Guts n guns - LNOE Scenario/Expansion
Transcription
Guts n guns - LNOE Scenario/Expansion
Defend the mansion - Guts N Guns Variant Hyper Zombies, Weapon Cache, Hero Sprint, Zombie Brute. Usual rules of defend mansion except: The gun shop must be one of the 4 corner pieces. All hero players start with 2 cards from the weapon cache (and a possible weapon cache in the mansion). Hero’s can sprint. Zombies now have variable damage and related movement. Hero Weapon Cache After shuffling the hero deck, discard a card one at a time putting any a guns, ammo or ranged items (dynamite / flare gun) found into another pile. This is the “weapon cache”. Repeat until there are at least 4 guns and at least 4 more ranged weapons or ranged items (ammo does not count towards this total). Shuffle the weapon cache pile and give two to each hero. If there are any reaming the “weapon cache” cards are placed face down next to the board. These now form a weapon cache that can be searched for in the mansion. Once this is depleted no more searches can be performed in the mansion (as usual). Hero Sprint Hero’s can give up their ranged fire move and fight move to sprint. This involves rolling an additional d3 for another move. They do not get to see the dice roll before deciding weather to sprint or not. Hyper Zombies: Zombie damage/movement Zombies now move differently, which is dependant on damage taken from ranged weapons (mêlée is unchanged). If a zombie is hit with a ranged weapon, a further roll to see where it was hit must be performed. Head shots are kills. Leg shots make them “crawling” body shots make them “wounded”. Zombies sprinting through walls must count going through the wall as a square (on dice rolls higher than 2). The Brute There is also a new type of zombie “The Brute” that can only be killed (in ranged fire) with a head shot. It also has two wounds for normal mêlée fights. The amount of dice a brute uses in mêlée must be determined before each fight by rolling a D3. If a brute rolls doubles on his fight dice, and wins the fight, he will cause 2 wounds. If a brute rolls all three of the same number he will cause 3 wounds. There can be only one brute on the board at a time. Brutes can also attempt a D3 “sprint” if 3 squares or less away from a hero (2 through a wall). If they reach the hero(s) they automatically cause a wound to each but do not get to fight that zombie turn. If there were any zombies in that square they get knocked back to an adjacent square (zombies choice). Brutes are not effected by fire extinguisher and are a 5+ in dynamite. Sprinting (First Move) Normal Wounded Crawling Brute D4 D3 D2 1SQ 1SQ Zombies not yet moved from or moving from spawn point (after spawning) are not affected by ranged fire. 1-2 legs (crawling) 3-4 body (wounded) 5-6 head (dead) 1-2 legs (crawling) 3-4 body (dead) 5-6 head (dead) 1-2 legs (No effect) 3-4 body (dead) 5-6 head (dead) 1-4 (No effect) 5-6 head (dead) Created from the warped mind of Labrys.co.uk V1.1 - 13/01/2013