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Left 4 Dead HS Variant Rules

Posted August 5th, 2009 at 12:38 AM by NecroBlade
Updated October 12th, 2010 at 11:48 AM by NecroBlade
THE SURVIVORS

Bill/Coach/Ellis/Francis/Louis/Nick/Rochelle/Zoey (L4D)
Human; Unique Hero; Survivor; Tenacious; Medium 5
Life 5; Move 5; Range 6; Attack 3; Defense 4
100 Points (5/6/4/6)
BEAT DOWN: Up to twice while moving, as long as [NAME] is on a space where s/he could end her/his movement, choose an opponent's adjacent small or medium figure and roll the d20. If you roll an 11 or higher, move the chosen figure one space. Figures do not receive leaving engagement attacks for this move. If you roll a 17 or higher, the chosen figure receives one unblockable wound before moving.


SURVIVOR RULES

Campaign Chapters: There are 2-5 chapters to each campaign, each with a unique map. The end of the last chapter is the Finale Event where survivors are saved by escaping in a Rescue Vehicle.

Safe Rooms: All 4 survivors start in one Safe Room and must make it to the next to advance to the next chapter. Each survivor starts the game with a health kit and his/her choice of the 4 random T1 Weapons and/or melee weapons in the Safe Room. Each Safe Room after the first has 4 health kits. Also, the Safe Rooms at the ends of chapters 1 and 2 have 4 random T1 Weapons and/or melee weapons. The Safe Rooms at the end of chapters 3 and 4 and at the Finale Event have 4 random T2 Weapons.

Collective Turn: Use only 1 set of order markers for all 4 survivors. When revealing an Order Marker for the survivors, all 4 may take a turn, in any order they choose.

Item Pool: The item pool should consist of the following amount of each item
4 Second Pistol - 1
2 Magnum - 2
4 Pump/Chrome Shotgun - 3
4 Uzi/Silenced Uzi - 4
2 Auto Shotgun/Combat Shotgun - 5
2 M16/AK-47 - 6
1 Combat Rifle - 7
2 Hunting Rifle/Sniper Rifle - 8
1 Grenade Launcher - 9
1 Portable HMG
2 Explosive Ammo - 10
2 Incendiary Ammo - 11
2 Axe/Crowbar - 12
2 Baseball Bat/Cricket Bat
3 Electric Guitar/Frying Pan/Nightstick
2 Katana/Machete
1 Chainsaw - 13
4 Bile Bomb - 14
4 Molotov Cocktail - 15
4 Pipe Bomb - 16
2 Defibrillator - 17
8 Health Kit (survivors begin with 4) - 18
4 Adrenaline Shot - 19
4 Pain Pills - 20
for a total of 67 items (8 of which the survivors start with).

Item Pickup: If a survivor ends its move on or adjacent to an item, it may pick that item up. A survivor may only carry one each of the following: weapon, secondary weapon, explosive, health kit, or pills. If a survivor already has a weapon, s/he may swap it with a newly picked up weapon. Another survivor may then pick up the old weapon.

Incapacitated: When a survivor who is not already incapacitated receives enough wounds to be destroyed, instead remove all Wound Markers from its Army Card, place an Incapped Marker on its Army Card, and lay that survivor's figure on its side. While on its side, a survivor may not move, use any items except secondary weapons, or have any items used on or given to it. Additionally, place a Wound Marker on the Army Card of each survivor whose figure is laying down at the end of each round. Another adjacent survivor may give up its turn to stand an incapacitated survivor's figure back up with enough Wound Markers on its Army Card to leave it with 2 Life. If a survivor ever has three Incapped Markers on its Army Card, it is immediately destroyed. When a survivor is destroyed, remove all markers of any kind from the destroyed survivor's army card, and place all its items on the space on which it was destroyed.

Hero Closet: When a survivor is destroyed, spawn that survivor in a random Hero Closet at the end of the round with 2 wound markers on its Army Card. Survivors in Hero Closets may not take turns and do not count as being in play during infected turns. Another adjacent survivor may give up its attack to rescue the survivor in the Hero Closet. That survivor is no longer in the Hero Closet, may take turns, and is now considered in play normally.


ITEM PICKUPS

SECOND PISTOL (Secondary)
Range 6. Attack 3.
When attacking with this weapon, this survivor may attack one additional time.

MAGNUM (Secondary)
Range 6. Attack 3.
Defending figures roll 2 fewer defense dice against Magnum.

PUMP SHOTGUN (T1 Weapon)
Range 4. Attack 3.
Choose a figure to attack. All figures adjacent to the chosen figure are also affected by the Pump Shotgun. Roll attack dice once for each affected figure. Each figure rolls defense dice separately. Survivors are never affected by the Pump Shotgun.

CHROME SHOTGUN (T1 Weapon)
Range 4. Attack 3.
Choose a figure to attack. All figures adjacent to the chosen figure are also affected by the Chrome Shotgun. Roll attack dice once for each affected figure. Each figure rolls defense dice separately. Survivors are never affected by the Chrome Shotgun.

UZI (T1 Weapon)
Range 6. Attack 3. If this survivor destroys a figure with the Uzi, s/he may attack one additional time with the Uzi.

SILENCED UZI (T1 Weapon)
Range 6. Attack 3. If this survivor destroys a figure with the Silenced Uzi, s/he may attack one additional time with the Silenced Uzi.

AUTO SHOTGUN (T2 Weapon)
Range 5. Attack 4.
Choose a figure to attack. All figures adjacent to the chosen figure are also affected by the Auto Shotgun. Roll attack dice once for each affected figure. Each figure rolls defense dice separately. Survivors are never affected by the Auto Shotgun.

COMBAT SHOTGUN (T2 Weapon)
Range 5. Attack 4.
Choose a figure to attack. All figures adjacent to the chosen figure are also affected by the Combat Shotgun. Roll attack dice once for each affected figure. Each figure rolls defense dice separately. Survivors are never affected by the Combat Shotgun.

M16 (T2 Weapon)
Range 7. Attack 4. If this survivor destroys a figure with the M16, s/he may attack one additional time with the M16.

AK-47 (T2 Weapon)
Range 7. Attack 4. If this survivor destroys a figure with the AK-47, s/he may attack one additional time with the AK-47.

COMBAT RIFLE (T2 Weapon)
Range 7. Attack 3. When this survivor attacks with the Combat RIfle s/he may attack up to two additional times.

HUNTING RIFLE (T2 Weapon)
Range 10. Attack 2.
This survivor may choose one figure within range or up to three figures in a straight line from him/herself to attack with the Hunting Rifle. Roll 2 attack dice once for all affected figures. Defending figures may not roll defense dice against the Hunting Rifle.

SNIPER RIFLE (T2 Weapon)
Range 10. Attack 2.
This survivor may choose one figure within range or up to three figures in a straight line from him/herself to attack with the Sniper Rifle. Roll 2 attack die once for all affected figures. Defending figures may not roll defense dice against the Sniper Rifle.

Ammo pickups: Ammo takes up a survivor's health slot. A survivor may give up his/her turn to deploy ammo. Each survivor is considered to have that type of ammo until the end of the round.

EXPLOSIVE AMMO (Health)
When this survivor attacks a non-adjacent figure, each figure adjacent to that figure is also affected by the attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If an opponent's figure is affected by Explosive Ammo, you may move it up to 1 space after the attack. Discard Explosive Ammo at the end of the round.

INCENDIARY AMMO (Health)
When this survivor attacks a non-adjacent figure, that figure rolls 2 fewer defense dice. Discard Incendiary Ammo at the end of the round.

Axe/Baseball Bat/Cricket Bat/Crowbar/Electric Guitar/Frying Pan/Golf Club/Katana/Machete/Nightstick (Secondary)
This survivor's Range is reduced to 1 and it rolls 2 additional attack dice when attacking adjacent figures.







.

GRENADE LAUNCHER (T2 Weapon)
Range 6. Attack 2.
When a survivor picks up the Grenade Launcher, place 3 Ammo Markers on this card. Choose a target space within range to attack. Roll 2 attack dice once for all figures on the target space or adjacent to the target space. Defending figures may not roll defense dice against the Grenade Launcher. After attacking with the Grenade Launcher, remove an Ammo Marker from this card. If you remove the last Ammo Marker, discard the Grenade Launcher.

PORTABLE HMG (T2)
Range 7. Attack 2.
When a survivor picks up the Portable HMG, place 3 Ammo Markers on this card. Each skull rolled with the Portable HMG counts for an additional hit. When attacking with Portable HMG, this survivor may attack 4 times. After a turn in which a survivor attacked with Portable HMG, remove an Ammo Marker from this card. If you remove the last Ammo Marker, discard the Portable HMG.

CHAINSAW (Secondary)
Range 1. Attack 5.
When a survivor picks up the Chainsaw, place 3 Fuel Markers on this card. To attack with the Chainsaw, choose up to 3 figures adjacent to this survivor to be affected. Roll 5 attack dice once for all affected figures. Each figure rolls defense dice separately. After attacking with the Chainsaw, remove a Fuel Marker from this card. If you remove the last Fuel Marker, discard the Chainsaw.

BILE BOMB (Explosive)
Range 5. Lob 12. Attack 0.
Choose a target space within range and place the Bile Bomb on the chosen space. No clear line of sight is needed. Until the end of the round, all Undead Common Squad figures must move toward the Bile Bomb, ignore any other special powers affecting their movement that are not printed on their Army Card, and attack any figures on the same space as the Bile Bomb. At the end of the round, remove the Bile Bomb.

MOLOTOV COCKTAIL (Explosive)
Range 5. Lob 12. Attack 2.
Choose a target space within range and place the Molotov Cocktail on the chosen space. No clear line of sight is needed. All figures on the target space and any adjacent spaces are affected by the Molotov Cocktail. Defending figures roll 2 fewer defense dice against the Molotov Cocktail. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately. Until the end of the round, any figure that moves into the target space or an adjacent space is immediately attacked with 2 dice and rolls 2 fewer defense dice. At the end of the round, remove the Molotov Cocktail.

PIPE BOMB (Explosive)
Range 5. Lob 12. Attack 2.
Choose a target space within range and place the Pipe Bomb on the chosen space. No clear line of sight is needed. Until the end of the round, all Undead Common Squad figures must move toward the Pipe Bomb and ignore any other special powers affecting their movement that are not printed on their Army Card. At the end of the round, remove the Pipe Bomb and roll 2 attack dice once for all figures on the target space or adjacent to the target space. Defending figures may not roll defense dice against the Pipe Bomb.

DEFIBRILLATOR
Instead of taking a turn with this survivor, choose a previously destroyed survivor. Place that survivor adjacent to this one with 2 wound markers on its army card. That survivor gets a random tier 1 weapon or secondary weapon (except the Chainsaw). Discard the defibrillator.

HEALTH KIT
Instead taking a turn with this survivor, you may use up the health kit to remove all but one wound marker from this survivor or any adjacent survivor. Remove all Incapped Markers from the chosen survivor's Army Card.

ADRENALINE SHOT
Before taking a turn with this survivor, you may use up the adrenaline shot or give it to an adjacent survivor. If you use it up, set the adrenaline shot aside along with up to two wound markers on this survivor's Army Card. At the end of each round until this survivor is destroyed, incapacitated, or has only 1 Life remaining, place one of those wound markers back on this survivor's Army Card. For the first round the adrenaline shot is set aside, add 1 to this survivor's Move.

PAIN PILLS
Before taking a turn with this survivor, you may use up the pain pills or give them to an adjacent survivor. If you use them up, set the pain pills aside along with all wound markers on this survivor's Army Card. At the end of each round until this survivor is destroyed, incapacitated, or has only 1 Life remaining, place one of those wound markers back on this survivor's Army Card.


THE INFECTED

SPECIAL INFECTED

BOOMER
Undead; Uncommon Hero; Savage; Terrifying; Medium 5
Life 2; Move 5; Range 1; Attack 3; Defense 2
30 Points (5/1/4/3)
PROJECTILE VOMIT 11: After moving and instead of attacking, choose up to 4 Unique Heroes within 3 clear sight spaces of Boomer and no more than 5 levels higher than Boomer's height or 5 levels lower than Boomer's base. Roll the d20 once for each chosen figure. If you roll an 11 or higher, place a green Vomit Marker on the chosen figure's Army Card.
BILE EXPLOSION: When Boomer is destroyed, place a green Vomit Marker on each adjacent opponent's Unique Hero's Army Card.
BLINDING ALLURING BILE: Figures with Vomit Markers on their Army Cards subtract 1 from their Move, Range, Attack, and Defense to a minimum of 1 each. Undead Squad figures must move toward and attack figures with Vomit Markers on their Army Card if able. At the end of each round, remove all Vomit Markers from all Army Cards.

CHARGER
Undead; Uncommon Hero; Savage; Terrifying; Large 6
Life 4; Move 6; Range 1; Attack 4; Defense 4
90 Points (7/1/5/6)
BARRELING CHARGE: Instead of moving normally, Charger may move 6 spaces in a straight line. If a Charger leaves an engagement with any figures while moving this way, roll the d20. If you roll an 11 or higher, move the chosen figure one space. Figures do not receive leaving engagement attacks for this move. If you roll a 17 or higher, the chosen figure receives one unblockable wound before moving.
PUMMEL: After moving with Barreling Charge, choose an opponent's Unique Hero Charger moved through this turn. Place the chosen figure adjacent to Charger and place the Grabbed Marker on its Army Card. Figures with Grabbed Markers on their Army Cards can't take turns as long as Charger is adjacent to them. While adjacent to a figure with a Grabbed Marker on its Army Card, Charger can't move and must attack that figure. When Charger leaves adjacency with a figure with a Grabbed Marker or is destroyed, remove the Grabbed Marker from the adjacent figure's Army Card.

HUNTER
Undead; Uncommon Hero; Hunter; Terrifying; Medium 5
Life 3; Move 6; Range 1; Attack 4; Defense 3
75 Points (7/1/5/4)
HUNTER POUNCE: Instead of his normal move, Hunter may use Hunter Pounce. Hunter Pounce has a move of 5. When counting spaces for Hunter Pounce, ignore elevations. Hunter may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. Hunter may not leap more than 10 levels up or down in a single leap. If Hunter is engaged when he starts his Hunter Pounce, he will take any leaving engagement attacks. If Hunter attacks after using Hunter Pounce, Hunter rolls 2 additional attack dice. Place a Pinned Marker on the defending figure's Army Card if the defending figure is a Unique Hero.
PIN DOWN: Figures with Pinned Markers on their Army Cards can't take turns as long as Hunter is adjacent to them. While adjacent to a figure with a Pinned Marker on its Army Card, Hunter can't move and must attack that figure. When Hunter leaves adjacency with a figure with a Pinned Marker or is destroyed, remove the Pinned Marker from the adjacent figure's Army Card.

JOCKEY
Undead; Uncommon Hero; Savage; Terrifying; Medium 4
Life 3; Move 6; Range 1; Attack 3; Defense 4
60 Points (7/1/4/5)
LATCH ON 8: Before moving Jockey, you may choose an opponent's small or medium Unique Hero within 3 clear sight spaces of Jockey and roll the d20. If you roll an 8 or higher, place Jockey adjacent to the chosen figure and place the Ridden Marker on that figure's Army Card.
GO FOR A RIDE: Subtract 3 from Jockey's Move, to a minimum of 1, if he begins his turn adjacent to a figure with a Ridden Marker on its Army Card. After moving Jockey, you must choose a figure with a Ridden Marker that was adjacent to Jockey prior to moving and place that figure adjacent to Jockey. Figures moved this way will not take leaving engagement attacks. Figures with Ridden Markers on their Army Cards can't can't take turns as long as Jockey is adjacent to them. While adjacent to a figure with a Ridden Marker on its Army Card, Jockey must attack that figure. When Jockey is destroyed or ends its turn not adjacent to with a figure with a Ridden Marker on its Army Card, remove the Ridden Marker from the adjacent figure's Army Card.

SMOKER
Undead; Uncommon Hero; Savage; Terrifying; Medium 6
Life 3; Move 5; Range 1; Attack 3; Defense 3
45 Points (5/5/4/4)
TONGUE SNARE 14: After moving and instead of attacking, choose a small or medium figure within 8 clear sight spaces and roll the d20. If you roll a 14 or higher, place a pink Tongue Marker on the chosen figure's Army Card and place the chosen figure adjacent to Smoker. The chosen figure will not take any leaving engagement attacks for this move. Figures with Tongue Markers on their Army Cards can't take turns as long as Smoker is adjacent to them. While adjacent to a figure with a Tongue Marker on its Army Card, Smoker can't move and must attack that figure. When Smoker leaves adjacency with a figure with a Tongue Marker or is destroyed, remove the Tongue Marker from the adjacent figure's Army Card.
CHOKING SMOKE: Until the end of a round in which Smoker is destroyed, opponents' figures on the space on which Smoker was destroyed or an adjacent space subtract 1 from their Range, Attack, and Defense, to a minimum of 1 each.

SPITTER
Undead; Uncommon Hero; Savage; Terrifying; Medium 6
Life 2; Move 5; Range 1; Attack 3; Defense 3
60 Points (5/5/4/4)
ACID VOMIT: Instead of attacking, choose a space within 7 clear sight spaces of Spitter. Opponents' figures on the chosen space and any adjacent spaces are affected by Acid Vomit. Roll 1 attack die for each affected figure. If you roll a skull, that figure receives one wound. Until the end of the round, roll 1 attack die against each opponent's figure that enters one of the affected spaces.
ACID EXPLOSION: When Spitter is destroyed, roll 1 attack die for each adjacent opponent's figure. If you roll a skull, that figure receives one wound. Until the end of a round in which Spitter was destroyed, roll 1 attack die against each opponent's figure that enters the space on which Spitter was destroyed or an adjacent space.

WITCH
Undead; Unique Hero; Witch; Terrifying; Medium 4
Life 5; Move 7; Range 1; Attack 4; Defense 4
105 Points (7/1/6/6)
DOUBLE ATTACK: When Witch attacks, she may attack one additional time.
FURIOUS FOCUS: Witch may move through all figures and is never attacked when leaving an engagement.

TANK
Undead; Unique Hero; Savage; Terrifying; Large 7
Life 5; Move 5; Range 1; Attack 5; Defense 5
120 Points (5/1/7/7)
ROCK THROW SPECIAL ATTACK Range 6. Attack 5. Tank may only use Rock Throw if he did not move this turn and is standing on a hex with height.
POWERFUL PUNCH: If Tank attacks an adjacent figure and rolls at least as many skulls as the defending figure rolls shields, after attacking move the defending figure 3 spaces in a straight line away from Tank. If you can't, inflict one unblockable wound on the defending figure.

UNCOMMON INFECTED

CLOWN INFECTED
Undead; Common Hero; Savage; Terrifying; Medium 5
Life 1; Move 5; Range 1; Attack 3; Defense 4
20 Points (5/1/3/4)
ONE WITH THE HORDE: Clown Infected counts as a Zombie of Morindan for the Horde Movement special power and the Zombie Onslaught Special Attack.

FALLEN SURVIVOR
Undead; Common Hero; Savage; Tenacious; Medium 5
Life 1; Move 5; Range 1; Attack 3; Defense 6
30 Points (6/1/3/6)
ONE WITH THE HORDE: Fallen Survivor counts as a Zombie of Morindan for the Horde Movement special power and the Zombie Onslaught Special Attack.
SURVIVAL INSTINCT: After a Fallen Survivor rolls defense dice, you may immediately move that Fallen Survivor up to 4 spaces.

HAZMAT SUIT INFECTED
Undead; Common Hero; Agent; Terrifying; Medium 5
Life 1; Move 5; Range 1; Attack 3; Defense 4
25 Points (5/1/3/4)
ONE WITH THE HORDE: Hazmat Suit Infected counts as a Zombie of Morindan for the Horde Movement special power and the Zombie Onslaught Special Attack.
LAVA RESISTANT: Hazmat Suit Infected never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.

MUD MAN INFECTED
Undead; Common Hero; Savage; Terrifying; Medium 5
Life 1; Move 6; Range 1; Attack 3; Defense 4
30 Points (6/1/4/4)
ONE WITH THE HORDE: Mud Man Infected counts as a Zombie of Morindan for the Horde Movement special power and the Zombie Onslaught Special Attack.
SLITHER: Mud Man Infected does not have to stop his movement when entering water spaces.
BLINDING MUD: When Mud Man Infected inflicts a wound on an opponent's Unique Hero, place a Mud Marker on that figure's Army Card. Figures with Mud Markers on their Army Cards subtract 1 from their Move, Range, Attack, and Defense to a minimum of 1 each. After taking a turn with a figure with a Mud Marker on its Army Card, remove all Mud Markers from that figure's Army Card.

RIOT CONTROL INFECTED
Undead; Common Hero; Agent; Terrifying; Medium 5
Life 1; Move 5; Range 1; Attack 3; Defense 4
25 Points (5/1/3/5)
ONE WITH THE HORDE: Riot Control Infected counts as a Zombie of Morindan for the Horde Movement special power and the Zombie Onslaught Special Attack.
KEVLAR ARMOR: When Riot Control Infected rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.

WORKER INFECTED
Undead; Common Hero; Savage; Terrifying; Medium 5
Life 1; Move 5; Range 1; Attack 3; Defense 5
25 Points (5/1/3/5)
ONE WITH THE HORDE: Worker Infected counts as a Zombie of Morindan for the Horde Movement special power and the Zombie Onslaught Special Attack.


INFECTED RULES

Collective Turn: Use only 1 set of order markers for all Undead. When revealing an Order Marker for the Infected, each Undead may take a turn, in any order they choose. No infected of any kind take falling damage of any kind.

The Horde: Use the Zombies of Morindan card for regular infected. Uncommon Infected are treated as Common Squad figures for all Left 4 Scape rules.

Uncommon Infected:
Hazmat Suit Infected are not affected by Gas Cans, Fireworks, Molotov Cocktails, or Incendiary Ammo.
When a Clown Infected spawns, spawn 3 additional Zombies of Morindan.
Worker Infected are not affected by Propane Tanks, Oxygen Tanks, Pipe Bombs, or Explosive Ammo.
When a Fallen Survivor is destroyed, immediately place 2 random items on the space on which it was destroyed.

Horde Mentality: When moving Zombies of Morindan, they must move toward the nearest survivor and attack them if possible.

Spawning Zombies: At the end of each round, roll the d20 and add the Difficulty Modifier* to see how many new zombies spawn.
1-8: 2 Zombie
9-15: 3 Zombies
16-19: 4 Zombies
20: 3 Zombies plus an Uncommon Common.

Spawning Uncommon: You may place Uncommon Infected according to scenario rules, or use the following table if not playing a specific scenario.
1-4: Clown
5-8: Hazmat
9-12: Mud
13-16: Riot
17-19: Worker
20: Fallen Survivor

Spawning Specials: At the end of each round, roll the d20 to see which special infected spawns. You may add the Difficulty Modifier to your roll.
1-3: Boomer
4-6: Smoker
7-9: Charger
10-12: Jockey
13-15: Spitter
16-18: Hunter
19-20: Tank; or if a Tank has already spawned, Hunter

Witch Spawning: At the end of each round of each chapter except 1 and 5, roll the d20 and add the Difficulty Modifier to see if the Witch spawns. If you roll a 15 or higher, place the Witch on a random Witch Location between the survivors and the Safe Room. If the Witch is a Wandering Witch, subtract 3 from her Move and she may not attack until disturbed. If the Witch is not a Wandering Witch, she may not move or attack until disturbed. When a survivor ends its movement adjacent to a Witch or attacks a Witch or a figure adjacent to a Witch, she is disturbed. Once a Witch is disturbed, she can only attack the figure that disturbed her until either she is destroyed or that figure is destroyed.

Burning: After a Special Infected is affected by a Molotov, Gas Can, Fireworks, or Incendiary Ammo place a Burn Marker on the affected figure's card. After each of that figure's turns, place a wound marker on its Army Card. If the affected figure moves onto a water space, remove the Burn Marker. If the figure was affected by Incendiary Ammo, remove the Burn Marker at the end of the round.


GAME RULES

*Difficulty Level: Suvivors may choose to play one of four difficulties: easy, normal, advanced, or expert. Add the Difficulty Modifier to the Witch and Tank's Life.

Easy Difficulty: The easy Difficulty Modifier is 0. At the start of each round, spawn four random items at the next Item Location between the start and the Safe Room. Place 3 squads of Zombies at the start of each easy chapter.

Normal Difficulty: The normal Difficulty Modifier is 1. At the start of each round, spawn three random items at the next Item Location between the start and the Safe Room. Place 4 squads of zombies at the start of each normal chapter.

Advanced Difficulty: The advanced Difficulty Modifier is 2. At the start of each round, spawn two random items at the next Item Location between the start and the Safe Room. Place 5 squads of zombies at the start of each advanced chapter. The first time a Witch inflicts a wound on a survivor during Advanced Difficulty, automatically incapacitate the survivor.

Expert Difficulty: The expert Difficulty Modifier is 3. At the start of each round, spawn one random item at the next Item Location between the start and the Safe Room. Place 6 squads of Zombies at the start of each expert chapter. The first time a Tank inflicts a wound on a survivor during Expert Difficulty, automatically incapacitate the survivor. The first time a Witch inflicts a wound on a survivor during Expert Difficulty, automatically destroy the survivor as if it had 3 Incapped Markers on its Army Card.

Crescendo Events: At the end of a round, if a survivor is on a Crescendo Trigger, start a Crescendo Event. Immediately place 3 zombies plus zombies equal to the difficulty modifier when the event is triggered and at the end of each round during the event instead of Spawning Zombies. At the end of round 3, after placing zombies the Crescendo Event is over, the obstacle is removed, and play returns to normal.

Finale Events: Once the survivors have started a Finale Event, instead of Spawning Zombies automatically place 3 new zombies plus zombies equal to the Difficulty Modifier at the end of each round. In addition, automatically place a Tank at the end of round 2, then again at the end of the second round after that Tank is destroyed. Continue spawning Tanks this way, the first when the rescue vehicle arrives then the end of each round after a Tank is destroyed, until the survivors have been destroyed or escaped.

Rescue Vehicles: Once the survivors have started a Finale Event, play continues until the rescue vehicle arrives. After the second Tank has been destroyed, the rescue vehicle arrives at the end of the next round. Once all non-incapped survivors are on the rescue vehicle, those survivors escape.


ENVIRONMENTAL ITEMS

MINIGUN
Range 7. Attack 2.
A survivor on this Minigun may use this special attack instead of any of its own attacks. Each skull rolled with the Minigun counts for an additional hit. When attacking with a Minigun, the survivor may attack 4 times.

HEAVY MACHINE GUN
Range 7. Attack 2.
A survivor on this Heavy Machine Gun may use this special attack instead of any of its own attacks. Each skull rolled with the Heavy Machine Gun counts for an additional hit. When attacking with a Heavy Machine Gun, the survivor may attack 4 times.

GAS CAN
Instead of attacking, any survivor may ignite a Gas Can within range and clear line of sight. All figures on the Gas Can's space and any adjacent spaces are affected by the Gas Can. Common Squad figures roll 2 fewer defense dice against the Gas Can. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately. Until the end of the round, any figure the moves into the Gas Can's space or an adjacent space is immediately attacked with 2 dice and rolls 2 fewer defense dice if it is a Common Squad figure. At the end of the round, remove the Gas Can.

FIREWORKS
Instead of attacking, any survivor may ignite Fireworks within range and clear line of sight. All figures on the Fireworks' space and any adjacent spaces are affected by the Fireworks. Common Squad figures roll 2 fewer defense dice against the Fireworks. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately. Until the end of the round, any figure the moves into the Fireworks' space or an adjacent space is immediately attacked with 2 dice and rolls 2 fewer defense dice if it is a Common Squad figure. At the end of the round, remove the Fireworks.

PROPANE TANK
Instead of attacking, any survivor may ignite a Propane Tank within range and clear line of sight. Roll 2 attack dice once for all figures on the Propane Tank's space or adjacent to the Propane Tank's space. Figures may not roll defense dice against the Propane Tank. Remove the Propane Tank.

OXYGEN TANK
Instead of attacking, any survivor may ignite an Oxygen Tank within range and clear line of sight. At the end of the round, roll 2 attack dice once for all figures on the Oxygen Tank's space or adjacent to the Oxygen Tank's space. Figures may not roll defense dice against the Oxygen Tank. Remove the Oxygen Tank.

CAR ALARMS
Cars start the game with a yellow Alarm Marker on them. If a survivor ends its move on the car, attacks while on or adjacent to the car, or attacks a figure on or adjacent to the car, the alarm is set off. Immediately remove the Alarm Marker, place 3 zombies plus zombies equal to the difficulty modifier, and place that many zombies again at the end of the round in addition to the normal Spawning Zombies.

METAL DETECTORS
Metal Detectors start the game with a grey Detection Marker. If a survivor moves through the Metal Detector, the alarm is set off. Immediately remove the Detection Marker, place 3 zombies plus zombies equal to the difficulty modifier, and place that many zombies again at the end of the round in addition to the normal Spawning Zombies.
Total Comments 5

Comments

Old
Mr Migraine's Avatar
That looks sweet! Do you have figures for each of the units or do you proxy?
Posted August 5th, 2009 at 12:45 AM by Mr Migraine Mr Migraine is offline
Old
Shades fan's Avatar
Awesome creative idea.... to bad you'll need about 250 squads of Zombies to do it!
Posted August 5th, 2009 at 12:56 AM by Shades fan Shades fan is offline
Old
NecroBlade's Avatar
The figures are proxied as follows:
Zoey - Nakita Agent
Bill - Airborne Elite
Louis - Krav Maga Agent
Francis - Microcorp Agent

Boomer - Obsidian Guard
Hunter - Wolf of Badru
Smoker - Marro Stinger
Tank - Krug
Witch - Sonya Esenwein


I've only played once (with DeceitulBeauty; on a No Mercy 1 map) and I only have 6 squads of zombies and I don't remember running out (though we were playing on Normal, I think).

I've made cards for the weapons, explosives, and health items, too, but I'll upload them later (they're not as important, I haven't made glyphs yet, and I want to finish the other items such as Gas Cans first).
Posted August 5th, 2009 at 01:46 AM by NecroBlade NecroBlade is offline
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Updated the rules slightly (nothing big) and added the melee weapons, new infected, and other updates from L4D2. No new cards yet, and the ones that are there will have slight updates eventually as well.
Posted November 9th, 2009 at 01:43 AM by NecroBlade NecroBlade is offline
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Holy crap!!! To make all of these rules must of taken many hours. They look pretty sweet. I guess you beat me to the punch. I'm making a left 4 dead campaign right now with what I thought was a lot of special rules but this takes the cake. Plus it looks like we had the same idea on a few things. I think my version is going to be a dumbed down one compared to this. Nice work.
Posted February 3rd, 2010 at 02:52 AM by 1-up user 1-up user is offline
 
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