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Subject: Left 4 Dead Variant: Virulent Strains rss

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Calixtus Ashley Wee
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Left 4 Dead Variant: Virulent Strains

Spawn a Virulent Strain Zombie with Undead Points equal to your D6 Roll result made with every placement of a new Map Tile, with the number of placeable Spawns in each new Map Tile, 7 minus the D6 result.

You may only place 1 Tank, or more than 1 Witch, as long as each is more than their Movement distance away. Only place the Tank when unable to place a Witch.

The 6 Undead Points Virulent Strains are considered 6 Zombie Dead Count, while the 5 Undead Points are considered 4, and the 4 Undead Point are considered 2.

The number of Zombies that Virulent Strains are considered when deciding within the limits of placement in a Space, is their worth in Zombie Dead Count divided by 2. Considering Fresh Meat, the limit of 3 can only become extended to a maximum of 6, after Fresh Meat is gained, and with every successful Attack by a Zombie in the Space.

Place each separate Virulent Strain Zombie of the same Undead Points first, before placing duplicates.

4 Undead Points:

Jockey – 3 Movement. Once entering into a Player's Space and Attacking him, Attack with a Combat Roll of 5+, until the Jockey fails to Hit, or the Player dies. The Player may still Move. When blocked partially by the exterior or interior of a Building, the Jockey may not Move in to Attack.

Boomer – 2 Movement. The Boomer's Attack is called Bile, and has an Attack Range of 1. Players Attacked by a Boomer's 5+ Combat Roll, suffer a -1 modifier to all Combat Rolls made against Zombies by the Players. When Attacking, attracts all Zombies within Range of the Death Stench towards the target Player. Attacks made against the Boomer gain a +1 modifier for all Combat Rolls. When the Boomer dies, all Players within a Range of 1 suffer a -1 modifier to all Combat Rolls made against Zombies, which is accumulative with the Smoker's Smoke, while being forced 1 Space away from the Bile Boom. The Death Stench is triggered one last time from the Space of the Boomer. The effects of the Bile lasts as long as the number of Turns the Boomer has Attacked the target Player, with the normal Bile Attack or from the Bile Boom.

Spitter – 1 Movement. The Spitter has an Attack Range of 2, Attacking with a single Combat Roll of 3+, while creating Spit in the target Space, that causes a 3+ Hit for every Turn the Player or Players stay in it. Creates the same Spit in its Space upon death.

5 Undead Points:

Smoker – 1 Movement. Drag the target Player from a distance of 3 Spaces away, if successfully rolling a 4+, until it reaches the Smoker, with both being unable to Move, and the target Player getting Attacked on a 4+ every subsequent Turn. The Player may Attack the Smoker with a modifier of -1 to his Combat Rolls, but may only use Melee Weapons and not Ranged Weapons. Should the Smoker dies, it leaves behind Smoke in the Space that causes a -1 modifier to all Combat Rolls made against Zombies, by Players in the Space. Dodge Rolls may not be used against the Smoker's Tongue Attack, or against Zombies in a Space with Smoke. When Moving through a Space with Smoke, Move one less Movement.

Hunter – 2 Movement. The Hunter Moves towards the Player and cause an Immediate Kill, when not blocked partially by the exterior or interior of a Building. The Hunter may not Move and causes an Immediate Kill every subsequent Turn. The Player may not Move but may Attack the Hunter with a modifier of -1 to his Combat Rolls, but may only use Melee Weapons and not Ranged Weapons. The Hunter may Move over Buildings or non-Road Spaces.

Charger – 5 Movement. The Charger Moves in a straight line its full Move distance, picking up the nearest Player while knocking back the rest, and carrying the target Player into a wall or after Moving its full Move distance, dealing D3 Attacks on the D6 Roll of a 6, with a +1 modifier for each used Charge Move distance, except the Space you begin in. After Charging, the Charger lets go of its target, unless using the Charge Card again.

6 Undead Points:

Witch – 4 Movement. The Witch Attacks 3 times with a Combat Roll of 3+. As long as you do not come within Movement Range of the Witch, she will not Move to Attack you. The Witch has 2 Life Tokens.

Tank – 1 Movement. Attacks against the Tank suffer a -2 modifier to Combat Rolls. The Tank has 3 Life Tokens. Immediate Kills may not be used to reduce a Tank's Life Tokens below 1. The Tank Attacks once with a Combat Roll of 2+, causing a loss of 2 Life Tokens, when successfully Rolled.

Zombie Behavioural Action Cards

Every Player's Turn, the current Player draws a Zombie Behavioural Action Card, and use it or keep it up to a limit of 3 Cards. Play as many Cards as you can, during the relevant Steps.

Hide – The Boomer, Spitter and Smoker may leave engagements with Players, by Moving their Movement distance away, and even climb up Buildings or non-Road Spaces, in the process.

Ambush – When a Player Moves into the Attack Range of the Smoker, the Smoker immediately Attacks him.

Leap – When under Attack by a Gun Weapon's fire, the Hunter may Move out of Attack Range, by Leaping 2 Spaces away.

Charge – To Attack with the Charger, you must draw and use the Charge Card. Otherwise, the Charger may only Move. It is possible to repeatedly Charge the same Player, but only with the ues of the Charge Card over subsequent Turns.

Throw – The Tank may Attack all Players in a Space from a Range of 1 to 2, forcing back the Players in the target Space by 1, but may not Move next Turn.
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Trueflight Silverwing
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There are rules for different zombie types in the various expansions for the game. There are military ones that are harder to kill, dogs that are fast, and the clowns (shivers), among other types.

Your variant looks interesting though.
 
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Kevin Riddle

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makes me want to play L4D !!
 
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