Nurgle Zombie Apocolypse Rule Book

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    Nurgle Zombie Apocalypse

    Nurgle Zombie Apocalypse is a 2 - 4 player RPG game based on the world and rules of Warhammer

    40k 6th edion

    Nurgle Zombie Apocalypse is set on world over run by the forces of Nurgle, where the cizens

    have been turned into Nurgle Zombies who roam the planet looking to infect those remaining sur-

    vivors. The Nurgle plague originated from a warp portal on the planets surface which is now

    almost unreachable due to warp storms and a thick green haze that lls the air. Now, that the

    Nurgle plague has taken hold the only way to the portal is by foot.

    Many Heroes have arrived on the planet in aempt to destroy the portal but all have failed or

    worse been turned to the forces of Nurgle. As the planets few survivors are slowly consumed bythe plague Heroes sll arrive aempng to rid the world of the demonic forces. Why some Heroes

    come at all is unknown. Perhaps glory brings them or the promise of rewards from their gods.

    Whatever their reasons the heroes nd themselves ghng alongside unlikely allies, but can they

    be trusted? Does a mutual enemy make for an unlikely ally or simply draw them towards itself

    knowing that they will turn on each other given the slightest opportunity?

    Whilst Nurgle Zombie Apocalypse is meant for casual gamers to enjoy using all their favourite

    Warhammer 40k characters models in a fun, relaxed environment, we have made our best

    aempts to balance the game so that all players will be able to have an equally enjoyable

    experience.

    As with any table top game, the more games of Nurgle Zombie Apocalypse you have played and

    the beer you have learned the rules the quicker the games will be. We have found that a game

    with four players will take roughly the same amount of me as a 2000pt Warhammer 40k game.

    We hope you have as much fun playing the game as we did creang it. We will also regularly be

    updang the game with new equipment and scenarios for you to play with your friends.

    If you would like to provide feedback, have ideas of what you would like to see in the game or

    have picked up any errors, please email us at [email protected]. We do take

    the me to read your mail and get back to you where possible.

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    Setting Up The Table

    Table Size

    Nurgle Zombie Apocalypse is set up on 4x4 foot board,

    Terrain Layout

    The irst step to beginning the game is setting up the Terrain.

    This is done by players simply placing terrain on the 4x4 table

    until it resembles a battleield. Terrain may be laid out in any

    manner with these exceptions;

    No terrain pieces may have more than a single level

    requiring a 3 move to scale. Any piece of terrain with

    multiple levels can be used if players agree that no model

    may access levels beyond the irst.

    No terrain piece may be placed within 6 of a table corner.

    Table Layout

    After laying out the terrain, the towers and deployment zones can

    now be laid out. There are a total of nine towers in Nurgle Zom-

    bie Apocalypse, one 60mm tower and 8 40mm tower. Start by

    placing the 60mm tower in the centre of the board. If the tower

    cannot it due to terrain, move the intervening terrain piece the

    minimum distance required, using a scatter dice to randomly

    determine the direction, so that the tower can be placed on the

    table and not above ground level (small hills and such are ac-

    ceptable for the tower to be placed upon)

    After placing the centre tower, draw a line using a tape measure

    from the centre point of the middle tower to any table corner.

    Starting from the centre point of the middle tower place thecentre point of a 40mm tower 10 and 20 from that point along

    the line. This should leave 2 towers in line with a corner point

    and the centre tower all with their centre points no closer than

    10 to each other. The centre of the tower farthest from the mid-

    dle tower should be 14 from the closest table corner. Repeat this

    process, measuring a line from the centre of the board to each

    corner and place 40mm towers until eight 40mm towers are

    placed.

    Then measure 4 from each corner towards the centre of the

    board and draw a perpendicular line to mark off a deployment

    zone in each corner.

    Once the deployment zones have been drawn the table layout

    should be laid out as seen below.

    4

    10

    10

    10

    40mm

    Tower

    40mm

    Tower

    60mm

    Tower

    4 feet

    4 feet

    Lane

    Deployment Zone

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    Choosing Your Hero

    Selecting your Hero.

    Once the table has been laid out, all towers placed and deploy-

    ment zones deined, players may create their Hero. Players may

    select any single model from any codex as their hero with the

    following restrictions.

    The model must be either an independent character or a

    model that can be taken in a unit consisting of 1 model eg.

    A Paladin can be taken as it comes in a unit size of 1 - 10.

    The model must count as a kill point in a game when it is

    removed as a casualty

    The model can not be a vehicle or special character

    The model can not be a monstrous creature

    The model can not have a base size over 40mm

    The model may not ride a bike or jet-bike

    The model may not be a squad character that must be

    upgraded from a normal member of the unit.

    Remember to note the cost of hero as this will effect the turn se-

    quence in the game to follow.

    Equipping your Hero.

    Once you have selected your hero you may equip them with any

    wargear available to them in their codex entry. There is no point

    limit only the restrictions governed by the units entry in its

    codex.

    Hero psychic powers.

    Heroes use and select psychic powers in the normal fashion.

    However, if they choose to trade in their powers to instead roll on

    the psychic power tables in the Warhammer 40k rulebook, they

    must pay an additional 20pts.

    Core Rules

    Core Rules

    In the following pages , the core rules for playing Nurgle Zombie Apocalypse will be detailed. Nurgle Zombie Apocalypse is played on

    the Warhammer 40k platform. This means where there are no rules written to describe any game mechanics or effects, resort to therules contained within the Warhammer 40k rulebook and subsequent codices.

    Lanes

    Each deployment zone as marked on the diagram on the Setting

    Up The Table page has a corresponding lane. These Lanes are

    the areas stretching directly between a deployment zone and the

    middle tower. You can ind the exact area of a line by drawing

    two lines from the outer corners of each triangular deployment

    zone to the outer most points of the 60mm tower in the centre ofall board. Lanes do not provide physical boundaries but are used

    to describe certain movement and effects within the game.

    Deploying

    After all players have selected and revealed their characters the

    players may begin the deployment phase. Characters deploy in

    one of the deployment zones marked on the diagram on the

    Setting Up The Table page. Each deployment zone has a corre-

    sponding Lane as described above.

    Who Deploys First?

    The character who is worth the least amount of points beforedeployment gets to pick when to deploy (1st, 2nd, 3rd or 4th)

    The next cheapest characters player chooses when to deploy

    next. This sequence is followed until inally the most expensive

    player character is left . Each player then in their chosen order

    selects a deployment zone and deploys. In games where there

    is less than four players, deployment zones may be left empty.

    No player may chose to deploy in a deployment zone that has

    already been selected. Also at no point in the game can another

    player controlled model enter another players deployment zone.

    While a character is in its deployment zone it may not be harmed

    in any fashion.

    Once all players have chosen their deployment zone, each playerin the same order as they chose deployment zones deploys there

    character within their deployment zone.

    ReservesWhen deploying a character inside its deployment zone, a player

    may instead decide to use an alternate deployment method if

    available to them

    All characters may be placed in reserve and once they arrive may

    enter from one of the two table edges that borders their deploy-

    ment zone. They may not however move through another

    deployment zone.

    OutflankingCharacters who can outlank may instead deploy into reserves

    and elect to outlank. Character that elect to outlank move on

    from any table edge that does NOT border their deployment zone

    Playing the Game

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    How to Win the Game

    There a single way in which a player may win the game. There is

    however two ways in which the Zombies may win the game, this

    is the Apocalypse after all!

    In order for a player to win the game they must be the one whodestroys the middle 60mm tower. In order to do that the two

    40mm towers in between that players deployment zone and the

    centre tower must be destroyed before the centre tower becomes

    vulnerable.

    A player may also be declared the winner if they are the last Hero

    left alive. This means that all other players must be killed and not

    have enough credits to pay for their resurrection.

    The Zombies win the game if all Heroes are permanently killed.

    The Zombies also win if 25 zombies are on the table for each

    player who stated the game. For instance if 4 players started the

    game then as soon as 100 zombies are present on the table the

    game is lost and won by the zombies, if 2 players start the game

    then the zombies will win through numbers when they reach 50

    in number.

    The Towers

    All towers in the game can be destroyed though some only be-

    come vulnerable after others have been destroyed. The four

    40mm towers within 10 of one of the 4 deployment zones (the 4

    outer most towers) are always vulnerable. These towers are

    called lesser towers. The four towers in between the lesser tow-

    ers and the middle 60mm tower are called the greater towers.These tower are only vulnerable to any forms of damage attacks

    or effects once the lesser tower closest to them is destroyed.

    Once both the lesser tower and the greater tower in a single table

    quarter are destroyed, the player who chose the deployment

    zone within that quarter may now damage the centre 60mm tow-

    er as it will no longer be invulnerable to that player only. Each

    player must destroy both towers in the table quarter containing

    their deployment zone before the centre 60mm tower is no long-

    er invulnerable to them.

    The Centre tower is called the Castle Tower and contains the

    warp portal allowing the Nurgle plague to spill forth onto theplanet. When this tower is destroyed the game ends as described

    under How to Win the Game.

    Destroying a Tower

    In order for a character to damage a tower, the character must be

    within 5 OF THE CENTRE OF THE TOWER when making the

    attack. If the player is further away from the tower then the at-

    tack has no effect. Any item or effect may only effect a tower if the

    character using them is with 5 of its centre.

    Playing the Game (continued)

    when they arrive from reserves. They may not however move

    through another deployment zone.

    Deep StrikeCharacters may instead decide when deploying to deep strike

    onto the battleield. Once the character is available form reserves

    it may deep strike onto the battleield uses the standard rules for

    deep striking. If the character arrives from deep strike in another

    players deployment zone, treat this a mishap.

    ScoutingModels with this ability may do so as normal, obeying the stand-

    ard rules set in the Warhammer 40k rulebook

    InfiltratingModels with this ability may do so as normal, obeying the stand-

    ard rules set in the Warhammer 40k rulebook. Units that inil-

    trate within a towers iring range are not attacked upondeploying.

    The Turn Structure

    Players take it in turns in the exact same manner as in Warham-

    mer 40k however, each player will have an individual turn which

    will therefore mean that in most games there will be more than

    two player turns per turn. As well as each player having a turn,

    the Zombies have their own turn as well.

    There is no turn limit in Nurgle Zombie Apocalypse.

    Who gets the first and subsequent turns? The Zombies always have the irst player turn in each turn. The

    players will take their turns based on the cost of their character

    before deployment, where the cheapest character gets the irst

    turn and the most expensive character the last.

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    All the towers saves are invulnerable. All towers are also unaf-

    fected by any attack, wargear etc that causes effects that do not

    do direct damage, for example rad grenades. The towers are auto-

    matically pass any test they have to make, they can never fail an

    attribute test. The only way to hurt them is through attacks that

    result in wounds.

    Tower Defences

    All towers have some kind of defensive system to protect them. A

    tower will attack any player or player controlled unit that enters

    their range. All tower weapons have 5 range measured from the

    centre of the tower, this is the same range that they can be effec-

    tively damaged and destroyed. As soon as a Player controlled

    character or unit enters within 5 of its centre it will ire upon

    them no matter the turn or phase of the game. If a player model

    moves into its range through the movement phase, assault phase,

    consolidation etc it will be ired upon. Once the model has been

    ired upon it will not be ired upon for remaining within its 5

    range unless it leaves its threat range and re-enters.. The Tower

    will also ire at any and all player controlled units within its 5

    threat range at the start of the zombies shooting phase. It will

    ire at a player controlled unit even if that unit has been ired

    upon already for moving within 5 of its centre. The towers at-

    tacks are as follows:

    Lesser tower:

    Str 5 Ap 4 Assault 3 Range 5

    Greater Tower:

    Str 6 AP 4 Assault 4 Range 5 Rending

    Castle Tower

    Str 7 AP2 Assault 2 Twin linked Range 5

    Tower Guardians

    Each Lesser and Greater Tower has a guardian inside. Upon de-stroying the tower, the guardian is released. The Tower Guardian

    will be released from the Castle tower in front of any zombies

    spawned that turn. The Guardian will always go towards the de-

    ployment zone in the same Lane as his tower. The Guardian

    follows the same rules for movement and vision as the Zombies

    Playing the Game (continued)

    WS

    BS

    S

    T

    W

    I

    A

    Ld

    Sv

    1 3 4 4 6 - - - 5++

    WS BS S T W I A Ld Sv

    1 4 5 5 6 - - - 4++

    WS BS S T W I A Ld Sv

    1 5 6 6 6 - - - 3++D6 Roll Character Spawned

    1 Belial

    2 Asurman

    3 Pedro Kantor

    4 Straken

    5 Khan the betrayer

    6 Commander Farsight

    described in the Zombie section of the rules, however he is al-

    ways an independent unit. The Tower Guardian may be attacked

    by any player controlled units. He will also attack any player con-

    trolled character or model that he can see. If the tower guardian

    can see or is in charge range of the unit that destroyed his tower,

    he will always attack, move towards and assault that unit over

    any other units he may be in range or sight of. If no player con-

    trolled units are within his vision he will walk towards the de-

    ployment zone in the same Lane as his tower. When he reaches

    the deployment zone he is simply removed and does not res-

    pawn. The tower Guardian is only generated when the tower is

    killed. Upon killing a Lesser or Greater Tower roll a D6 and con-

    sult the chart below to see which character is spawned in the

    next zombie spawn wave. Any ability the tower Guardian has that

    would effect units from his own codex instead effects all zombies.

    D6 Roll Character Spawned

    1 Marneus Calgar

    2 Draigo

    3 Abaddon

    4 Asdrubal Vect

    5 Mephiston

    6 Ghazghul

    Tower Statistics

    The towers are treated as immovable creatures with the follow-

    ing stat line

    Lesser Tower:

    Greater Tower:

    Castle Tower:

    Lesser Tower:

    Greater Tower: All Guardians have eternal Warrior, If they al-

    ready have eternal warrior, they gain True Eternal Warrior as

    described in the Game Special Rules section found later in the

    rules.

    All Guardians also gain the fearless special rule.: Guardiansspawned from the Greater Tower also have the Feel No Pain and

    Relentless Special rule.

    All Guardians will use any and all attacks and abilities available to

    them in order to defeat a player hero and will shoot any available

    weapon at a player.

    Greater Tower:

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    Game Specials Rules

    Nurgle Zombie Apocalypse is played with a few rules perma-

    nently in effect and has a few new rules that are constantly in

    effect during the game.

    Nurgle Zombie Apocalypse is played under the constanteffect of Night Fighting as described in the Warhammer

    40k Rule Book

    All effects that remove from play instead cause instant

    death.

    Every unit in the game possesses the Eternal Warrior

    special rule as described below.

    Eternal Warrior - Any model possessing Eternal Warrior

    will instead only take D3 wounds when suffering the

    effects of an instant death attack or any attack that re-

    moves them from play.

    Any Character that naturally has (or starts the game

    before deployment) the Eternal Warrior special rule

    instead gains the special rule True Eternal Warrior as

    described below.

    True Eternal Warrior - Any model possessing True

    Eternal Warrior will instead only ever take a single

    wound when suffering the effects of an instant death

    attack or ability that removes them from

    Playing the Game (continued)

    Units inside their deployment zone may not be harmed

    by any means. And are essentially invulnerable until

    they leave the deployment area.

    Characters inside their deployment zone at the begin-

    ning of their turn regenerate d3 wounds at the start of

    their movement phase.

    Free For All!

    While models can be locked in combat as normal this does not

    always effect each player in the same fashion. A player who is

    locked in combat, may not be able to shoot ranged weapons in

    the melee, however other enemy units may still shoot them in

    combat. This is because everyone is ighting everyone!

    Units may ire weapons into a combat that doesnt involve a

    friendly model, treating the models as if they were being shot at

    by normal means. To hit, wound, saves, cover etc are all done

    exactly as described in the Warhammer 40k shooting phase.

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    Castle

    Tower

    The following pages will detail everything you need to know

    about the Zombie plague in the Nurgle Zombie Apocalypse.

    The Zombies

    The Zombie are all treated as individual models. However, for the

    sake of speeding up the game there are rules that allow interac-tion with the zombies in ways to keep the game moving.

    Zombie Spawns

    The Zombies will continually spawn from the Castle tower

    throughout the course of the game, the exact details will be cov-

    ered later. The zombies spawn in waves, the irst of which hap-

    pens at the beginning of the irst zombie turn before their move-

    ment phase

    Zombies will continue to spawn from the Castle Tower every 3

    turns after, that will be turn 4 turn 7 and so on.

    Each Wave of zombies will spawn 2d6 Zombies in each lane thathad a player start in its deployment zone. If no player started in a

    deployment zone, zombies will never spawn in its coinciding

    lane. If player is killed, zombies will still spawn in the players

    lane. Zombies who spawn do not count as having moved and will

    move after they have been deployed .

    Spawn Patterns

    When each Wave of zombies spawns they are deployed in a spe-

    ciic pattern around the Castle tower. This very important as it

    makes sure that each zombie will act in a certain manner after its

    deployment. The zombies deploy in 3 layers as shown n the fol-

    lowing diagrams.

    The Zombies

    Zombies

    12 Zombie spawn wave

    Castle

    Tower

    Zombies

    2 Zombie spawn wave

    Castle

    Tower

    Zombies

    4 Zombie spawn wave

    Castle

    Tower

    Zombies

    7 Zombie spawn wave

    Castle

    Tower

    Zombies

    9 Zombie spawn wave

    Zombie Spawns on Non Spawn Waves

    There are instances where zombies will spawn without the 2d6

    being rolled. When Zombies reach any deployment zone, they are

    removed from the table to be spawned from the Castle Tower in

    the following turn in the same patterns as described above. This

    may mean that they are spawning along with the 2d6 that is

    rolled on a spawn turn. In this case they are added to the number

    of the spawn but will never increase the number of spawns per

    wave for each lane past 12. The maximum zombies that can

    spawn in a lane in any turn is 12.

    Tower Guardian Spawn

    When a tower guardian is released it is always only released as

    part of a wave of zombies where the 2d6 spawn occurs. When the

    tower guardian is deployed, it is always deployed in the exact

    middle line of a lane touching either one or two zombies depend-

    ing on the number spawned.

    Tower

    Guardian

    Tower

    Guardian

    Tower

    Guardian

    Tower

    Guardian

    Tower

    Guardian

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    Zombie Movement

    Each Zombie is an individual unit and moves just like nor-

    mal infantry though there are circumstances where they

    act differently than player characters. In the movement

    phase zombies move 6 inches or roll 2d6 and pick the

    highest roll as their move distance in inches if they move

    through dificult terrain. Only ever roll dificult terrain for

    a single zombie as that will be the move distance for all

    zombies that will be passing through dificult terrain that

    turn.

    Where do the zombies go?

    Zombies will always move towards the closest enemy de-

    ployment zone (usually the one in the lane they spawned

    in).

    Zombies will deviate from this path only if they can see an

    enemy unit in which case they will head towards that unit

    instead, again taking the shortest route possible. Note

    zombies can only see 12 inches irrespective of any night

    ight rules. This movement will generally keep zombies

    close together in groups (the preferred method for zombie

    travel) and thus it will be rare to have stray zombies walk-

    ing around by themselves. Where a zombie has two routes

    of the exact same distance to take to reach its current des-

    tination, the player whose deployment zone or characterare heading towards decides in which rout they take. This

    is a very rare circumstance when a player will have choice

    in a zombies movement.

    Zombie Assaults

    At the start of the Zombie assault phase roll 2d6 and add

    them together. This is the distance the zombies charge in

    this assault phase. In addition roll a 3rd d6 and take the

    two lowest rolls from all 3 dice. This is the charge distance

    of those zombies who will be forced to charge through ter-

    rain. Zombies will only try to charge if they are within

    The Zombies (continued)

    range to do so successfully. Zombies will not attempt to

    charge 12 inches every turn. The zombies will always

    charge the closest opponent so be sure to measure

    carefully.

    Once you have decided which zombies will be charging

    where, all zombies that are in charge range of a speciic

    unit and will be charging the unit in this phase form a sin-

    gle unit for the purpose of combat and all effects that oc-

    cur within the combat. Zombies will always charge in an

    order that gets the most zombies into close combat

    For example:

    A unit of 7 zombies are roughly 7-9 inches from a player

    controlled character. Another small unit of 4 zombies are

    in terrain only 6-7 inches away.

    Zombies

    7

    9

    Player Character

    The zombies roll 2d6 for their charge distance and roll and

    a 5 and a 3, the third dice for dificult terrain is also 3. This

    means the zombie will charge 8 inches this turn or 6

    inches through cover. The resulting assault is as follows.

    Dicult Terrain

    6

    .

    Zombies

    Player Character

    Dicult Terrain86

    7

    The character is charged by a total of 6 zombies who upon

    being in charge range and charging the player form a sin-

    gle unit. This happens before overwatch and can mean that

    not all zombies in the unit are in unit coherency when the

    unit is formed. The zombies remain as a unit until they are

    killed or are no longer in close combat in which case they

    will revert to being single model units.

    Zombies that have

    formed a single unit

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    The Zombies (continued)The Zombies (continued)

    Zombie Stat Line

    Each Zombie starts the game with the following stat line.

    The zombies stats will increase as the game progresses.

    This is explained further on in this section

    WS BS S T W I A Ld Sv

    3 3 3 3 1 3 1 10 -

    Zombie:

    Wargear: Teeth, arms, legs and a bad attitude. (counts as a

    close combat weapon

    Special Rules: Mindless, Rending.

    Mindless: Zombies are truly mindless and always count as

    passing any leadership or morale test they are required to

    take.

    Zombie Advancement

    Though the Zombies start quite weak, they soon become

    formidable foes as the game progresses.

    At the beginning of each zombie spawn wave after the irst

    one player roles a d6 and consults the chart below to seewhat new mutation the zombies have manifested. This

    manifestation is applied to all zombies, even those already

    on the board.

    D6 roll Zombie Enhancement

    1 +1 Weapon skill

    2 +1 Strength

    3

    +1 Toughness

    4 +1 Iniave

    5 +1 Aack

    6 +1 Improved save. (if this stat reaches the maxi-

    mum, the zombies instead get a +1 improvement

    to their Feel No Pain save starng at 6+.

    Zombie Maximum Statistics

    If the Zombies reach a maximum statistics and roll the sta-

    tistic again as a Zombie Enhancement, simply reroll the

    result until a viable upgrade is rolled.

    WS BS S T W I A Ld Sv

    6 3 6 6 1 6 6 10 2+

    Zombie Maximum Statistics

    Starting Enhancements

    In games where players start with expensive heroes, the

    Zombies will in turn start more advanced than would be

    normal. After deployment but before the irst zombie

    spawn wave, the zombies gain an additional Zombie Ad-

    vancement for every full 100 points the highest player

    character is worth.

    For example. If the most expensive player character is

    worth 143pts, then the Zombies would start with a single

    roll on the chart. If the highest player character was 250

    pts, the zombies would start with two additional rolls onthe Zombie advancement chart. If the most expensive char-

    acter is only worth 85pts then the zombies simply start as

    previously described with no starting zombie

    advancements.

    In the same fashion as zombies who charge, zombies

    who are being charged form a single unit . When a suc-

    cessful charge has been made all zombies within 2 inch-

    es of a zombie in base contact with the models charging

    form a single unit for the duration of that combat.

    We can see in Figure A, a player controlled charactercharging a pack of zombies. The grey area represents the

    2 inches from the zombie in base to base contact with

    the character that will be used to see which zombies

    forma single unit for this combat.

    Zombies

    Figure A.

    Player Character

    Zombies

    Figure B.

    2

    Zombies that have

    formed a single unit

    Figure B shows the zombies which have formed a unit

    and have piled in at their initiative step. The zombies

    still marked with green were not within two of a zombie

    in base to base contact with the character and were thus

    not able to join the unit and participate in this combat.

    Joining existing Zombie units

    Sometimes a player will be assaulted by a unit of zombies

    while still engaged in close combat with another unit of

    zombies. In this circumstance both units of zombies form a

    single unit. If a unit of zombies can see a character that is

    already ighting a unit of zombies and is in charge range

    however has no room to make contact, it will instead pile

    onto and join the existing unit. If some of these zombies

    can strike blows through their unit they may do so and

    retain any charge bonuses.

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    Heroes

    Heroes

    Heroes follow all the rules for independent characters as

    described in the Warhammer 40k rulebook even if the

    hero selected is not originally an independent character.

    Hero Advancement

    Heroes advance in two ways over the course of the game.

    Heroes will become stronger by gaining experience points

    from killing Zombies, Towers, other Heroes amongst other

    means. Each unit killed is worth a speciic amount of expe-

    rience that each player must record and keep track of as

    the game progresses.

    Just like killing units grants the heroes experience points,

    so too does it gain them Requisition Points, referred to as

    RPs. RPs can be used to purchase speciic wargear from the

    Hero Wargear store which can be accessed only at the be-

    ginning of a Heros movement phase when they are inside

    their deployment zone.

    Heroes in the Assault Phase

    Heroes act in the assault phase exactly as per their unit

    type as described in the Warhammer 40k Rulebook except

    where deined below.

    Heroes may elect to assault any unit they chose

    regardless of who they ired weapons at.

    If a hero is ever free from base to base combat at the

    end of an assault phase but before the inal pile ins

    are made after initiative steps, the hero may make a

    consolidate move instead of piling into combat.

    Heroes may divide their attacks between which

    close combat weapons they possess and between

    which ever targets are available to them in close

    combat.

    Heroes in the Movement Phase

    Heroes move exactly as per their unit type as described in

    the Warhammer 40k Rulebook.

    Heroes in the Shooting Phase

    Heroes act in the shooting phase exactly as per their unit

    type as described in the Warhammer 40k Rulebook except

    where deined below.

    Characters may split any and all of their shooting

    attacks between units as they please. Different

    weapons can be ired at different units and weaponswith more than one shot may split their ire be-

    tween units as well..

    If the character elects not specify which units it is

    attacking it will automatically default to shooting

    zombie units where each unsaved wound takes off

    the closest model to the irer per wound done.

    When iring at zombies, template weapons will al-

    ways remove the closest zombies irst. Other units

    under the template are hit and wounded as normal.

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    Earning Experience Points and Requisition Points

    Heroes gain the following amount of experience points and

    Requisition points for each unit they have killed.

    Unit Killed Exp Points Gained RPs GainedZombie 1 1

    Lesser Tower 10 10

    Lesser tower

    Guardian

    10 10

    Greater Tower 25 25

    Greater Tower

    Guardian

    25 25

    Enemy Hero

    10+ enemyhero level

    10+ enemyhero level

    Upgrading Heroes

    Spending Experience Points

    For every 10 experience points earned a Hero gains one

    Stat point (SP) which may be used to upgrade one of their

    proile statistics. Stats may only be upgraded at the begin-

    ning of the Heros turn, though stats do not have to be

    spent right away and may be stored until later turns if the

    players chooses.

    Some statistics cost more Stat Points to raise than others

    as shown in the following table. Note that no hero proile

    stat may ever exceed 10.

    Hero Level

    A Heros Level is simply their experience divided by 10

    rounding down. A Hero with 47 experience would be level

    four. A hero with 125 experience would be level twelve,

    RPs are not used to determine a Heros level.

    Stasc WS BS S T W I A LdUpgrade 1 1 2 3 2 1 2 1

    Starting Requisition Points

    Some Characters will start with a speciic number of Req-

    uisition points based on how many points there character

    was compared to the player with the most expensive start-

    ing hero. Each player starts with an amount of RPs equal to

    the difference between the cost of their Hero and that of

    the player with the most expensive hero.

    For example:

    4 players decide on their heroes before the game. Each

    player reveals their chosen hero and the cost associated

    with that hero. The four players heroes cost; Player 1 -

    129pts, Player 2 - 75pts, Player 3 - 180pts and Player 4 -

    147pts. In this case each player would receive the follow-

    ing amount of starting RPs.

    Player 1 51 RPs = (180pts - 129pts)

    Player 2 105 RPs = (180pts - 75pts)

    Player 3 0 RPs = (180pts - 180pts)

    Player 4 33 RPs = (180pts - 147pts)

    This means that there is always at least 1 Hero who starts

    with no RPs. This can be dangerous as it means the hero

    will initially be unable to resurrect (see following page)

    should they be killed.

    The effects of upgrading stats are instant. Once upgrade

    the hero beneits completely from the increased statistic.

    A hero that upgrades the wound statistic on their proile

    will immediately gain an additional wound. For instance, a

    hero has 2 wounds left out of his original 3. At the begin-

    ning of his movement phase the player spends 2 Stat

    Points to give the hero an additional wound on his proile.

    The hero would then have 3 wounds remaining of a total 4

    on his proile.

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    Resurrection

    Resurrection

    Although Heroes may die during the game this doesn't

    mean they are out of the game. A hero may choose to be

    resurrected by paying a fee.. At the start of the heros next

    turn they may pay 10 + their character level to be able to

    resurrect and deploy by any means available to them after

    2 full turns have been played out. This allows a hero to be

    once again join the battle after a total of three turns. One

    turn to pay the resurrection cost, the second turn is spent

    out of the game and in the third turn the hero is rede-

    ployed and receives a turn as normal. Heroes must pay a

    resurrection cost in their irst turn if they wish to be resur-

    rected. Holding off until later in the game is not an option.

    Chosen Resurrection

    Sometimes a player may wish to shorten the resurrectionprocess. Chosen resurrection allows the player to skip the

    turn spent waiting out of the game, reducing the waiting

    time down to two turns. Chosen resurrection otherwise

    follows the same rules as normal resurrection however the

    cost is increased to 10 + (2 x Character level)

    Other costs of Resurrection

    Heroes who are resurrected keep all their equipment/

    wargear and experience. However in all other ways the

    hero is treated as a new character and must re-roll any

    randomly determined abilities or effects such as psychic

    powers, chaos gifts etc before deploying.

    Death

    If a player is unable to resurrect their character they are

    removed from the game. If a player can feasibly generate

    enough RPs to re-enter the game using turrets or by any

    other means, they may stay in the game until such a time

    when they can afford to resurrect.

    Requisitioning Wargear

    Requisitioning Wargear with RPs

    A player who starts their turn inside their deployment

    zone may purchase any amount of items from the armoury

    as they can afford. Characters have no limit to how many

    items they can hold except that each may only hold twoconsumable items at any one time.

    Once an item has been purchased it may not be sold back

    but may be destroyed at the start of a players movement

    phase if the player so wishes.

    Stacking Wargear

    In most cases wargear effects will stack however some

    wargear items purchased with RPs that upgrade the same

    stat or give varying levels of the same ability will not. For

    example, an item that allows +2 shots on a pistol will not

    stack with an item that allows +1 shot on a pistol. Instead

    the +2 shot will take effect over the +1 shot item.

    Turrets

    Turrets are a speciic type of item that is requisitioned

    from the armoury but is not an item carried by the Hero.

    Turrets are instead mounted on 25mm bases and may be

    placed only inside a heros deployment zone. Turrets are

    placed as soon as they are purchased and are indestructi-

    ble within the deployment zone. Turrets may be upgraded,this changes the weapons proile for the additional cost

    listed in the armoury.

    Units killed by turrets only generate RPs. They do not gen-

    erate Exp Pts for the player.

    Firing Turrets

    Turrets may ire in the controlling players shooting phase

    and have a maximum range of 6 inches. Unless there range

    is speciied as template. Always measure turrets range

    from their base and not the barrel of the weapon. Turretswill also ire at zombies just as they reach a players de-

    ployment zone. Once per zombie turn a turret may over-

    watch at full ballistic skill a group of zombies who reach

    the players the deployment zone. Treat all zombies that

    made it to the deployment zone that turn as charging and

    thus forming a unit for the purpose of overwatch.

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    The Armoury

    The following list contains items that may be purchased in game by Heroes to help them defeat the zombie hordes and if

    need be other Heroes who would intervene in their grand plans.

    Item/Wargear Special Rules

    * - A consumable Item is a once use only Item.

    ** - 'If a ranged weapon has two types eg Heavy, Blast. You must purchase the most expensive weapon module that its

    the weapons in order to receive it's effects.

    *** - Only one of these items may be in effect on a hero each turn chosen at the start of the players turn.

    G - A grenade can be used in place of a shooting attack with a maximum range of twice the user str. A grenade uses a

    small blast template that follows the normal rules for shooting blast weapons. These grenades can also be used even if

    you are in close combat however you may only choose yourself as the target for this attack in which case you automati-

    cally count as rolling a 'Hit' on the scatter dice.

    Booster ItemsItem

    No. Item Efect RPsB1 Strength Booster (1) +1 STR 20

    B2 Strength Booster (2) +2 STR 40

    B3 Weapon Skill Enhancment (1) +1 WS 15

    B4 Weapon Skill Enhancment (2) +2 WS 25

    B5 Ballisc Skill Enhancment (1) +1 BS 20

    B7

    Ballisc Skill Enhancment (2)

    +2 BS

    30

    B8 Iniave Booster (1) +1 INT 15

    B9 Iniave Booster (2) +2 INT 25

    B10 Leadership Enhancment (1) +1 Ld 10

    B11 Leadership Enhancment (2) +2 Ld 20

    B12 Aack Booster (1) +1 AT 20

    B13 Aack Booster (2) +2 AT 40

    B14 Fortude Booster (1) +1 Wound 30

    B15 Fortude Booster (2) +2 Wounds 50

    B16 Resilience Booster (1) +1 Toughness 30

    B17 Resilience Booster (2) +2 Toughness 50

    Close Combat Items (efect only close combat aacks)Item

    No. Item Efect RPsC1 Power Field Generator Ignore Armour Saves 35

    C2 Monomolecular Edge -1 Ap 20

    C3 Weapon Balancing Rending 10

    C4 Tome of Combat Preferred Enemy 40

    C5 Master Craed Weapon Re-roll 1 missed hit 10

    C6

    Book of Banishing

    Preferred enemy Zombies

    20

    C7 Hamonculi's Touch Poison 5+ 30

    C8 Evesor Poison Poison 4+ 40

    Armoury Wargear/Items

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    Armoury Wargear/Items (continued)

    Shoong Items (efect only shoong aacks, not psychic powers) Item

    No. Item Efect RPsS1 Rapid Fire Module (1) ** +1 shot to all rapid re weapons 10

    S2 Assault Module (1) ** +1 shot to all Assault weapons 20

    S3

    Power Module (1) **

    +1 shot to all Heavy weapons

    15

    S4 Blast Module (1) ** +1 shot to all Blast weapons 20

    S5 Ordinance Module (1) ** +1 shot to all Large Blast weapons 35

    S6 Torrent Module (1) ** +1 shot to all Torrent weapons 45

    S7 Flamer Module (1) ** +1 shot to all Template weapons 35

    S8 Pistol Module (2) ** +2 shot to all Pistol weapons 40

    S9 Rapid Fire Module (2) ** +2 shot to all Rapid Fire weapons 25

    S10 Assault Module (2) ** +2 shot to all Assault weapons 45

    S11 Power Module (2) ** +2 shot to all Heavy weapons 30

    S12 Blast Module (2) ** +2 shot to all Blast weapons 50

    S13 Ordinance Module (2) ** +2 shot to all Large Blast weapons 60

    S14 Torrent Module (2) ** +2 shot to all Torrent weapons 70

    S15 Flamer Module (2) ** +2 shot to all Template weapons 65

    S16 Weapon Mount Relentless 20

    S17 Charged Ammunion +1 Str to all Guns 30

    S18 Psychic Ammunion +2 Str to all Guns 60

    S19 Power Pack AP -1 25

    S20 Advanced Power Pack AP -2 40

    S21 Mul-Tracker Fire two weapons 30

    S22 Weapon Scope Rending 15

    Resilience ItemsItem

    No. Item Efect RPsR1 Dermal Armour FnP 20

    R2 Force Field 5+ Invuln 15

    R3 Shield Generator 4+ Invuln 30

    R4 Fied Plate Armour 4+ Armour 20

    R5 Power Armour 3+ Armour 35

    R6 Arcer Armour 2+ Armour 50

    R7 Adamanne Mantle True Eternal Warrior 25

    R8 Regeneraon Charm Regen 5+ 1 wound per turn 25

    R9 Regeneraon Stone Regen 4+ 1 wound per turn 40

    R10 Regeneraon Orb Regen 3+ 1 wound per turn 55

    Movement ItemsItem

    No. Item Efect RPsM1 Speed Booster 12" movement in the movement phase 40

    M2 Power Greaves Fleet 20

    M3

    Flip Belt

    Ignore Dicult/Dangerous Terrain

    15

    M4Veil of Darkness The Hero may remove his unit from the board and immediately be placed anywhere on the table

    using the deep strike rules. this may take you out of combat. Three turn cool down aer use . 40

    M5 Retro Thrusters Hit and Run 40

    M6 Warp Link - 1 d6 deep strike scaer 15

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    Armoury Wargear/Items (continued)

    Misc ItemsItem

    No.Item

    Efect RPsMisc1 Bionic Eye -1 to enemy cover save 20

    Misc2 Targeng Array -2 to enemy cover save 45

    Misc3 Neural Alteraon Node Fearless 10

    Misc4 Neural Inhibitor Node Stubborn 10

    Misc5 Null Field Negate enemy psychic power cast within 6" on a 4+ 15

    Misc6 Advanced Null Field Negate enemy psychic power cast within 8" on a 3+ 30

    Misc7 Plasma Grenades Assault Grenades 8

    Misc8 Blind Grenades Defensive Grenades 15

    Misc9 Stealth Field +1 Cover save 25

    Misc10 Advanced Stealth Field +2 Cover save 45

    Misc11 Belt Expander Can hold three addional consumable items 10

    Misc12

    Shield breaker Field

    -1 invulnerable saves to enemies in base to base combat or within 2" of a model within base to

    base contact of a unit with the eld. Field may be turned on or o at the start of the Hero's

    movement Phase. 25

    Misc13 Shield breaker Rounds -1 invulnerable saves to enemies with your ranged weapons 30

    Misc14 Refractor Field Grants the user the Stealth USR 20

    Misc15 Wraith Stone Allows the bearers psychic tests and leadership tests to be made on 3d6 picking the 2 lowest results 20

    Misc16 Familiar Allows a psyker to use an addional psychic power (It may not be the same power) 20

    Misc17 Null Rod You may not be targeted or eected by any psychic powers. 35

    Misc18 Tormenter Mask -1 Ld to enemies in close combat with you 10

    Misc19 Reserve Capacitors Single shot weapons may be reused as if they had no single shot restricon 25

    Misc20Bounty Hunter's Mandate

    Receive 10 + 2x character level in RPs for killing an opposing player, the opposing must also pay the

    same amount to be able to resurrect. 35

    Misc21

    Displacer Field

    Receive a 2+ cover save. however every player turn in which you pass a cover save you scaer d6

    inches, landing on a model causes you and the model to take a str 4 ap 2 hit. Aer hits have been

    resolved move the teleporng model the shortest distance so it is not within an inch of any enemy

    model. Note that a roll of a hit will sll scaer using the arrow on the hit dice. The scaer distance

    can not be reduced by any means. 30

    Misc22 Psychic Hood 2+ save against Perils of the Warp 20

    Misc23 Orb of Adamanne will *** The unit gains +1 to deny the witch rolls 15

    Misc24 Orb of Decimaon *** All your aacks count as causing instant death 35

    Misc25

    Orb of Retribuon ***

    The model will make a strike against each enemy in close combat aer iniave 1 blows have been

    struck if it was wounded in that turn. The aacks auto hit with a strength of 2x the amount of

    wounds taken in that close combat phase. The AP of the aacks is dened by that of the characters

    weapon. 25

    Misc26 Orb of Resurrecon *** Half the cost of all resurrecons rounding up to a minimum of 10. 25

    Misc27 Orb of Fear *** You cause fear and become immune to fear 10

    Misc28

    Orb of Calling ***

    Zombies will always move towards the unit over any other unit if they can see it. Zombies will also

    charge the unit over another unit when possible. IF a zombie can see two units with the Orb of

    Calling, the eects cancel each other out. 20

    Misc29

    Orb of frenzy ***

    When a character is under half it's total wounds (1 wound remaining always acvates item) the

    item gives the bearer +1 aack, iniave and strength unl the character recoups enough wounds

    to end the frenzy. Characters under the eects of this acve orb at the start of their turn must pass

    a leadership test or become completely enraged. Units that fail this check gain the Rage special rule

    and must charge the closest enemy when possible. This eect lasts unl the end of the turn. 15

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    Consumable ItemsItem

    No. Item Efect RPsC1 Teleport Relay Teleports player back to their deployment zone 12

    C2 Med Pack Recover d3 wounds 5

    C3 Healing Salve Recover d6 wounds 10

    C4 Deep Strike Stone Allows you to redeploy using deeps trike, this may take you out of combat 8

    C5 Vortex Grenade - G Any model hit by A vortex grenade must immediately take an iniave test or suer Instant Death. 5

    C6

    Virus Grenade - G

    Any model hit by a virus grenade must make a immediately take a toughness test. for each point a

    unit rolls over its toughness it takes a single wound with no saving throws of any kind allowed

    (zombies and characters with the mark of nurgle only ever fail this roll on a 6 and thus will only ever

    take a single wound). If these wound cause a model to die the virus spreads to any model within 2"

    of the casualty. The virus funcon in the exact same manner to any targets it jumps to and will

    connue to spread unl it runs out of targets or no more models are removed as casuales from

    it's vile eects. Models can only be eected by the virus once per turn, it may not bounce back and

    fourth o models.

    4

    C7 Melta Bomb - G Any model hit by a melta bomb suers a Str 8 AP 1 hit with cover saves allowed. 8

    C8

    Plasma Grenade - G

    Any model hit by a plasma grenade suers a Str 5 Ap 2 hit. The plasma blast is so intense that

    cover does lile to protect against it's eects. As such no cover saves may be taken against wounds

    caused from a plasma grenade.

    3

    Armoury Wargear/Items (continued)

    Turrets BS 3Item

    No. Item Efect RPsT1 Machine Gun Turret Storm bolter 5

    T1.1 Machine Turret upgrade 1 Heavy bolter +10

    T1.2 Machine Turret upgrade 2 Assault cannon +10

    T2 Flamer Turret Flamer 10

    T2.1

    Flamer Turret upgrade 1

    Heavy amer

    +10

    T2.2 Flamer Turret upgrade 2 Incinerator +5

    T3 Laser Turret Hot shot las gun 5

    T3.1 Laser Turret upgrade 1 Mul Laser +10

    T3.2 Laser Turret upgrade 2 Lascannon +5

    T4 Plasma Turret Plasma Pistol 10

    T4.1 Plasma Turret upgrade 1 Plasma Gun +10

    T4.2 Plasma Turret upgrade 2 Plasma Cannon +5

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    Hero Sheet

    Base Unit: __________________________

    PointsStarng wargear:

    WS BS S T W I A Ld Sv

    Hero Prole

    Codex: ____________________

    Experience Points

    Requision Points (RPs)

    Item No. Item Name

    Armoury Wargear

    Stat Points (SPs)Hero Level

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    Artwork by;Space Marine - A-GC.com

    Demonic Landscape - Ferdinand Dumago Ladera

    Sister of Bale Triumphant - Skinneyelbows

    Ciaphas Cain - The Black Library

    Eldar Farseer - Aberzheim

    Imperial Glory - www.isbn.nu

    More artwork to be acknowledged.

    If Arsts would like to contribute work or have work removed from the document

    please email your request to [email protected]. Arsts work will be

    removed immediately if requested.

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    Mercenaries