Zombie mini book

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tom1
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Zombie mini book

Post by tom1 » Sun Jan 22, 2012 4:35 pm

The zombie mini book is here and ready (sorta) for gaming, any feedback would be greatly appreciated :)
THIS LIST ISN'T VERY WELL GAME TESTED USE AT OWN PERIL WE CAN'T BE HELD RESPONSIBLE FOR ANY MENTAL SCARRING THE ZOMBIES OR MAGIC CAUSE
Have fun :)
Endless march, Necromancer units never flee from combat as they have no sense of self-preservation. They also automatically pass soldiering checks and break checks.

From the watery depths, 1 undead unit can scout ahead of the main army and hide in deep water/marsh’s.

Death lord 50pts
They’re actually just alchemists they were nicknamed Death lords because they are the creators of the zombie virus and in turn are blamed for every misery it causes in the world of Many.
Count as being a wizard but can never be master wizards
1 Triangle
M Cr A T Ag L E F/W S
6 2 1 1 0 2 4 1/2 4
Fear factor 2
They can’t take the first principle of necromancy as they see no use in it
Flow of energy, (the Eternal Queen outranks them for this rule)
If they die then the entire army suffers from crumbling instead of +4 battle stress, for zombie’s ghosts wraith guard and harvester of death roll on the beast chart.

Ring of zombies
This item is free as long as your army only consists of Zombies/Zombie dogs and one Death lord (you can still take other wizards) If your Death lord is carrying this then they have complete control over your zombie horde, they can be moved like normal infantry, additionally their zombies will never attack the Death lord as the rings creates a visage for the zombies which gives the impression that the Death lords one of them. If all intelligent pieces (Necromancer, Death lord and eternal queen) on the field are dead then you can only get a draw as there isn’t anyone to lead your army. All zombie units count as being 1 Square Instead.

Unliving guard
They surround themselves with zombies to avoid enemy missiles and magic. Can take a unit of 20 Leatherback’s (you must pay for them) and gain the rule “look out sir” on page ** of the three plains rule book.

Flow of energy,
If she dies then the entire army suffers from crumbling instead of +4 battle stress, for zombies, ghosts, wraith guard and harvester of death roll on the beast chart. (If a zombie can still see a living piece you don’t roll)

Potions
Concentrated Zombification 10pts (costs double if additional taken 10-20-40-80 etc) 1D6 zombie poisons 10 inch

Magic Guard 5pts +1 luck for 1 turn, Can’t be used twice in 1 turn Self

Concentrated luck 10pts (costs double if additional taken 10-20-40-80 etc) +1 luck for 1 turn, Can’t be used twice in 1 turn 1 friendly piece within 12 inch

Firebomb 25pts (costs double if additional taken 25-50-100 etc) Small blast where they land -1 T 12 inch

Stone skin 8pts +1 Toughness 1 friendly piece within 10 inch

Void bringer 15pts (costs double if additional taken 15-30-60 etc) Small blast When it lands roll D6 on a 2+ it Lands where aimed on, on a 1 it’s hole in reality teleports 2d6 in a random direction 14 inch

Antimagic 5pts (Cost double if additional taken 5-10-20-40) etc When the enemy wizard casts a spell You can use this to negate it Used on self

He can use all forms of magic
0-3 magic items (1 of these slots can be traded for 5 potions), Ring of Zombies free 0-1, Undead warhorse 20

Zombies 4pts
1 Square
Zombies are fresher than their older leatherback counterparts so are easier to kill because they aren’t as tough.
20-40
M Cr A T Ag L E F/W S
8+d3sp 2 1 1 0 1 - 2/3 -

Mob, Fear factor 1, Endless march, From the watery depths
Weapons claws and teeth
Upgrades, leatherback (for costs see below), +1 armour 3pts per model
As zombies wander the middle plain they are exposed to a number of harsh environments which eventually lead to their skin being tougher than normal.
Leatherback zombies upgrade 2pts per model (every piece in unit must take this upgrade so if you have 10 zombies it cost 20pts)


M Cr A T Ag L E F/W S
4+d3sp 2 1 3 0 1 - 1/3 -


2 fear factor, Mob, Endless march, From the watery depths,

Zombification
Both zombies carry a strain of magically infused disease known as resuscitet corporis this disease has no effect on a living person as the person will just absorb and neutralise its affects but if someone’s infected and killed quickly the magic will reanimate there corpse which will devour the living as it listens to its most basic senses.
At the end of combat every dead enemy piece (except beasts) killed by a zombie is reanimated and joins the zombies, this has no effect on enemy battle stress for that round (such as out numbering 2-1 or the 5-1 rule) (if a zombie kills a zombie nothing happens)

Leather Skin
Leatherback zombies are known for having a very tough natural skin which irritates every undead hunter across the middle plain. They count as having +1 passive armour against all infantry based ranged attacks except for those which are too large to miss or fire based (such as Dracomancers stand and shoot).

Unarmed,
They always count as unarmed.

BRAINSSS,
Zombies are easy to control before battle but as soon as they detect a living piece on the battle field they make a beeline for it as the try to follow what little they know.
When a living piece is with awareness ranges of the zombie the zombie will automatically run towards it until either they reach it, a piece is closer that’s in there awareness ranges or there are no pieces in there awareness ranges. If this rule isn’t in effect move them as normal.
If a living friendly piece goes within 3inchs of the zombies they will automatically charge it.
They ALWAYS pursue a living piece.

Never tiring,
Zombies are still partially made up of flesh and other biological parts so still have vast reserves of energy, this combined with their magical essence means it takes months of combat before one were to grow tired. Zombies never suffer from exhaustion or Crumbling.

Poisoned attacks,
When the piece is killed instead of removing it he will join the zombie’s if there in combat or automatically count as charging the unit.

Necrosis (Leatherback only)
The fact that they’re rotting makes leatherbacks scarier than normal zombies but since their eyes go first it’s not very beneficial to the necromancer.

Not quite dead
When a Zombie/Leatherback is killed they might not be dead at first glance, they no longer require use for major organs so unless you take out the head they’ll come back with avengence.
When a zombie is killed roll D6 on a 5-6 it’s removed as normal on a 1-4 it becomes a Straggler (stats below), a straggler forms its own unit and follows the unit it was a part off. Stragglers are automatically hit unless they are in combat alongside a non-straggler units. Anything which has a -F/W modifier such as a bolt thrower will instead increase the chance that a zombie dies, so -1 the zombie becomes a straggler on a 1,2,3 -2 1,2 and a -3 kills it outright as the attack is too punishing to survive even for a zombie.

Straggler
M Cr A T Ag L E F/W S
Straggler 5+D3 1 1 0 0 1 - K -
Leather.B 2+D3 1 1 1 0 1 - K -
Straggler
Fear factor 1, Endless March, Mob, From the watery depths,

Zombification
Both zombies carry a strain of magically infused disease known as resuscitet corporis this disease has no effect on a living person as the person will just absorb and neutralise its affects but if someone’s infected and killed quickly the magic will reanimate there corpse which will devour the living as it listens to its most basic senses.
At the end of combat every dead enemy piece (except beasts) killed by a zombie is reanimated and joins the zombies, this has no effect on enemy battle stress for that round (such as out numbering 2-1 or the 5-1 rule) (if a zombie kills a zombie nothing happens)

Leather Skin
Leatherback zombies are known for having a very tough natural skin which irritates every undead hunter across the middle plain. They count as having +1 passive armour against all infantry based ranged attacks except for those which are too large to miss or fire based (such as Dracomancers stand and shoot).

Unarmed,
They always count as unarmed.

BRAINSSS,
Zombies are easy to control before battle but as soon as they detect a living piece on the battle field they make a beeline for it as the try to follow what little they know.
When a living piece is with awareness ranges of the zombie the zombie will automatically run towards it until either they reach it, a piece is closer that’s in there awareness ranges or there are no pieces in there awareness ranges. If this rule isn’t in effect move them as normal.
If a living friendly piece goes within 3inchs of the zombies they will automatically charge it.
They ALWAYS pursue a living piece.

Never tiring,
Zombies are still partially made up of flesh and other biological parts so still have vast reserves of energy, this combined with their magical essence means it takes months of combat before one were to grow tired. Zombies never suffer from exhaustion or Crumbling.
Poisoned attacks,
When the piece is killed instead of removing it he will join the zombie’s if there in combat or automatically count as charging the unit

Zombie dogs 10pts
Animal based strains of the virus have only worked with dogs and even then it appears as if it struggles to reanimate anything except a dog. They're far more agile and attack with more ferocity then a zombie
10-30
M Cr A T Ag L E F/W S
12 2 2 0 1 1 - 1/2 -

1 Square 0.5 Diamond
Fear factor 2, Endless march, Mob, From the watery depths
Ferocious
Zombies dogs are known to try and take their target unawares due to their lack of weaponry or tactics. Have 1 bonus attack in first round of combat if they charged.

Canine zombification
Same rules as zombification (described above) but only works on canine enemies.

Never tiring,
Zombies are still partially made up of flesh and other biological parts so still have vast reserves of energy, this combined with their magical essence means it takes months of combat before one were to grow tired. Zombies never suffer from exhaustion or Crumbling.

BRAINSSS,
Zombies are easy to control before battle but as soon as they detect a living piece on the battle field they make a beeline for it as the try to follow what little they know.
When a living piece is with awareness ranges of the zombie the zombie will automatically run towards it until either they reach it, a piece is closer that’s in there awareness ranges or there are no pieces in there awareness ranges. If this rule isn’t in effect move them as normal.
If a living friendly piece goes within 3inchs of the zombies they will automatically charge it.
For magical energies you can ignore the beast roll if they can see a living piece.
The ALWAYS pursue a living piece

The Pack
Don’t require beast masters.
A beast unit of War Dogs follows all the rules laid out on pages ** to ** in the Three Plains Rulebook for ‘Beast Units’.

Poisoned attacks,
When the piece is killed instead of removing it he will join the zombie’s if there in combat or automatically count as charging the unit (only works on dogs)
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Re: Zombie mini book

Post by tom1 » Sun Jan 22, 2012 4:41 pm

Heres the magic

The First principle of Necromancy
Resurrection
Cast 3 or 6 range 18
This is cast on a friendly unit within 18 inches that lost models. The unit gains D3 Models on3-5 mana and D6 models back on 6 mana. This cannot go above squad staring size unless they have been in combat. This cannot be used to resurrect a squad that was killed to the last man.

The Second principle of Necromancy
Winds of magic
Cast 3 range 18
All undead are controlled by the winds of magic and necromancers use this to control their undead hordes along with undead mages.
You temporarily override the zombies BRRAINS!! Rule and can move them as you please this can be cast before zombies charge into Combat or move

The Third principle of necromancy
Necrosis
Cast 3 anywhere but must be able to see the unit it is cast on.
The unit it is cast on begins to fall apart even more showing things that would make the average living man sick. The allied unit gains +1 fear factor (only works on undead)

The Fourth principle of Necromancy
Soul stealing
Cast 4 range 26
The enemy unit takes D2 damage with no saves and -1 to
F/W.

The Fifth principle of necromancy
Undying
Cast 4 range 10
This is cast on a friendly unit, once cast that unit gains a temporary bonus L. This cannot stack with other magical modifiers such as magic armour.

The Sixth principle of Necromancy
Chilling touch
Cast 4 this is cast in combat
The enemy unit takes D5 hits with no saves.

The Seventh principle of Necromancy
Angel of death
Cast on a 4 range 14
An apparition of the grim reaper appears and it automatically engages the nearest enemy unit it can see for one turn with this stat line. Refer to page ** of book

The Eighth principle of Necromancy
Pestilence
Cast 5 range 24
Once cast the enemy unit has 2D6 poisoned models.

The Ninth principle of Necromancy
Out numbered
Cast 6 range 12
The enemy unit gains +6 battle stress as long as they are outnumbered 1-2.
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Re: Zombie mini book

Post by Dave » Sun Jan 22, 2012 4:46 pm

nice work mate =O)
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Re: Zombie mini book

Post by tom1 » Sun Jan 22, 2012 4:52 pm

Thanks
A word of warning magic is normally very unbalanced when it first comes out
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Re: Zombie mini book

Post by TristanSykes1994 » Sun Jan 22, 2012 10:42 pm

hang on, the best result is a draw with death of general.
necromancer general dies would be the same as losing in points so a draw could be gained as no army would benefit.
What if Deja Vu...
Meant I lost a life and started back at the last checkpoint?
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Re: Zombie mini book

Post by Dave » Sun Jan 22, 2012 11:29 pm

TristanSykes1994 wrote:hang on, the best result is a draw with death of general.
necromancer general dies would be the same as losing in points so a draw could be gained as no army would benefit.
He's right.
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Re: Zombie mini book

Post by tom1 » Mon Jan 23, 2012 8:27 am

Edited it
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Re: Zombie mini book

Post by TristanSykes1994 » Mon Jan 23, 2012 2:49 pm

Also, units that inflict a minus modifier to fatal wounds also get a modifier to dice rolls to kill a zombie.
-1 FW modifier adds 1 onto all rolls to permanently kill, so 4, 5, 6 instead of normal.
-2 FW modifier adds 2 onto all rolls to permanently kill, so 3, 4, 5, 6 insted of normal.
-3+ FW modifier automatically kills zombie so no extra roll is required.
What if Deja Vu...
Meant I lost a life and started back at the last checkpoint?
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Re: Zombie mini book

Post by tom1 » Mon Jan 23, 2012 4:43 pm

TristanSykes1994 wrote:Also, units that inflict a minus modifier to fatal wounds also get a modifier to dice rolls to kill a zombie.
-1 FW modifier adds 1 onto all rolls to permanently kill, so 4, 5, 6 instead of normal.
-2 FW modifier adds 2 onto all rolls to permanently kill, so 3, 4, 5, 6 insted of normal.
-3+ FW modifier automatically kills zombie so no extra roll is required.
Thanks for pointing that out i've changed it :)
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Re: Zombie mini book

Post by tom1 » Tue Jan 24, 2012 9:12 pm

By the way your going to have to use representitive models for now
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