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Forest of the Living Dead

by Richard Irvine

This is a solo skirmish scenario, which is based on a Necromunda Scenario seen in WD200. It's ideal for a short game to play on your bill- perfect if you've got no mates! (Of course if you do have mates they could always control the zombies. All you need are some models from any Warhammer army and lots of zombies, as well as some woods. Your party must find their way back out of the forest.

The party emerged from the woods into a clearing, battle weary and starving, finally reside inside the crumbling walls of a ruined shrine. Sundenly, out of the trees that surrounded them emerged countless zombies. The party rose, terrified, before the leader let loose an arrow from his bow. One zombie fell, but many more were emerging from the woods to take his place. The party realised they had to fight or become yet another member of this shambling horde.


Terrain

The table should be set up with a ruined shrine (or another suitable terrain feature to use as a sanctuary) in the centre, and 8 woods around the table edge.

Forces

The player must choose 100 points of troops of any race armed in any way. Each model acts as an individual during this skirmish. They should be set up in the ruined shrine. Roll 2D6 to decide how many zombies are used. These can be set up anywhere on the table except within 8" of the ruined temple.

Playing the Game

Before the game the player should shuffle together 8 playing cards, one of which is an ace. Each card should be faced face down beside one of the woods. Play then continues, with the party moving and shooting as usual (the zombies move as detailed below) A model in range may charge a zombie if it passes afear test. They must find out which of the woods on the table top houses the dwarf mine, and the players escape. When a model enters a wood, turn the card. If it is an ace, the model has discovered the mine shaft that will taqke them to the underground dwarf settlement and shaft. Each model that enters these woods can be removed from the table, as he has escaped.

The Zombies

The zombies have the following profile:

M    WS   BS   S    T    W    I    A    Ld
2D6  2    0    3    3    1    1    1    5

They always move 2D6 towards the nearest enemy model. If they come into base to base contact with the model, they count as charging it. Zombies may never enter the ruined shrine, as this is a sanctuary.

Also, when a model enters a wood, (except for the wood that holds the enterance to the dwarf mine), roll a D6. On a 4, there is a zombie in the woods, the model counts as charging it. On a 5, the zombie has ambushed the model. The zombie counts as charging. On a 6, the zombie has jumped from the trees onto the model. He automatically cause a S3 hit.

Shooting

Shooting is as normal, except that there is no penalty for shooting at an individual target (after all, all the zombies are individual targets. Every time a model shoots, whether he hits or misses, there is a chance he may have ran out of arrows, or bolts, or muskets, or whatever he is firing. After shooting, roll a D6. On the roll of a 6, the model has run out of arrows (or whatever).

Zombie Reinforcements

Every turn, D6 more zombies appear, each on a randomly determined table edge. (Roll a D4, or use some other method of determining which table edge each Zombie starts on. These move and act in the same way as the zombies on the table at the start of the game.

Ending the Game

The game ends when none of the players models are left on the table, as they have all either been killed or escaped. If half of the party the player started with have escaped and not perished to the zombies, the player has won. If any less than half survive, the player has lost.