Zombies are a Codex army and if they are chosen as your primary army you must place 100% of your points into this farce, er, um force. They may be chosen as allies for any other army, but only Necrons (or other non-living forces) can rely on them as allies. You have been warned.
This Codex army is highly optional and may only be used with the permission of all players. It may also only be used if the Points Formula values are being used (version 0.43). I will not be translating it to NetEpic Gold values. You may try using the values listed against a Gold valued army, but I will not be responsible for any imbalance.
Zombies inherently sense the presence of Life energy and attempt to feed off of it. Where the keyword "Living" is used in this Codex, it refers to any stand or model that does not have the Dead, Inorganic, or Robotic abilities. This means that a Rhino counts as a Living target because it is crewed by Living creatures. Despite having the Living Metal ability, Necrons do not count as Living for the purposes of this Codex. Except for Pariah stands, which do. Daemons are not really alive in the standard sense, but there is some life force there. When checking for the actions of a particular Zombie stand, any Daemonic stands or models have to be within half the normal range to qualify (IE, out to 10cm, between 10cm and 25cm, and beyond 25cm respectively) for that action. If a Daemonic target and a non-Daemonic target are the same distance from a Zombie stand, the Zombie stand will always target the non-Daemonic one.
Deployment. Place four Zombie stands within 2cm of each objective on the board. If there are not enough Zombie stands for this, divide them as evenly as possible. Any remaining Zombie stands may be placed anywhere on the controlling Player's half of the board. They must be placed in groups of four stands, and so that all four stands are adjacent to at least one other Zombie stand of the same sub-type. There must be at least 20cm between each such group, and they must be at least 20cm away from any objective. Zombie stands ignore Coherency. They are not required to stay near others of their kind.
Orders. Zombies do not receive Orders in the way that most forces do, and are really not under the control of the player. They behave as described below.
During the Compulsory Movement phase, check the following conditions for each Zombie stand, in the order listed here.
1) If there are Living models within 20cm (no LoS required), the stand will Charge into Close Combat with the nearest model. This applies to allies as well as to foes.
2) If there are Living foes further than 20cm but within 50cm AND in LoS, the stand will Charge toward the nearest foe. Any Zombie stand that is within 6cm of this stand (before it moves) that has no LoS to a foe must roll 1d6. On a 4+, it will also charge toward the same foe as the initial Zombie stand.
3) If there are Living foes further than 20cm but within 50cm, but out of LoS, the stand will Advance toward the nearest foe.
4) If there are foes further than 50cm but within LoS, the stand will Advance toward the nearest foe.
5) If none of the above conditions are met, the stand will move 2d6-2cm in a direction indicated by a Scatter Die. If while moving thus, they encounter a non-Living model or stand (that is not a Zombie), they will fight it in CC. Any Zombie stand that moves off of the board is considered destroyed.
Zombie Special Abilities:
Dead: As they are Dead, they are immune to any weapon or Special Ability that relies on Emotions, Thoughts, Intelligence, or a functioning organism. Fear, pleasure, diseases, poison, smell, etc.
Easy to Hit: As Zombies do not fear being damaged, and are really not even aware of it, they do not even try to dodge incoming attacks, and thus all weapons gain a +1 to hit vs them. This does not apply to Barrage or other Template attacks, except for Flamers and Flame-based weapons or abilities. Zombies burn easily.
Save vs All: This is identical to the Eldar Avatar ability. This stand gets the listed Save versus any and all forms of damage, including ones that do not normally allow saves. This includes hits taken in Close Combat.
Spawn: Some Zombie sub-types have this ability. When a stand with this ability destroys a Living (Infantry, Light Artillery, Cavalry, Walker, Vehicle, Super Heavy, or Praetorian) stand or model, the destroyed stand or model is replaced with a Zombie stand of the same sub-type as the Zombie stand that destroyed it, unless specified otherwise. This ability does not ignore After-Death effects, and only happens if such an ability fails to activate.
Break Point and Victory Points. Zombie formations have a Break Point value equal to the number of stands in the formation. However, they grant VP for every four Zombie stands of that specific sub-type that are destroyed. See the specific Formation for the amount.
Any specific formation of Zombies must be entirely of one sub-type. However, you may freely have formations of different types in the same army. You must make it entirely clear at a glance which stands are which sub-type and all stands of the same sub-type must be identical (or at least, reasonably so), even those in different formations.
Zombies do not gain VP from capturing Objectives. They gather in those places because the living keep trying to get there. Brains...
Optional VP Rule. You may round the VP awarded to the nearest multiple of 0.25 if desired for simplicity, but if this is done, it applies to all Zombie Formations in this battle.
Formations:
All Company formations consist of 20 stands of that specific sub-type of Zombie. All Special and Support formations consist of 4 stands of that specific sub-type of Zombie, unless stated otherwise.
Zombie sub-type name __ Cost _ VP per 4 stands destroyed (rounds to) _ Company: Basic B-Movie __________ 236 __ 0.4725 (0.5) Strong _________________ 278 __ 0.5565 (0.5) Tough __________________ 278 __ 0.5565 (0.5) Fast ___________________ 305 __ 0.61075 (0.5) Strong & Tough _________ 320 __ 0.6405 (0.75) Tougher ________________ 320 __ 0.6405 (0.75) Strong & Tougher _______ 362 __ 0.7245 (0.75) why won't it die? ______ 491 __ 0.98175 (1) Strong, Tougher, Spawn _ 529 __ 1.057 (1) Holy Shit ______________ 583 __ 1.16655 (1.25) Holy Shit, Spawn _______ 856 __ 1.711325 (1.75) World War Z ___________ 1797 __ 3.59415 (3.5)
_ Special: Comic Relief ____________ 21 __ 0.20825 (0.25) Huge ____________________ 64 __ 0.637 (0.75) Huge, Strong, Tougher ___ 90 __ 0.8995 (1) Ginormous ______________ 223 __ 2.233 (2.25)
_ Support: Basic B-Movie ___________ 47 __ 0.4725 (0.5) Strong __________________ 56 __ 0.5565 (0.5) Tough ___________________ 56 __ 0.5565 (0.5) Fast ____________________ 61 __ 0.61075 (0.5) Strong & Tough __________ 64 __ 0.6405 (0.75) Tougher _________________ 64 __ 0.6405 (0.75) Strong & Tougher ________ 72 __ 0.7245 (0.75) why won't it die? _______ 98 __ 0.98175 (1) Strong, Tougher, Spawn _ 106 __ 1.057 (1) Holy Shit ______________ 117 __ 1.16655 (1.25) Holy Shit, Spawn _______ 171 __ 1.711325 (1.75) World War Z ____________ 359 __ 3.59415 (3.5)
_ Statistics (divided by Pinning Class / Terrain Access) Sub-Type _______________ Move __ Save __ CAF _ Abilities _ Infantry / Infantry Comic Relief ____________ 5cm ___ 6+ ____ 0 __ Dead, Easy to Hit, No Coherency, No Orders Basic B-Movie __________ 10cm ___ 5+ ___ +1 __ Dead, Easy to Hit, Fear, No Coherency, No Orders Strong _________________ 10cm ___ 5+ ___ +2 __ Dead, Easy to Hit, Fear, No Coherency, No Orders Tough __________________ 10cm ___ 4+ ___ +1 __ Dead, Easy to Hit, Fear, No Coherency, No Orders Fast ___________________ 15cm ___ 5+ ___ +1 __ Dead, Easy to Hit, Fear, No Coherency, No Orders Strong & Tough _________ 10cm ___ 4+ ___ +2 __ Dead, Easy to Hit, Fear, No Coherency, No Orders Tougher ________________ 10cm ___ 3+ ___ +1 __ Dead, Easy to Hit, Fear, No Coherency, No Orders Strong & Tougher _______ 10cm ___ 3+ ___ +2 __ Dead, Easy to Hit, Fear, No Coherency, No Orders why won't it die? ______ 10cm _ 2+,F6+ _ +1 __ Dead, Easy to Hit, Fear, No Coherency, No Orders, Regenerate 6+ Strong, Tougher, Spawn _ 10cm ___ 3+ ___ +2 __ Dead, Easy to Hit, Fear, No Coherency, No Orders, Spawn Holy Shit ______________ 10cm _ 2+,F6+ _ +3 __ Dead, Easy to Hit, Fear, No Coherency, No Orders, Regenerate 6+ Holy Shit, Spawn _______ 10cm _ 2+,F6+ _ +3 __ Dead, Easy to Hit, Fear, No Coherency, No Orders, Regenerate 6+, Spawn World War Z ____________ 15cm _ 2+,F6+ _ +4 __ Dead, Easy to Hit, Fear, No Coherency, No Orders, Regenerate 4+, Save vs All, Spawn
_ Walker / Walker Huge ___________________ 10cm ___ 4+ ___ +2 __ Dead, Easy to Hit, Fear, No Coherency, No Orders Huge, Strong, Tougher __ 10cm ___ 2+ ___ +3 __ Dead, Easy to Hit, Fear, No Coherency, No Orders
- Knight / Walker Ginormous ______________ 15cm _ 2+,F6+ _ +4 __ Dead, Easy to Hit, Fear, No Coherency, No Orders
_________________ Net Epic Coordinator
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