Welcome to Librarium Online!
Notice theres a LOT of zombie ideas going around? Well, after reading the new apoc datasheet, and finding out how useless it is vs anything but IG (S4 ignored their FnP...) i decided to make up decent zombies!
The way the zombie plague works is that Nurgle contaminates one man. Who kills another man, and they are then taken down by the imperial guard. Then they get back up. And they spread, and spread until the whole planet is consumed. Zombies have no leaders, but there are three "types" of zombies.
Army Special Rules:
Ravening Bites: These are attacks that affect enemies in close combat. Zombies always wound on a 4+ unless it would normaly be lower than this. Zombies cannot wound things above T7. Any model that isnt a vehicle killed by zombies is not removed from the table. It is instead lain on its back, and at the start of the Zombie players movement phase, roll a dice for each slain model. On a 4+ it gets back up as a zombie, and will refer to the table below to see which type of zombie it becomes. It joins the nearest zombie unit of the same type within 6". If there is no Zombie unit of the same type within 6" it will form its own unit.
The classification for such units are:
S 3 or less become Zombies.
S 4 to 5 become Big Zombies.
S 6+ become Flesh Golems.
Shambling: Zombies always move as if in difficult terrain, and may never sweeping advance. Instead of sweeping advance, any unit breaking from a combat with Zombies takes an automatic hit per model in the unit, at the strength of the Zombie type that is in majority in the combat.
Zombies using "resurrection"
Zombies: 9 Points
Unit Size: 18 (so you can play games at 500 pts)-40
Special Rules: Fearless, Ravening Bites, Shambling, Feel no pain, Swarm!, Ressurection.
Swarm!: Zombies have no way of dealing with vehicles, and the only way they can do so is by swarming them. Any unit of more than 14 Zombies that assaults a vehicle count as climbing all over it, blocking weapons, tearing comm links and so on. The vehicle may not move (skimmers are exempt from this) but may shoot. It may only shoot at models in base contact with itself however, and any weapon that uses a template of any kind must place the template at the end of the gun which fired it (i.e. the end of a battle cannon).
Rise from the ground: Zombie units may deep strike, but count as Fast Attack choices if they do so, they also cost +2 points. They may only deep strike if there is a friendly unit within 18" of their target. They do not scatter when they deep strike, but instead pick a target enemy unit, if the reserves roll is passed then place the zombie models in base contact with the enemy models. The Zombies count as charging.
Big Zombies: 12 Points
Special Rules: Fearless, Ravening Bites, Shambling, Feel no pain, Furious Charge.
Unit Size: 10-20
Flesh Golems: 120 Points
Unit Size: 1
Special Rules: Fearless, Shambling, Feel no pain, Construct.
Construct: A Flesh Golem is a massive creature made of all different things. As such, in the shooting phase the zombie player may sacrifice (i.e. kill) 4 Zombies or 2 Big Zombies to increase the Flesh Golems A or W characteristics by 1. This may only be done twice per turn. The maximum characteristic for W is 10, and A is 7.
I like it, except I think all T values should be model killed+1 and there Sv should be the same or maybe -1 to represent the zombie damage.
Ie a zombie marine would be T5, as a zombie is a lot harder to kill than the living counterpart.
But as his armour was damaged while he was zombified his save is now 4+(its still power armour but its been badly damaged)
The swarm rule is interesting, but give enough zombies enough time and they will be able to remove the hatches and get at the tasty brains within.
A vehicle without a WS can move from combat as normal unless its way is blocked by Zombies. If the way is blocked by zombies, its movement is reduced by 1" for each zombie it would pass through. Zombies being moved through get out of the way on a 3+, failures are crushed under thee unforgiving tank tracks and are removed as casualties( maybe allow a save or WBB roll?)
Skimmers may chose to ignore zombies if they decide not to tank shock (they fly over the zombies rather than through them)
Attacking the Vehicle
Zombie unit rolls 1 d6 to see if it can penetrate a Vehicle it has hit
For every Zombie model in Base to base with the vehicle that hits add 1 to your dice roll to see if the Vehicle is damaged.
eg 10 zombies attack a parked Chimera side armour. 6 get into base to base contact and hit automatically.
So player rolls a d6 and adds 6 to the score to damage the vehicle
(maybe allow only Glancing hits due to the fact the zombies are using their bare hands?)
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Zombies, these are the Eldar, imperial guard, basic orks (though fluffwise these rly should be "big zombies" ) tau that are zombied.
Big Zombies, these are the things like space marines, Nobz, etc,
Flesh Golems are things like carnifexes etc, the heavy duty stuff
Im not sure for fluff vs necrons though....