Way back when GW first gave us the old kill team rules (4th edition?), I created the Hive of the Dead scenario below.
I think it's time to update the scenario for the new Shadow War: Armageddon rules.
And maybe this would make good campaign.
I can think of two ways to play it. The first is a fairly standard kill team (thematically one belonging to the Imperium, but I'm not going to be too stingy) progressing through the campaign. The alternative would be a cooperative take on the game, with each player controlling a single character that they can customize (sort of like Zombicide and other similar games). The cooperative mode would also be good for conventions, demonstrations, etc.
Anyhoo, here's the old scenario (outdated because it functions more like in the Kill Team game than in Shadow War: Armageddon)...
I came up with the below mission about a year and a half ago. It mixes elements of Kill-Team with the aforementioned Zombies! game.
HIVE OF THE DEAD
At the height of the riots upon Demaras Tertius, Inquisitor Romero transmitted a distress call. When his long time allies, the Legio, received the signal, they dispatched a kill team to provide assistance.
Play a Kill Team game with the new Rescue Objective. The targets of the Rescue objective are Sister Saren of the Order of the Torch and Sister Mirelle, a Sister Dialogus and member of Inquisitor Romero's retinue. Each of the Sisters has the following profile:
Sister | WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | Ld 8 | Sv 5+
Weapons and Equipment: Each of the Sisters is armed with a close combat weapon.
The kill-team starts within 12" of entry point 12.
Each of the Sisters starts in one of the objective rooms at the opposite end of the table.
4 zombie blips are placed on the table. Use the scatter dice and 2d6 to determine where each blip is placed.
An extra zombie blip is deployed at the start of the game for each Mutable and Immutable Law the kill-team breaks.
Once each of the zombie blips is placed on its starting position, roll a scatter dice to determine each blip's initial direction of movement.
The zombies use the following profile and rules (these are based on the Chapter Approved rules):
Zombies | WS 1 | BS 0 | S 3 | T 4 | W 1 | I 1 | A 1 | Ld 7 | Sv 5+
Weapons: The Zombies attack by grabbing and biting. Regardless of how the model is represented, treat each Zombie as if it has a single close combat weapon.
Shamblers: Zombies always move as if in Difficult Terrain, even when charging.
Fearless: Zombies are Fearless and hence will automatically pass any Morale or Leadership test and cannot be Pinned.
Feel No Pain: If a Zombie loses a Wound, roll a D6. On a 4+, the wound is ignored. The Zombie has lost its legs or some other non-vital part and keeps on crawling. This ability cannot be used against weapons whose Strength is at least twice the Zombie's Toughness or against close combat weapons that allow no armour save.
Sometimes They Come Back: The plague virus is not simply carried by the Zombies. They can also infect their victims with the disease. Each time a Zombie kills a kill-team member in hand-to-hand combat, roll a D6. On a roll of 5+, the dead kill-team member will become a Zombie. The model will continue to fight as a member of the kill-team until it becomes a Zombie. Place a marker on the kill-team member to indicate that it is infected. At the start of each kill-team turn thereafter, roll a D6 for the infected member. If the model rolls above its Toughness it immediately dies. Place the model on its side. At the start of the next Zombie turn, replace the model with a Zombie model. The model keeps its Strength, Toughness, and Save scores, but follows the Zombie profile for other scores and follows the rules for Zombies. (It's best to have a couple of Zombie models converted to look like the kill-team. Alternately, you can place a marker on each Zombie that used to be a member of the kill-team.) Infected kill-team members may not be killed by the other members of the kill-team until they become Zombies - they will continue to fight as normal, ignorant of the fact that they're about to become brain-eating Zombies.
Devour All Flesh: When a kill-team member is killed by Zombies (i.e., the model does not roll 5+ for Sometimes They Come Back), all Zombies in base contact with the model will break off assault and devour the hapless model. If no other Zombies are in base contact with members of the kill-team at this point, the kill-team may make a consolidation move. At the start of each Zombie turn thereafter, the feeding Zombies must pass a Ld check or they will continue eating. Leave the dead kill-team member on the table with the Zombies in base contact until the Zombies finish eating. Other Zombies will ignore the dead model and will treat the kill-team as normal. Once the Zombies finish devouring the kill-team member, remove the model from the table. The Zombies now act as a separate unit that is Aware of the kill-team.
SCENARIO SPECIAL RULES
Use the Night Fighting rules found in the Warhammer 40,000 Rulebook.
The kill-team is armed with an auspex. At the start of the game, the kill-team can only detect movement in the darkness. The true nature and number of Zombies is unrevealed. The Zombies are represented by blips until they can be seen by the kill-team. When the kill-team is able to see a blip and discern the number and nature of Zombies, roll a D6. On a 1-5, place that number of Zombies within 1" of the blip. Keep the blip on the table in order to record the Zombies' direction of movement.
On a roll of 6 refer to the Special Result chart below.
SPECIAL RESULT CHART
Special Zombies follow the normal rules given for Zombies above, except as noted below:
- False alarm, 0 Zombies
- 1 Ogryn Zombie (this result may only be rolled once - subsequent rolls result in 0 Zombies)
- 1d3 Zombie Sisters (this result may only be rolled once - subsequent rolls result in 0 Zombies)
- 1d3 Zombie Enforcers/Planetary Defense Force soldiers (this result may be re-rolled)
- 1 Zombie Servitor (this result may only be rolled once - subsequent rolls result in 1d3 Zombie Enforcers/Planetary Defense Force soldiers)
- 1 Zombie Inquisitor (this result may only be rolled once - subsequent rolls result in 1d3 Zombie Enforcers/Planetary Defense Force soldiers)
Zombie Ogryn | WS 1 | BS 0 | S 5 (6) | T 5 | W 2 | I 1 | A 1 | Ld 9 | Sv 5+
Zombie Sister | WS 1 | BS 0 | S 3 | T 4 | W 1 | I 1 | A 1 | Ld 7 | Sv 4+
Zombie Enforcer/PDF | WS 1 | BS 0 | S 4 | T 4 | W 1 | I 1 | A 1 | Ld 7 | Sv 4+
Zombie Servitor | WS 1 | BS 0 | S 3 | T 4 | W 2 | I 1 | A 1 | Ld 8 | Sv 4+
Zombie Inquisitor | WS 1 | BS 0 | S 3 | T 4 | W 1 | I 1 | A 1 | Ld 7 | Sv 4+ (5+)
Weapons: The Zombie Servitor has a servo-arm attachment that confers an extra power fist attack on the model. Kill-team members killed by the servo-arm will not come back as Zombies, although the Zombie Servitor will feed on the corpse(s) as per the Devour All Flesh special rule. Other special Zombies are unarmed as normal.
Armour: Zombie Sisters, Enforcers, and Planetary Defense Soldiers continue to wear their armour. The Zombie Inquisitor also wears carapace armour and has a refractor field. The Zombie Servitor is protected by the machinery that augments his body.
Zombies and Zombie blips move at random until they become Aware of the kill-team's presence. Use the scatter dice to determine which direction the Zombies and Zombie blips move each turn. A Hit roll on the scatter dice means the Zombies are reacting to something and move in the direction of the small arrow. A Miss/Scatter roll means that the Zombies continue to move in the same direction they were moving before, as indicated by the blip counter.
Zombies accrue klaxon counters as normal. Zombies and Zombie blips that are Aware will always move in a straight line towards the nearest kill-team model (you may remove the blip counter as the direction of travel will no longer be determined by the scatter dice).
Zombies and Zombie blips will not move off the table. If a unit of Zombies or a blip ever reaches an entry point, rotate the direction of movement so that they move along the nearest wall.
On Zombie Turn 4 and each Zombie turn thereafter, roll a D6 at the start of each Zombie turn. On a 4+, a reinforcement Zombie blip enters the table at one of the 11 entry points. As soon as the kill- team leaves the second Objective room with both Sisters, a Zombie blip will enter play on a 2+. If the kill-team breaks 2 or more Immutable Laws, a second Zombie blip will enter play on a 4+ once the kill-team leaves the second Objective room with both Sisters. Roll 2d6 for each reinforcement blip to determine which entry point the blip appears at. On the turn blips enter the table, the direction of movement will be straight in.
PLAYING THE MISSION
The kill-team must move to the Objective rooms. Once they reach the first door, they must spend a full turn outside the room as they alert the Sister inside to their presence and the barricades inside the room are removed. All Zombies and blips on the table automatically become Aware as the kill-team makes a great deal of noise during this process.
The kill-team must then spend a full turn inside the first room as they replace the barricades. Obviously this can't happen unless no kill-team models are in base contact with Zombies.
The kill-team must then spend another turn in the second Objective room as they quietly remove the barricades in that room. Since the Zombies can't see the kill-team, they continue to swarm the door of the first Objective room in an attempt to reach their prey.
The kill-team will then leave the other Objective room. The kill-team must exit the table at the #10, #11, or #12 entry point with both Sisters models alive in order to achieve mission success. If one of the Sisters is killed or infected, the mission is considered a draw. If both of the Sisters are killed or infected, the mission is considered a failure.
While incorporating classic zombie elements, something else I tried to build into the game was the atmosphere of the original Space Hulk game. It was an accident of development that this became a solo mission, playable when you don't have an opponent available.
This kill-team mission is expressly designed for an army of the Imperium, specifically Space Marines of the Legio. Kill-teams from other army lists can be used, although you might have to reconcile certain issues (Necrons, daemons, wraithguard, and drones can't be turned into Zombies; why would Orks be performing a rescue?) before you can play.
When playing this mission, it is best done on a table that is 48"x48" or larger. You'll need about 60 normal Zombie models, plus models to represent each of the special Zombies, which means you'll need 3 Sisters Zombies, about a dozen Enforcers (Enforcers/Arbites are part of the Necromunda range) or PDF/Imperial Guard (standard Imperial Guard models work best), and one of each of the Ogryn, Servitor, and Inquisitor Zombies. While you can use the Zombie regiment for Warhammer, a number of the Scavvy models from the Necromunda range also work. In addition, you could use models that look like normal civilians. You'll also need models to represent the Objective Sisters. I used the Sister Dialogus and the Sister Hospitaller from the Witch Hunter range. You'll need 1 or 2 models to represent kill-team members that have become Zombies. You'll also need about two dozen blips that include a directional arrow. I used standard 25mm bases with a printed design glued to the top. Lastly, you'll need a few markers to indicate infected kill-team members.
More to come...