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Zombie Mosh Puts you in a world where the
undead have risen in a zombie
apocalypse. A world where only
the smart and well armed sur-
vive. You take on the role of a
survivor, as some of your family
and friends have either been bit-
ten or become a buffet for the
horde of horrors. As the zombies
rise you will have to go to great
lengths to keep alive and keep
safe.
Are you going to try to make it
out of the city. Are you going to
stick it out and fight back
against the horde. Are any of the
government quarantine areas
still intact. What was the govern-
ment’s involvement in the initial
outbreak. These questions will
all be answered eventually. With
these rules you can recreate any
scene from any of your favorite
zombie movies. These rules are
designed to be easy to learn fast
to play and fun.
Within these pages is everything you need to play exciting games
of zombie mayhem. There are rules for the shambling dead and
the newly turned zombies. You will also find rules for survivors
and the many weapons that are used to purge the zombie pres-
ence. There are also rules for vehicles,. The rules can handle as
many of your friends as you want to play. There is also several
scenarios included to get you started.
This is the first game rules released by Sinister Jester Studios. It
has been a long road of learning and refining our designs. This
will be the first in what will be a long list of games to come. With
the company expanding it’s audience on the web and getting our
rules out to more than our regular players
we will continue to keep the ball rolling.
Soon you will be able to get official minis
for this and all our upcoming games. Our
company is more than just friends creat-
ing games, it’s also an attitude. Sinister
Jester is, away from the norm and darker
yet just keep it fun! Our entire crew have
given to this project in the hopes that we
can do this full time someday. We also
hope that people will enjoy our creation as
much as we do. The excitement that is
generated every time we demo this game
is testament to it’s quality. Please feel free
to contact us and let us know what you
think or just to say hello!
Sam
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A game of zombie madness written by Jim Grady
A sinister jester studios game
Version 2.5
© 2007 Sinister Jester Studios
Sam
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What Zombie Mosh is all about
As the zombies rise from their graves in Freedom-
ville, the local law enforcement is flooded with far out
reports and cries for help. Their ability to deal with the
outbreak has gone well beyond any contingency plan, an-
archy rules. Many of your friends and neighbors have
fallen, been devoured or have become zombies them-
selves. You realize you are on your own. Time to prepare,
you are determined to make it. Survival of this horrific
catastrophe will rely on your instincts and working with
other survivors.
Zombie Mosh puts you in the role of a human sur-
vivor or the walking undead in a tabletop environment.
Everything is represented by miniature figures and scen-
ery of trees, bushes, walls, vehicles and buildings, giving
you a total view of the scene being played out on your ta-
bletop. Zombie Mosh can be played in many ways. Two
players could take turns alternating between playing zom-
bies and humans to see who can finish a particular sce-
nario quicker or one player can run the scenario and zom-
bies while the other players can each play a human to
work together or as individuals to survive the scenario.
Playing Zombie Mosh allows for a great amount
of creativity from collecting, painting, and converting fig-
ures to building scenery elements for a nicer looking ta-
bletop and even better games. This becomes as much of a
hobby as playing the game itself. These rules will give
you all the information you need to play very exciting
games of zombie survival. Later rules will be released to
include gangs, law enforcement, swat teams, the military,
and more vehicles, adding greater variety and enjoyment
to your games.
Introduction
If you‟ve ever watched and enjoyed
zombie movies, this game is for you. It is
for two or more players who will play either
the heroes or the zombies. It is written to be
easy to read and to play. We‟ve included
many examples of play.
Freedomville was a nice Midwest
community nothing too exciting ever
happened there unless you count the time
John Cougar Mellencamp was the Grand
Marshal in the Sunflower Festival parade.
Just a quiet typical town, a great place to
live until now….
Just at the out skirts of the city limits
a government train carrying a top secret
chemical agent derails and wrecks, spilling
and releasing this chemical into the
community‟s environment. The strange
thing about this chemical is it animates the
dead, bringing them virtually back to life!
What do the dead want? Well as in
every great zombie movie, they want to eat
you! They have an inexhaustible hunger for
the flesh of man. The good thing is they are
slow and have basically animal intelligence.
So how do you kill the already dead?
You must destroy the brain. Shoot it or bash
it, just destroy it. You will have many weap-
ons to choose from. Some are firearms, so
you may keep them at range and many are
melee, if you like your combat up close and
personal.
Just do your best, and remember a
game is played for fun, you win just by
playing! Thanks for visiting Freedomville
U. S. A.
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So welcome to Freedomville, there is no time to
relax, the zombies are already gathering at the doors with
their relentless hunger, smashing windows trying to get at
your tasty flesh. So it‟s time to either hole up and wait for
rescue or find something to crack open skulls with and
kick some zombie ass!
Who we are
This game is created by Sinister
Jester Studios. We create miniatures and
rules for miniatures on our website. Our
philosophy here at Sinister Jester is
games written by gamers for gamers.
We are all gamers and we all play the
games we produce. Now is an exciting
time for us, we are expanding on the
web and making it easier for you to get
our products. We are looking forward to
all the feedback from our new customer
base as this will enable us to give you
more of what you want. Let‟s face it
without you guys we wouldn‟t exist. So
take this game for a test spin, kick the
tires and let us know what you think.
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Reading a profile
Reading a profile is important to the game.
It tells you how your figure will act in the game.
The profile below is a sample of a typical zombie
in the game.
M - Movement. The basic length in inches that a
figure can move in a turn.
FS - Fighting Skill. The number added to the
Melee roll.
TH - To Hit. The number or higher needed to
score a hit on the roll of 2d6.
W - Wounds. The amount of damage a figure can
take before it is removed from play.
I - Initiative Modifier. This is added to the Melee
roll in melee as a modifier.
VR – Vital Roll. Number or higher needed to hit a
vital spot.
Zombies and Survivors
Now that you know how to read a profile,
you must remember that each figure in the game
has a profile. The figures you will play are either
Zombies or Survivors (also referred to as humans).
Here is a brief description of each and their profile.
The Zombies
The mindless undead. Many have risen from
their graves, animated from morgues and funeral
homes, some even recently turned from the infec-
tious bite of the horrors. They are slow, unable to
run, or perform complicated tasks. They can‟t climb
ladders, or open doors, they beat them down and
break through windows. There is a rumor of a
stronger, faster zombie, known as the “Rage zom-
bie”. Let‟s hope this is just rumors! The standard
number of zombies in a game is determined by how
many humans there are in the game. Normal zombie
distribution is 5 zombie figures for every 1 human
figure in the scenario. This number can be adjusted
upwards or lowered depending on how hard or easy
you want the scenario to be. Here is the zombie pro-
file:
Zombie
M FS TH W I
6 2 0 1 -1 Vital Roll Human - 4+
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The Survivors
They are the typical citizens of
Freedomville, going through their everyday lives.
Shopkeepers, mailmen, law enforcement, friends
and neighbors, all having a normal day, until it was
suddenly interrupted by the dead inexplicably
animating and coming to life. Each human has a
story, their weapons are often improvised. They
represent you the player. Survivors of the zombie
horror, just trying to stay alive. Each human may
carry one melee and one shooting weapon only.
Choose them from the weapons section. The profile
used for humans is as follows:
Human
M FS TH W I
6 3 7 1 0
Vital roll Zombie – 4+
The Turn sequence
The turn sequence is the order in which play
happens in the game. This sequence must be fol-
lowed exactly, though there are exceptions. Here is a
quick overview of the turn sequence. Each turn is
broken down into phases. Each phase is explained to
help you understand how the game is played. Unless
the scenario states otherwise, the humans always
take the first turn.
1) Movement
Humans- On the humans movement, you
will move all vehicles in use first. Then you will
move any charges into Melee. Any runners would be
moved next, remember that a runner cannot end it's
movement in base to base contact with a zombie.
Place any figures on Opportunity Fire at this time.
Face your figures to stand and shoot. Make all re-
maining normal movements.
Zombies- On the zombie movement, you will first
check any twitchers on the twitcher chart. Then if
there are any humans changing into zombies this
turn, you will have them rise in place, ready to
move. Move any zombie chargers, remember zom-
bies don't change their movement rate to do this.
Move all the rest of your zombies. Then move
your "Toasters" randomly using the Scatter Tem-
plate to determine direction.
2) Shooting
Humans- Choose an eligible target accord-
ing to the rules in the shooting section. Check the
distance to the target to see if it is in range. Be sure
to check for any to hit modifiers that might apply,
then roll to hit. If the hit is successful, you must
then roll to see if you hit a vital spot, if you hit a
vital spot then roll on the zombie survival chart,
for the effect. All grenades and the flame thrower
are concidered shooting weapons.
Zombies- Zombies can't shoot.
3) Melee
Humans and Zombies- Melee is the hand
to hand fighting phase. Both figures involved roll
2d6 adding their Fighting Skill, their Initiative
modifier, and any melee modifiers to the roll. The
winner rolls on the proper survival chart, and any
effect is applied.
4) Follow Up
Zombies- Only zombies have a Follow Up
phase. During the follow up, zombie players roll to
see what happen to "Toasters" on the Burn Baby!
chart and apply the results. Then you will now
place any incoming zombies on the board where
the scenario allows.
The humans and zombies alternate turns,
each following this sequence until one side has
won the scenario. We will now describe in detail
the rules for each phase starting with the move-
ment phase.
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