As my group has shown no interest in trying out the Kill Team scenario I’ve been working on I’ll be sharing it here earlier than planned. I’ll do my best to try and make this an interesting read, but no promises. Before going any further I do want to point out that I started this project quite awhile ago using the Kill Team system from 2018 so I can only vouch for its compatibility with that version. Also for this particular scenario we will be completely ignoring the Morale phase and all its components. No models will ever be shaken and no teams will break. With the horde system I envisioned their inclusion would take a lot of the fun out of the game, so instead we’ll just ignore them.
For this scenario you will need a few things:
A long table
A lot of zombie/skeleton figures (I recommend a minimum of at least 100 for three players)
A scatter die
A lot of D6s because Warhammer
Urban Terrain consisting of mostly buildings
A fortress or stronghold of some kind with a playable interior (I ended up using toy castle walls to create a courtyard but anything could work, just remember to adjust the scenario accordingly)
Someone willing to run the game/zombies (this scenario really needs an impartial Game Master)
To be read to players before deployment
Two hundred years ago rich mineral deposits were discovered on a Feudal Imperial world. The subsequent wealth obtained from mining rapidly changed the world. The newfound wealth and prosperity lead the cities to rapidly modernize as the world quickly became an important trade hub. However two months ago the world went completely dark, as if all life on the planet disappeared. Only now is the Imperium and the galaxy at large rushing to find out why.
You will be deploying into the Capital city; your objective is to reach the old fortress (the planetary governor’s residence) and retrieve any logs pertaining to the days leading up to the world going dark.
For this scenario I tested using a three lane system. You will need a long table (I used a 6ft folding table) with three streets running straight to the castle on the other side. The streets should be lined with a lot of buildings as they will serve as the zombie “spawn points”. Though the streets/lanes should be lined with buildings they shouldn’t completely block line of sight between the streets. You’ll want your players to have plenty of opportunities to shoot at each other.
All players will deploy in separate streets at the far end of the table away from the castle. If there are more than three players simply have a roll off between all the players to determine an order, the higher the order the better the placement. Three will still deploy from the table edge in the streets/lanes but the higher order players can place from the table sides slightly ahead of the others.
*More players will in most cases require more zombie models. I myself only tested for three players, though two of them were horde teams of Orks and Guard.
Running the game
The first turn will run like any other Kill Team game so its likely that at least a few shots will be fired. Be sure to note every model that fires a weapon. Immediately after the shooting phase roll a D6 and a scatter die in front of every model that fired. Trace a line from the scatter die until it hits either a building or the table edge. The D6 will note how many zombies appear from the building or the table edge. In the case of a building always place the zombies at the building’s nearest doorway or window from the firing model. This is meant to represent the zombies being attracted by the noise. Going forward zombies will also spawn from players taking overwatch shots too. Once all the spawned zombies are placed finish the turn as usual.
*Note the Game Master will need to remember which Zombies just spawned in on the turn as they will be unable to do anything until the start of the next round.
At the start of the new round the zombies will not roll for initiative, they will always go last after all the other players. Going forward the zombies will always charge (if in range) or move toward the nearest model regardless of it being the model that actually fired its “spawn shot”.
*This could lead to a risk/reward for firing as the zombies that spawn in may hinder your opponents while leaving you a clear path to the castle. Even if your players stop firing altogether and instead opt for a mad dash to the castle I believe there is still fun to be had however.
M-6" WS-+4 S-3 T-3 W-1 A-1 Sv-+5
The zombies Fight in melee at:
S-3 AP-0 D-1
*Zombies never take minor wounds, so the first unsaved wound will always kill.
The first player with all their remaining team inside the castle walls is the victor. In the event that two teams are within the castle walls (even if one is incomplete) they will have to fight until only one remains. In this way a player that does not have their entire team within the walls can still win however unlikely this may be.
*Zombies themselves will not be able to get inside the castle. This can be assigned to the Team Quickly shutting a gate or door.
That’s my scenario, its rather simple but I think it could be really fun for a one off game. While testing it I saw plenty of potential for it to be a memorable game especially if you can keep the zombies a secret from your players until you actually start placing them. Though I won’t get a chance to play it this year I know I’ll get a chance sooner or later so my work isn’t wasted.