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