Quarter MoveHalve Move
91-95Severe Head Wound*D10Comatose-1 on all characteristics*
96-00Severe Body WoundD10Characteristics reduced to 1.-1 on S and T.

*Severe head injuries have a 50% chance of having one of the effects given below:

D100OrganSevere Head Wound Effect
01-20EyeOne eye blinded. All shooting at -1 to hit modifier. Spotting hidden troops is reduced to half range
21-40EarOne ear deafened. Deaf in one ear has no penalty but deafened in both ears prevents audio communication.
41-60NoseNose smashed in. No penalty other than loss of any good looks.
61-80MouthDifficulty in speaking. 25% chance of anything said not being understood.
91-00FaceFace disfigured. No penalty but might affect social interactions with others.


Terrain and Buildings

Terrain

If the GM has something specific in mind the players will probably find terrain set up already on the tabletop. In other situations it may be necessary or desirable to generate terrain as you go along. Fleeing players may stray into another part of town or players may decide to investigate an area the GM hasn’t prepared maps for. Some GMs may prefer to design terrain as they go along.

One way to do this is to buy or make some special dice such as the Corridor Dice and Door Dice manufactured for other games.

Corridor dice can be used for other applications such as the layout of streets. When outside a “Stairs” result can be taken to be another feature such as a bridge, rail station etc. The faces of a Corridor dice are marked with a straight ahead hallway, a set of stairs, a door, right turn, a left turn and a T-intersection.

Door Dice are used to determine the status of a door or other object such as a locker or chest. Faces are marked Open (two sides), Locked, Stuck, Trapped and Magically Locked. In this game “Magically Locked” can be taken to mean the door is particularly hard/impossible to force open or break down. It may be barricaded or need a special keycard or heavy weapons.

Most doors have a T of 6 and need between 1 (light wood) and 10 (bank vault) damaging hits to break them down. A security door or barricade would need at least 4 damaging hits.

If you can’t find Door or Corridor dice then they can be made from blanks, as can any similar dice the GM feels he needs. Alternately you can construct tables and use normal dice, although special dice are quicker and more fun.

 CorridorDoor
1Right turnOpen
2Left TurnLocked
3Straight AheadDanger
4T-JunctionStuck
5StairsSecurity Door/Barricade
6DoorOpen

T-junctions come from the left on a 1-2, right on a 3-4 and cross the corridor on a 5-6.

Terrain Tiles

Another, rather fun way to generate terrain is to adapt the system used for the Patrol: Lost! system. Each tile can represent a section of road or corridor or a room. The core rules for this system use hexagonal tiles which can give winding paths suitable for jungle trails or certain types of urban terrain. For building interiors or more regular city streets you may like to try square tiles. Tiles with paths resembling I, L, T or + will be needed. For variety some tiles will have the entry and exit offset. For tiles that represent a room these characters are only intended to indicate the approximate positions of the access points and the figures can move to anywhere on the tile. Other tiles may have a path, representing a narrow corridor or alley. There should be several “dead end” tiles to represent rooms with only a single way in or out. The GM can rule some exits have closed doors or obstructions, postponing the laying of new tiles until a character opens the door or passes through. There is no reason why a combination of hexagonal and square tiles cannot be used together. Each indoor tile can be taken to represent a building section, so 5" across is an appropriate size.

Buildings

Buildings can be handled in two ways. If you have sufficient room to set up the interior of a building on the table top you can use normal tabletop rules. Different stories of the building can be set up on different parts of the table.

When fighting inside a building on the tabletop most of the usual tabletop rules are used. A door can be moved through by any model that has sufficient movement allowance to reach it and pass through it. Ramps and stairs are treated as normal ground.

A ladder between two floors requires 3" of movement to climb completely. A model with a 6" move 4" from a ladder is considered to use 4" of the move reaching the ladder and 2" climbing. If it is not killed or dragged down by zombies while climbing on its next turn it can climb the remaining 1" of ladder and move a further 5" on the next floor. A unit that assaults via a ladder does not get any Charge bonuses. If the architecture permits models may jump down from a higher level into close combat. They get a Charge bonus for this but must roll against Initiative for each 2" they jump down. If any Initiative roll is failed they take D3 S3 hits each if they were one section/floor higher, D3 S6 if two sections/floor higher and so on. The same penalties are used if models fall from a height. A model that has deployed a grappling hook can treat a wall as though it had a ladder. To deploy a grappling hook the model must be at the base of the wall. The GM may decide certain characters are too weak or tired to climb ropes and require a roll equal to or lower than their strength before starting. Ropes thrown or fired across horizontal gaps are crossed at “Difficult Ground” rate. The GM may impose a strength roll for some characters attempting this.

Direct shots made into or within buildings with area weapons may deviate, hitting a target that the shooter did not have a line of sight to. When a shot against a target within a building deviates place the marker as dictated by the deviation roll. Take a line from the centre of the marker back towards the shooter. If there are no obstructions or other features that would have intercepted the shot leave the marker where it is. If the shot would have hit an intermediate feature or model move the marker back along the line until it is at the feature nearest the shooter. If the shooter attempted to fire through a mass of enemy or friendly models the same technique may be used.

Using grenades and area or template weapons inside typical buildings is subject to the “Confined Spaces” rule. If fighting on a tabletop use the usual scatter rules to find where the shot/grenade lands. You don’t need the usual area markers, everyone within 3" of that point is hit.

The other way to handle buildings is by charting the interior as a collection of sections. This is a more abstract method where models inside a structure or vehicle don’t need to be represented by actual models on the tabletop. Most building stories will be one section. As a general rule a section can be taken to not exceed an area of 25 square inches so each floor with a greater area is divided into two or more sections. For example, a floorspace of 36 square inches would probably be treated as two 18 square inch sections. Sometimes the shape of the building will make it obvious that more than one section should be used. Two towers connected by a low building would obviously have three ground floor sections. A single building section will also not be either longer or wider than 6" so a corridor 2" wide and 12" long will be treated as two sections. On most buildings each floor would be a section with only a large building would have more than one section a floor. Each section can normally hold no more than twelve models. This total may be increased during close combat. Models can move from one section to an adjacent one providing their route is not obstructed in someway. They can move to a section separated from theirs by a wall if there is a open door or other opening. They can move to a higher or lower section if there is a staircase, ladder or ramp.

A unit can assault a unit in another section providing there is access between the sections. D6 members of the attacking unit fight D6 members of the attacked unit per turn (roll separately). A unit that has to move from one section to another via a ladder does not get any charge bonuses. If the architecture permits models may jump down from a higher level into close combat. They get a charge bonus for this but if they fail any Initiative tests each take may take D3 hits equal to the equal in strength to the height they fell in inches with no save. Roll one Initiative test for every full 2" jumped down. If any of these tests are failed the model falls from the point where they jumped and takes damage as described above. If they survive this they may not move any more during that Movement phase. If the Initiative rolls are all successful the model can continue his movement as normal (jumping down does not use up any of the model’s movement allowance). The same penalties are used if models fall from a height.

If the assault is made through openings such as doorways or windows a slightly. This is also used if a unit is assaulted by a unit outside of the building or a unit inside assaults a unit outside. Two attacking models may move through each opening. These models must be fought “one to one” so if four zombies burst into a room only four survivors may fight them in the first round. If a charge came from outside the building or from another section the defenders have the benefit of cover for purposes of establishing who strikes first.

Up to six models in a section may fire out of it or into an adjoining section. If enemies are visible in more than one direction this rule may be modified if the GM wishes so that up to four models may fire to any one quadrant.

Models outside of a building can shoot at those in a building section that are firing out using their normal BS. Targets in a building are either shot at with a -2 to-hit modifier (for hard cover) or given a 5+ saving roll, depending on which system the players prefer. Most buildings give a 5+ cover save. A fortified building such as a bank or police station would give 4+ and a bunker a 3+.

When using Building Section charting there are two ways to handle the use of area weapons, depending on what shooting system you are using.

If using Cover Saves and a hit is scored in a building section with an area weapon fired from outside the building an additional D6 is rolled. On a 6 all models in the section are automatically hit. On any lower roll the round exploded harmlessly on the outside of the building.

If using a hit modifier system such as the Gemini system, Rogue Trader or 2nd edition a failed to-hit roll has the round exploding harmlessly on the outside of the building.

For either system the shooter must be within range of the building section and have a clear line of sight though a window, door or opening.

A template weapon such as a flamer fired into a building section hits all occupants of the section automatically but the shooter must be within 2" of an opening if firing in from outside.

An area or template shot or grenade that lands in a building section automatically hits every occupant of that section. When using a building section rules a grenade or area attack on another section still needs a to-hit roll to be made (and a 6 result noted for Ammo-rolls). If the shot fails the to-hit roll roll another D6. On a roll of 4 or less the weapon still hits the building section aimed for. On 5+ the grenade lands in the neighbouring building section which may be thrower/shooter’s. If there is a choice of more than one randomise with a dice roll.

For more on using Building Section Rules see the Gemini Rules Pages.

If a model firing into a building or inside a building when using tabletop rules is within 2" of the door or window they can fire through it ignoring to-hit penalties for cover or cover saves that the exterior wall gives. If Building Section rules are being used then models inside the building section being fired at in through windows are -2 to hit to allow for the cover given by walls and furniture. A grenade thrown in from a door or window from this range or template or area weapon fired through the opening is assumed to land in the building section immediately on the other side of the opening. Because they are in a confined space all models in a 6" building section are automatically hit from area weapon or flamer attacks that are made into their section. Attacking an interior building section other than that adjacent to the opening needs a to-hit roll. Throwing grenades out of windows or shooting out of windows follows normal rules, range being taken as being from the building edge.

Building walls may be considered to have a toughness of 8 and one successful hit creates a hole large enough for one model to move through each turn. Doors are toughness 6 and take two hits to break down if a light interior door or four for a stout interior or exterior door. A heavy steel door will need 5 hits and vault doors need 10.

Doors, normal-sized windows and walls are hit automatically if shot at from a distance of less than 2". They are hit automatically by hand-thrown grenades at less than 2" (although this is, of course, is rather risky!). At ranges greater than 2" normal shooting to-hit rolls are made. A door or normal window is a man-sized target (so no modifiers) and a wall section is a large target (+1).

Note that automatic hits such as shooting at a wall within 2" or tossing a grenade through a window 2" away still needs a dice roll to establish if an Ammo-roll must be made.

Meeting Zombies

“While zombies have no metabolism as such, the chemical process that animates their corpses also slowly burns at the meat and tissue that holds the zombie together. Consuming more flesh gives the chemical process an alternate fuel source that will keep the zombie going. While no exact studies have been done, it is estimated that just a small handful of flesh or a small animal like a bird will keep a zombie going for at least a day or two.

The smell of living prey triggers this type of zombie’s famous “moan reflex.” Those unlucky enough to have heard the moan of a zombie wish only to forget the experience. Many who have suffered from post-traumatic stress disorder relating to zombies have reported that it is the moan, more than anything else, that haunts their waking dreams. Zombies create this sound by pushing the excess gas generated by the chemical reaction up through their throats. The result is a dry, warbling groan that can be heard from several rooms away. At first examination, the moan might seem a strange survival mechanism, as its only function is to attract other zombies toward food, thus forcing the original zombie to share. However, on further study, the moan is seen as a vital part of the zombie way of life (if you’ll pardon the expression). Individual atomic zombies are slow and awkward and only able to catch the injured, frail, or particularly stupid. It is only through gathering together and attempting to surround prey that zombies can truly hope to capture their meal. The moan has such a powerful pull on zombies that they will sometimes leave a fresh kill in order to follow another moan

The moan, then, becomes the vital tool in the gathering of a zombie horde.”

Zombies: A Hunter’s Guide

Another event that will need resolution is if zombies are present. The GM or player controlling the zombies makes a roll to determine this whenever the players enter a new street or part of a building.

Whenever a group of survivors enters an unexplored area such as a street or part of a building they have not previously visited there is a chance they will encounter zombies. Roll 2D6 and any result other than a score of 6-8 gives 2D6 zombies per room. (A 56% or 5 in 9 chance). This means a two-section building space may have up to 24 zombies! If you have a set of polyhedrial dice then D20+D6 will give a more varied range of zombie numbers.

The GM may choose other combinations of dice to suit the scenario. The chance of finding zombies in a morgue or the Hyntich research lab is probably much higher. It is also well within the spirit of the game to have a single zombie burst out of a wardrobe or meat locker a character was about to search!

To keep the players on their toes zombie models will often not be placed on the tabletop until the players enter the same area or would have a line of sight to the zombies.

If outdoors, zombies may either be milling around in the street or in a building opening on to the street and come out when they are aware of the players. If indoors, zombies may be in a room and placed on the tabletop when a player moves to where they would have line of sight of the zombies. Alternately zombies may be out of view in a side room and either emerge when players get closer or not react until the door is opened. Occasionally players may get to surprise zombies who are looking in the other direction or distracted feeding.

As well as encountering zombies when entering a new area players that remain anytime in one place may encounter zombies that wander into the area either randomly or attracted by players.

Instead of moving randomly a scenario may have zombies patrolling a certain “beat” or hanging around close to an objective.

Zombies that are not dispatched in the first volley of shooting or round of close combat may “moan”, summoning additional zombies from the surrounding area. The effect area of a moan will depend on terrain and the number of contributing zombies.


Human Profiles.

In large games of WH40K most humans have the same profile. The differences between two individuals are relatively minor compared to the difference between a human and a daemon or avatar. In Infestation most of the characters are human or once human. For this reason there are several profiles for humans in order to make things a little more interesting.

WSBSSTWIntALd
Standard Human33331317
Weak Human22331316
Strong Human44341418
Arbites44431417
Major Hero/
Maximum Human
66443639

Customizing Profiles

The above basic profiles can be customized for player characters or to generate more interesting non-player characters.

One way to do this is to give each player D6 custom points which can be added to their profile. For example a player with 3 points may choose to add 1 to his WS, 1 to T and 1 to Ld. Or the GM may chose to randomize the allocation of these points. The player may also be allowed to shift points. For example the player reduces their character’s Initiative by 1 and adds this point to their Strength instead.

The GM may choose to award a point at the end of a successful game to reflect the character’s increasing experience.

Points may not usually take a character’s characteristic above the values given as for maximal for humans. Attacks and Wounds can be increased beyond 3.

Dice and/or tables can also be used to determine the sort of terrain or objects that a party will encounter. When a party enters a new area they may encounter things other than zombies and a Random Street Encounter table is suggested below.

The Random Tables below are mainly intended as a guide and fall-back. If the GM has something specific in mind he can elect not to use the tables. For certain scenarios players may be told they have a unit of a certain type and have a certain number of points with which to equip and customize.

Starting Equipment for Characters

The tables below can be used to generate playing characters or non-playing characters (alive or dead) that the party may encounter.

Arbites

An arbites always has a sword/knife and a pistol. On a D6 roll of 1 they have a laspistol, on 2-6 they have a bolt pistol. The arbites has a 5% chance of also having a webpistol. They have a 10% chance of having an arbites combat shotgun. If they do not have a shotgun there is a 10% chance of having a boltgun. If they have neither shotgun nor bolter there is a 10% chance of having a suppressor shield and power maul.

Arbites have armour that gives a 4+ save and has a respirator, photovisor and infravision.

Police Officer

A police officer always has flak armour (5+), photovisor, a laspistol and nightstick (close combat weapon).

There is a 10% chance of also having a basic weapon:

1 - 2Shotgun
3 - 4Autogun
5 - 6Lasgun.

Civilian

A civilian has a 1 in 3 chance (5+ on D6) of carrying or having found something that can be used as a close combat hand weapon.

There is a 5% chance that they will have found a civilian weapon such as a bow, hunting rifle, shotgun etc. Use the chart for civilian parties to generate what sort of weapon they have found.

Street Ganger

A street ganger will always have some form of a close combat hand weapon. There is a 90% chance of some form of pistol weapon (use the chart for ganger parties). 40% chance of a basic weapon from the ganger charts.

Criminal

Criminals will always have at least one close combat hand weapon. There is an 80% chance of a pistol weapon. Organised criminals (mobsters) may have a 5% chance of access to exotic weapons such as plasma pistols.

Random Street Encounters.

Random Party Generator

“Parties” are any group of non-zombies that the survivors encounter. This table also covers vehicles that might be found. Parties may be living or slain and may be on foot or have a vehicle. Slain parties may provide the group with weapons. Living parties may be allies or may be hostile. Parties include PDF, arbites, police, medics, fire-fighters, civilians, street gangers or civilians.

A party contains D6+3 models.

 ConditionChance (D10)
Random Party of Individuals.Live Party1-3
 Slain Party4-6
VehicleWorking7
 Inoperative8
 Repairable9
Party with VehicleRoll against above10

PDF Squad

PDF (Planetary Defence Force) squads may have been on foot or equipped with a truck or Rhino.

A slain squad will be found with D10-4 working basic weapons. 1-4 these are lasguns, 5-6 autorifles. There will also be a 5% chance of a single working laspistol and 5% chance of chainsword.

There will be a chance of up to two randomly generated special/heavy weapons. One special/heavy weapon is generated from the first column below, the other from the second.

 Column OneColumn Two
1Plasma Gun (hot)Lascannon
2Flamer (military)Missile Launcher
3MeltagunHeavy Bolter
4Grenade LauncherHeavy Stubber
5Assault StubberAssault Stubber
6No WeaponNo Weapon

PDF grenade launchers are found with frag and krak rounds. PDF missile launchers are found with superfrag and superkrak rounds

A living PDF squad will have up to two special/heavy weapons (roll once on each column). The rest of the squad will carry basic weapons. On 1-4 these are lasguns, on 5-6 autorifles. There is a 50% chance that one trooper is an NCO or officer and may carry a laspistol and chainsword instead of a basic weapon.

Arbites

Arbites are all armed with a laspistol (1 in 6) or bolt pistol (5 in 6), although this may have expended all of its ammo if the arbite was slain. Chance of a working weapon being present is unlikely to exceed 50%.

What other weapons the arbite team has will depend on the type of unit it was. Roll a D10.

1 - 4Patrol Team. Patrol teams are common and may have arbites combat shotguns (50%). There is a chance that some executioner ammo is available. Executioner ammo can only be fired from arbites shotguns.
5 - 6Combat Team. Combat teams are armed with bolt guns and frag grenades. One Arbite may have a Heavy Stubber (1-2), assault stubber (3-4) or grenade launcher (5-6). Possible grenade launcher ammo should be randomised between two of the following: Photon-flare, krak, frag and stumm. Sniper rifles are sometimes found with combat teams (10%).
7 - 8Shocktrooper Team. Shocktroopers are armed with power mauls and suppressor shields and may have stumm grenades. 5+ chance of one arbite having web-solvent.
9Pursuit Team Pursuit teams may have shotguns (though this is less likely than with a patrol team, 30%). A webpistol (10%) or (more rarely), a sniper rifle (5%) may be found. If not on foot the pursuit team would have been mounted on bikes armed with twin-linked bolters (3+ chance).
10Support Team. Support teams are rare. They are more likely (3+ chance) to be encountered with transport such as a Rhino, Repressor or armoured van.
D4 rolls to randomly select from the column below to find the working weapons the support team has.

1Multi-melta
2Heavy Stubber
3Heavy Webber
4Grenade Launcher.
5Heavy Bolter
6Sniper Rifle
7Power Axe
8Web Pistol
9Flamer (military)
10No Weapon

Web weapons come with a supply of web-solvent. Grenade launchers have ammo as generated for combat teams but also have a chance of getting knock-down gas. Roll twice on the Random Grenade Chart.

Street Gang

Each member has a close combat weapon and a chance of being armed with:

1-2Shotgun
3Flamer (homemade)
4Lasgun
5Autogun
6Autopistol
7Stub gun
8Hand Flamer (homemade)
9Sawn-off Shotgun
10Laspistol

Civilians

Chance of:

1 - 2Hand weapon
3Shotgun
4Hunting Rifle
5Bow (1-3), Handbow (4) or Crossbow (5-6)
6Spear (1-3) or Two-hand weapon (4+)
7Stub gun
8Laspistol
9-10No weapon

Criminals.

The members of a criminal party will always have hand weapons and also:

1 - 2Stub Gun
3Autopistol
4Laspistol
5Sawn-off Shotgun
6Hand Flamer (homemade)

There is a 20% change of a party having shotguns (1-3), lasguns (4), autoguns (5) or power mauls (6).

15% chance of one model having a handbow

20% chance of one model having:

1Plasma pistol (Hot)
2Plasma Gun (Hot)
3Lascannon
4Flamer (military)
5Missile Launcher
6Meltagun
7Grenade Launcher (PDF)
8Assault Stubber
9Multimelta
10Heavy Stubber
11Heavy Webber
12Grenade Launcher (Arbites).
13Heavy Bolter
14Sniper rifle
15Cap-Plas Pistol
16Shuriken pistol
17Cap-Plas Gun
18Shuriken Catapult
19Flamer (homemade)
20Random additional grenade type

Generate ammo for Grenade launchers as indicated on the Arbites or PDF entry.

Random grenades are selected from frag, krak, smoke, blind, stumm, knockdown, photon and molotov.

Generic Random Weapon Charts.

Basic Weapons

0-25Auto-Gun
26-35Bolt-Gun
36-40Flamer
41-45Bow/Crossbow
46-47Handbow
48-65Lasgun
66-70Melta-Gun
71-75Cap-Plas gun
76-85Plasma Gun (Hot)
86-90Shotgun
91-00Storm Bolter

Pistols and Close Combat Weapons

01-10Auto-Pistol
11-20Bolt Pistol
21-25Chainsword
24-40Combat Accessory or Hand Weapon
41-45Hand Flamer
46-55Hand Weapon
56-57Spear
58-70Laspistol
71-77Two-Hand Weapon
78-80Plasma Pistol (Hot)
81-83Power Axe
84-85Cap-Plas Pistol
86-87Power Sword/Power Maul
88-90Sawn-off Shotgun
91-93Stub gun
94-96Sword/Machete
97-00Web pistol

Heavy Weapons

01-15Auto-cannon
16-20Assault Stubber
21-25Plasma Cannon (Hot)
26-35Grenade Launcher
36-45Heavy Bolter
46-50Heavy Cap-Plas Gun
51-55Heavy Stub
56-57Heavy Webber
58-75Las-Cannon
76-90Missile Launcher
91-95Multi-Laser
96-00Multi-Melta

Grenades

 2D6
Blind1-4
Knock-down5
Krak6
Frag7
Photon8
Smoke9
Stumm10
Molotov11+

D2 Rolls

Many of the events in a game have a 50% resolution. One way to decide this is obviously to flip a coin. Sometimes you have to decide this for more than one model at once. A good example of such a situation is the “Zombie Ignore Wounds” rule. If you have to decide this for several models at once it is often easier to roll dice than flip coins. Dice are readily to hand on the game table, easier to pick up and easier to throw in large quantities. Use the following table to settle any arguments on what dice scores mean.

1 - 3
4 - 6
Heads/OddTails/Even
TrueFalse
LeftRight
Zombie KilledZombie Ignores Wound
MaleFemale
HitMiss

Horses and Zombies

Horses fear all zombies, not just putrids. If the horse is being ridden Fear tests are made using the rider’s Ld or Cl value, not the horse’s.

If there are any necrotic zombies present in a group horses will need to take a Terror test. If the test is passed horses will still Fear groups containing necrotics and such tests are against Ld (or Cl) -1. See the Optional Rules Page for rules on Fear and Terror.

Even the Undead Must Eat! (Optional Rule)

Whenever an human is killed, EVERY zombie within 2" of them must test to see if they resist their hunger for brains! Roll a D6 for each zombie. On a 5+ they are unaffected. On a 1-4, that zombie must remain where it is feasting on the remains. Feeding takes one turn when zombies outnumber the dead by six to one. Anything less than six to one takes two turns. During that time, feeding zombies may not move or initiate combat. Any zombie attacked while it feasts will fight normally.

Scenarios.

Terminal Destination

From the higher buildings you can see there are still spacecraft at the spaceport. If you can reach them you can probably escape to a safe island or off-world. It’s only a few kilometres away but the streets are full of zombies.

School Rescue

A vast horde of zombies is approaching a school or orphanage run by the Adepta Sororitas. Find sufficient transport and rescue the children.

The Lab

A former worker from the Hyntich lab claims that there was an antidote to the plague stored there. If you can reach it you can release it and end the zombie menace but is the worker really telling the truth or have reasons of their own for wanting to return to the lab? Such a cure might be valuable and attract those who want it for their own profit.

Hyntich also contained various aliens and creatures that were being studied so the lab may contain hazards other than zombies.

Bad Time to Visit

A band of Orks, Eldar or other aliens notice that the world’s planetary defences are down and decide to investigate or raid.

Shop Till You Drop

The big shopping mall is full of food and equipment that your group of survivors could use. Possibly it could be your new stronghold but does it already contain occupants?

Extermination

You command a arbites, PDF or police unit. Wipe out the zombies in the area with as few casualties to your own force as possible. Award a point for each kill, deduct several for each comrade lost.

Zombie Hunt

A small, varied group of survivors decide to reduce the zombie population of their area.

Wards of The Living Dead

Hospitals are likely to be early victims of any zombie outbreak. Apparently dead bodies are placed in the morgue, only to rise again. The zombies will find a large number of victims, most unable to escape or defend themselves. Rapidly the numbers of the undead are swollen. Hospitals are likely to contain large numbers of zombies, but also have vital medical supplies. Weapons within a hospital will be hard to find. Start swinging that bedpan!

Last Bus Out

Things are just too dangerous in the city. Find enough transport for your group and navigate the streets to leave the city.

Waiting for the Cavalry

Hold out against the zombie horde until relief comes. The relief force may be arbites, police, PDF or space marines or imperial guard from off-world.

Gauntlet Tower

Gauntlet Tower was the headquarters of Gauntlet Corp. A flyer can clearly be seen parked on its roof. With such an aircraft the party can escape the zombie-infested city.

A zombie attack on Gauntlet Tower triggered an accidental security lockdown resulting in the entire workforce being trapped inside and consequently killed or infected. Gauntlet Tower is filled with zombies on nearly every floor.

The survivors must break into Gauntlet Tower and fight their way up to the roof, floor by floor.

Gauntlet Tower Options:

“Don’t I Know You?” or “Attack of the Zombie Cheerleaders”

(Sub-scenario) The player encounters a zombie who was or resembles someone famous or someone the player knew. Alternately the zombie(s) are naked and/or once very attractive. The player must pass a Ld roll or become Transfixed. If transfixed the player shoots and fights at -1.

Bank Heist

You’ve planned the bank job perfectly. You have the weapons, the tools, the getaway car and the plan. Nothing can go wrong!

Play the first part of this scenario as a bank heist. While the robbers are in the bank a zombie outbreak occurs.

Picking Over the Bones

Vital supplies are needed! There is a place where food, fuel, ammo and/or medical supplies may be found. There may be rival groups after the same thing. There will be zombies! Each item of goods can be carried by one person. If the person carrying the goods is killed or otherwise incapacitated, the goods remain where they fell until someone claims them.

Going Underground

You decided to bypass the zombie-filled streets by going underground. Seemed like a good idea but there are zombies in the sewers too. The underworld is also home to wild gangs of outcast humans, many of whom were not too sane to begin with.

The Necromunda “Blind Fighting” is worth a read if considering an underground or nighttime scenario.

Infestation Page 1
Warhammer 40,000 Scrapboard Page

By the Author of the Scrapboard :


Attack, Avoid, Survive: Essential Principles of Self Defence

Available in Handy A5 and US Trade Formats.

Crash Combat Second Edition with additional content.
Epub edition Second Edition with additional content.

Crash Combat Third Edition
Epub edition Third Edition.