Zombieville Sign-up.
Posted: Tue Feb 17, 2009 1:40 pm
In a small midewestern town everyting is normal. The adventure club is meeting, and people are having fun, unaware of the horror that is coming.
Zombies.
Setting: A small town, with lots of buildings.
Sides:
Humans: there are four human players. They each start out with one crier, who has an extra inch of movement. They are the only starting figs aware of the zombies, making them Alert. Alert people are aware of the threat and won't panick when they see zombies. Anyone within five inches of an alert person becomes alert.
Since it is dark, people won't know about zombies just by seeing them. If a zombie attacks them they become panicked. Panicked people use astumbel die to move untill they calm down. the only way to calm down is to be 5 inche away from a zombie or to be within five inches of an alert perosn. If any of this happens they become an alert person.
Zombies: there are four starting zombie players, with one super-zombie each. Most ordinary zombies have four inches of movement, but super zombies have five. Zombies can only be killed by decapitation, headshots, or burning. They have a chance to infect people. This is doneby beating the minifigs armor of 4. If this happens, the fig is infected. Infected figs move at a rate of six inches per turn. the turn after they're infected, they faint. After that turn, they're zombies. An infection can only be stopped by holy water, or a medkit with a medic.
units:
Townsperson:
Move: 5"
Armor: 4
The most basic unit. around 76 on the field.
Crier:
Move: 6"
Armor: 4
Every human starts with one crier.
Sheriff:
Move: 5"
Armor: 4
There is one sheriff. Hi has the keys to the armory and squad car. he starts of with a pistol and the weapons training ability.
Deputy:
Move: 5"
Armor: 4
One deputy. He has a gun and the weapons training ability.
Priest:
move: 6"
armor: 5
There is one priest. he has the holy presance ability.
Workmen:
Move: 5"
armor: 4
There are three workmen. They have +1 to all melee attacks.
Adventure club members:
Move: 6"
armor: 4
There are five adventure club members. thay have more movement and +1 to all melee attacks
Medic:
Move: 5"
armor: 4
There are two medics. when partered with a medkit, they can cure infections.
Zombies:
move: 4"
armor: 5
Your average zombie. They move as a swarm.
Super-Zombie:
Move: 5"
armor: 6
There are four. Each zombie player starts with one.
Sign-Up:
Human 1: Elmagnifio
Human 2: Pesogores
human 3: The Lord High Archron
human 4: Crzyhorse
Zombie 1: 501st canadians
Zombie 2:Jifel
Zombie 3:Niflheim
Zombie 4:Master Ecabob.
Mystery faction: Birdman.
Zombies.
Setting: A small town, with lots of buildings.
Sides:
Humans: there are four human players. They each start out with one crier, who has an extra inch of movement. They are the only starting figs aware of the zombies, making them Alert. Alert people are aware of the threat and won't panick when they see zombies. Anyone within five inches of an alert person becomes alert.
Since it is dark, people won't know about zombies just by seeing them. If a zombie attacks them they become panicked. Panicked people use astumbel die to move untill they calm down. the only way to calm down is to be 5 inche away from a zombie or to be within five inches of an alert perosn. If any of this happens they become an alert person.
Zombies: there are four starting zombie players, with one super-zombie each. Most ordinary zombies have four inches of movement, but super zombies have five. Zombies can only be killed by decapitation, headshots, or burning. They have a chance to infect people. This is doneby beating the minifigs armor of 4. If this happens, the fig is infected. Infected figs move at a rate of six inches per turn. the turn after they're infected, they faint. After that turn, they're zombies. An infection can only be stopped by holy water, or a medkit with a medic.
units:
Townsperson:
Move: 5"
Armor: 4
The most basic unit. around 76 on the field.
Crier:
Move: 6"
Armor: 4
Every human starts with one crier.
Sheriff:
Move: 5"
Armor: 4
There is one sheriff. Hi has the keys to the armory and squad car. he starts of with a pistol and the weapons training ability.
Deputy:
Move: 5"
Armor: 4
One deputy. He has a gun and the weapons training ability.
Priest:
move: 6"
armor: 5
There is one priest. he has the holy presance ability.
Workmen:
Move: 5"
armor: 4
There are three workmen. They have +1 to all melee attacks.
Adventure club members:
Move: 6"
armor: 4
There are five adventure club members. thay have more movement and +1 to all melee attacks
Medic:
Move: 5"
armor: 4
There are two medics. when partered with a medkit, they can cure infections.
Zombies:
move: 4"
armor: 5
Your average zombie. They move as a swarm.
Super-Zombie:
Move: 5"
armor: 6
There are four. Each zombie player starts with one.
Sign-Up:
Human 1: Elmagnifio
Human 2: Pesogores
human 3: The Lord High Archron
human 4: Crzyhorse
Zombie 1: 501st canadians
Zombie 2:Jifel
Zombie 3:Niflheim
Zombie 4:Master Ecabob.
Mystery faction: Birdman.