Creepshow

2 posts ยท Jul 16 1999 to Jul 16 1999

From: Kevin Balentine <kevinbalentine@m...>

Date: Thu, 15 Jul 1999 21:50:41 -0400 (EDT)

Subject: Creepshow

My SG2 is currently playing a loose campaign centered on a region undergoing a
type of strife similar to that found in Kosovo until recently.

I have been toying with the idea of doing a
"Creepshow"-type scenario near the site of a mass
grave. As two forces meet in a small engagement, undead soldiers rise from the
grave and attack both forces. Some inspiration for this has to be credited to
comic books like "Weird War" and others.

Anyway, I've been working on some house rules for these undead soldiers, and
here's what I've come up with so far. Any suggestions or creative criticism
would be most appreciated.

The undead soldiers are incapable of any actions other
than shambling at a 4-inch rate of movement or firing
their dirty (but amazingly still functional) rifles.

They do not make combat moves, nor do they ever seek cover. They may receive
the benefits of cover if they happen to occupy a forest or a building, but if
they have a choice of staying in cover or advancing on a squad of the living,
they will advance.

Undead soldiers ignore wound results. Only a kill result immobilizes them, and
sometimes they can get back up from those. Roll a d6 for each dead figure, on
a 1, the figure is removed from play (literally given up the ghost) on a 6,
the soldier shambles back to his feet and continues his march.

The undead organize into groups of whatever is convenient. They don't have to
do reorganise actions to group, they just shamble on in hopes of reaching
still-living flesh.

As to unit quality, I guess they should be "green" (just like their skin <g>)
and use a d6. Their leadership rating is a 1, but I can't think of any
circumstance where that might come into play. They don't take reaction tests
and they never panic.

Oh yeah, they cause terror.

I can picture this great scene with the NSL sniper perched on her outcropping,
popping head shot after head shot into the ranks of the undead, but they just
keep coming...

So, these are just my rough ideas right now, any help "fleshing" them out
would be welcome.

We always play very hardcore military-style scenarios,
but this might be a nice one-shot change of pace.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 16 Jul 1999 12:30:25 +1000

Subject: RE: Creepshow

Your squaddies would get wiped out against these guys.

Looking at this, you can't suppress them, so there's no way to slow them down.
You can't wound them to slow them down & those you kill regenerate.

They need to be easier to take out (MAJOR HITS are fairly hard to get unless
you're really close), but you can make them ignore minor hits, to increase the
fear factor.

MINOR HITS have no effect on the zombies (no mind, no fear, no self
preservation instinct) MAJOR HITS give 1 suppression to the zombies as well as
possible casualties. A 'wounded' Zombie is automatically first aided at their
next activation.
1-2 ~ Dead is dead; 3-5 ~stabilized, roll again next turn; 6 ~ treated,
they get back up & rejoin the unit. If the unit is no longer close enough for
coherency, then the zombie is treated as a detachment, using the appropriate
rules (but automatic communications) until is rejoins the unit. This is the
ONLY actions it can undertake while detached. A 'killed' Zombie has been blown
apart by fire & cannot continue fighting.

This should give a more balanced feel & give the living a SMALL chance of
actually escaping. Oh, yes. Figures armed with Flamers, automatically win
close assault rolls against zombies (all that highly flammable material...)

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly [CB]
Captain Nicolette O'Teen - RNMS Golden Spear [CB]
EBD Medusa

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