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Chapter Master
Space Hulk: Zombie Hive mod
Was watching the film Resident Evil again the other night while painting (Channel 4 seems to show it every other week) and the general idea of a few soldiers fighting their way through relentless hordes in a confined space seemed like a good fit to the Space Hulk ruleset. This is the result. I haven't playtested it yet, and I need to make a lot of zombies first.

"Deep in the lower levels of Parasol Hive is a top secret Adeptus Mechanicus research facility conducting research of the highest priority. Despite heavy protection from automated defences, 6 hours ago all communication with this facility was lost. An alpha team of veteran Imperial Guardsmen was immediately sent to investigate.
They found the corridors and laboratories apparently deserted, but contact with the machine spirit inhabiting the logic stacks at the centre of the maze established the awful truth: the dreaded zombie plague has overrun the facility, and the team must now escape from both its zombie inhabitants and the malignant efforts of the machine spirit, which seeks to prevent any potential carriers from spreading the virus into the rest of the hive.
Suddenly the scanner is picking up movement everywhere. Run!"
You will need:
Space Hulk.
7 veteran imperial guardsmen (IG) or equivalent, including sergeant, to be played by the IG player.
approx. 40 zombie models, to be played by the Machine Spirit player.
Scenario 1: Lowest level.
Use the space hulk tiles and doors as set up in the map.
Blips enter from the points marked with arrows (and later turn into zombies!). D6 blips arrive each turn.
The 7 IG must be deployed anywhere in the machine spirit room marked with the imperial eagle, and go first. If all seven reach the exit point leading to the next level (also marked with an aqilla) in 15 turns or less, the IG player wins. If one of the IG is killed but the rest escape in time, the game is a draw. Otherwise the Machine Spirit wins. You'll never reach the top level of the facility at that rate!
Use all the standard space hulk rules. Zombies are to guardsmen as genestealers are to space marine terminators, so mostly the rules are unchanged. The following modifications are in use:
The IG vets play as terminators, but:
*they have 5 action points each per turn, not 4.
*they may not shoot at doors to open them.
The 6 basic veterans carry lasguns and pistols, and count as terminators with power fists.
*they begin by using their lasguns, and may switch from lasgun to pistol (and vice versa) by expending one action point.
The sergeant has a pistol and a close combat weapon (power swords, powerfists and chainswords are all equally effective against zombies. The chainsword is a particularly prized anti-zombie weapon, however) and counts as a space marine sergeant with power sword, but may never choose to draw a replacement command point counter.
lasguns:
*count as storm bolters. A headshot (a 6) is necessary to dispatch zombies, so lasguns firing with a sustained fire bonus do not inflict a kill with a roll of 5. Instead the zombie is pushed away one square if possible (IG player decides which square, provided it is further from the firing model). A jam result indicates the lasgun has run out of ammo and is now useless.
pistols:
*count as storm bolters, but do not get a sustained fire bonus. A jam result indicates the pistol has run out of ammo and is now useless.
The zombies play as genestealers, but:
*they have 3 action points each per turn, not 6.
*they roll only a single dice in close combat.
*they may not open/close doors.
*at the beginning of each of his turns, the Machine Spirit may open or close any doors on the board, unless there is an IG vet in an adjacent square to temporarily jam it.
*up to 3 zombies may occupy a single square! Fit them on somehow. Zombies are very dangerous in large numbers.
More scenarios (levels) to follow if anyone plays the first one. Feedback appreciated.
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