BaD -Zombie War Setting: Scenario Two


Piercey was the last of the squad to reach the RV, but he was by no means the worst off.  in fact, Thompson suspected that the reason he had taken so long was that he was enjoying shooting up those walking corpses so much.  There was a suspicious glint in his eye.  Thompson surveyed the rest of his men.  Frampton seemed to be holding up well, all things considered, which was more than could be said for the other new guy, Jones.  He was shaking like a cheap whore on a cold night.  That said, the rest of the men weren’t much better off.  Although these men were hardened troops who had seen more than their fair share of fighting, nothing could prepare you for seeing a rotting corpse shuffling towards you, hungry for brains, let alone a horde of the things.

But we have to press on, thought the sergeant, or we’ll just go mad.  He consulted his mission charts and took a bearing for their first objective.  They were to met some kind of spook there to get further briefing notes.

“Okay ladies,” Thompson barked.  “I don’t know any more than you about what the hell is going on here, but we’re gonna be Oscar Mike in the next 5, so do whatever you got to do to make that happen.”


Place plenty of buildings all over the board, with streets running diagonally across the board (from corner to corner).  This makes it harder for the human team to cross the board, without straight streets for them to run down.


The human squad is made up of 7 ‘trained’ human soldiers, 1 ‘elite’ and 2 ‘rookies’.  Most are standard troopers, armed with a rifle with fitted bayonet.  Sergeant Thompson is armed with a pistol and one of the ‘trained’ soldiers is a heavy specialist, armed with an LMG.

A random number of zombies start on the board, determined when deploying.


After having laid out the landscape, place D6 zombies in/around each building on the board.  Then randomly determine a point of entry for the human team.  They should be placed within the 2”x6” zone at the centre of the table edge.


The game is over when:

  • The Zombies have killed 6 or more humans
  • 5 or more humans have left the board from the opposite edge from their entry point.  They must leave within the central 6” zone as they entered.

BaD -Zombie War Setting: Scenario One


In the air, Thompson immediately located the building he has picked as a rendezvous point from the plane and attempted to steer his chute towards it.  The wind had other ideas and buffeted at him, pushing in the opposite direction; it sure was choppy tonight.  There was no chance any of the squad were going to be able to get to the building while in the air –they would have to regroup on the ground.  He cursed under his breath.  At least this night couldn’t get any worse, he though wryly.

When his boots hit the ground he got the feeling that he was about to be proven wrong.  He got his bearings and began walking towards the RV point.  As he passed the darkened doorway of an empty looking house, a figure stumbled out of it.  Thompson’s hard-wired reflexes had him behind cover and drawing a bead on the figure’s head within an instant.  His trigger finger froze, however, when the staggering, shuffling man reach the illuminated circle of a streetlamp.  It was a dead body.  Walking…



The human squad have dropped into a built up area that has been somewhat destroyed by bombing.  The board should reflect this with plenty of wrecked buildings.  One of these should stand out in some way, and be labelled as the RV point.  A road should run down the middle of the board, acting as an intended landing ground for the paratroopers.


The human squad is made up of 7 ‘trained’ human soldiers, 1 ‘elite’ and 2 ‘rookies’.  Most are standard troopers, armed with a Lee Enfield rifle or Sten gun with fitted bayonet.  Sergeant Thompson is armed with a pistol and one of the ‘trained’ soldiers is a heavy specialist, armed with a Bren gun LMG.

A random number of zombies start on the board, determined when deploying.


There are D6 zombies in each building on the board.  Roll for each building separately and set up the zombies in interesting places within the boundaries of the terrain piece.

Place the paratroopers in a line down the road in the centre of the board.  They will then each scatter 2D6+10” either left or right.  This is where each soldier lands and dumps their chute.


The game is over when:

  • The Zombie player has killed at least 7 of the humans.
  • The Human player has gather 75% of the remaining humans at the RV point.

BaD -Zombie War Setting: Introduction

This week I’m going to be sharing on here the details and fluff I have written so far for the Zombie War setting of the BaD rules Chris and I are currently working on.  This is the first setting and set of scenarios we are going to write, as we feel it will appeal to the kids at our group (they like the board game ‘Zombies!!!’ that we play with them sometimes), and will be a good way of getting them interested in playing participation games.  For each setting, I’ve decided to develop a series of about 7 scenarios that hang together in some kind of story.  This is more for the written version that we will be putting up here for other people to play than for the kids, but it will give them something to get hooked into.  Anyhow, here is the introductory information for the ZW setting:

Basic premise

A small group of soldiers are dropped into an area of Germany with no real briefing on what will happen.  They find out that all of the German soldiers in the area are zombies for some reason and kill a whole pile of them.  They receive a drop of extra equipment (more soldiers?) and eventually work out that the zombie leader woman is holed up in a base somewhere.  They resolve to break in and kill the woman.

Scenario Outline

  1. Congregate after parachute drop
  2. Cross an area infested with Zs
  3. Rescue someone who is injured
  4. Collect a weapons drop
  5. Establish and secure a position
  6. Clear an area of all Zs
  7. Breach a barricade into Nazi base
  8. Destroy boss zombie woman


Sergeant Thompson sucked at the end of a badly packed army issue cigarette and winced at the disgusting taste.  The smoke he exhaled was augmented by the steam of his breath in the cold air.  It was illuminated by the slowly strobing red light of the aircraft waiting for him to clamber aboard.  The rest of his men were already crammed into the uncomfortable benches inside, each probably sinking into their own personal pre-combat rituals.

He threw the dog end of his fag away and spat out the lingering tobacco taste through his teeth.  Pulling himself into the belly of the iron beast, he briefly though that his limbs weren’t as strong as they used to be, before quickly pushing it from his mind no time for that nonsense. Gregson and Piercey were nearest to the door and both gave him the faintest of nods as he entered the cramped cargo hold.  Frampton, one of the 2 new squad members recently bumped up from the reserves, shuffled to one side to give his sergeant some room to sit.  It was still a squeeze.

The engines of the massive bird boomed into life and they were soon on their way to Bergen.

Twenty minutes later, they had reached their destination.  The soldiers stood as one and walked in a slow column to the now open jump door.  One by one, they were pushed out of the door to trust that their chutes would open.  Sergeant Thompson was, as ever, the last to jump.  As he stepped up to the edge of the door, he wondered exactly what it was they were jumping into feet first.  Command had been less than vague on the situation, saying he would find all of his answers on the ground…

BaD -Statistics

I have now outlined pretty much all of the areas of the actual rules that we have come up with so far.  Our intention (as I said before) is to get this working in a way that we want for one scenario first, then move onto others.  We’ve started with soldiers fighting zombies (we’re using West Wind’s nazi zombies for figures), and will then move onto human space soldiers against bugs (classic SF!).  I very much see that part of the exercise as ‘Phase 2’, where we tweak and add to the existing core rules.

Anyhow, the plan is to create easy to use and simple ‘army lists’, rather than the massive ones that we are used to for most games. Chris is working on this, and there will hopefully be some examples up here soon, but the premise is to have a double page spread for each faction.  This will have on it the following information:

  • Basic stats (mostly just ‘movement’).
  • The damage table for the faction.
  • A series of racial modifiers that apply to all members of that race.
  • A series of ‘squad’ modifiers, that can be applied to whole squads at a time.
  • A series of ‘individual’ modifiers that are applied to (you guessed it) individual models to give them advantages/disadvantages.
  • A list of weapons available to the faction, with their statlines.

I then envisage each squad in the game having a card of some sort that lets players know what abilities they have, or maybe a card for each model, depending on the size of the game.

Update:Here is a Human Soldier Army List 1.1  It is very rough and still has a few key pieces of info missing, but it gives you an idea of what we’re planning.

BaD -Courage and Stomach

At various points in the game, a model will be required to test their courage. The courage of a model is determined by its training level. Courage is tested by rolling 1D6 aiming to score equal to or over your courage rating, after adding any relevant modifiers. We think that a 1 will always be a failure and 6 always a pass.

The battlefield can be a terrifying place, especially if you are unused to it. It is even worse if you are fighting hideous aliens or the zombified corpses of your best friends. A model’s training level determines how much bloodshed or horror it can stomach seeing, or more accurately, how close it can be to that bloodshed. If one of a model’s fellow combatants is killed within a radius of its stomach rating in inches, it has to test its courage.  This will probably also allow for other things like monstrous creatures being within that distance.

Failing a Courage Test
When a model fails a courage test, it has to run away. At the moment we’re thinking they should run to the nearest cover and then have to test again if they want to come out again. This is a work in progress idea.

BaD -Command Distance

A model’s Command Distance determines how close it needs to be to other friendly models in order to not be considered alone. An alone model behaves as if it is one training level lower than usual (this does not apply to badass models -they are damn unshakeable).

Command Distance also determines the level of influence a better trained soldier can have on those who are less well trained. If a model is within their own command distance of a better trained model, they can use the higher courage rating to take any courage tests.

This rule is yet to be tested in anger, so is subject to a great deal of change.

BaD -Training

Right from the start, we both wanted the training level of models to be an important part of the game. We’ve come up with a system we really like.

There are 5 different levels of training: civilian, rookie, soldier, elite and badass. These names might change, but they are pretty self explanatory.

The training level of a model affects several aspects of how it behaves. These are: courage, command distance and stomach. I’ll explain how these systems work in later posts.

Training level Courage Stomach Command Distance
Badass 2 2″ 6″
Elite 3 3″ 5″
Trained 4 4″ 4″
Rookie 5 5″ 3″
Civilian 6 6″ 2″

Training in Zombie Scenario
The squad of humans in this scenario are mostly standard trained soldiers. 2 of them are only rookies, however, and the sergeant is elite.

BaD -Damage

Once a model has hit their target (either in shooting or close combat), they need to cause damage.  To do this, they roll 1D6 on the damage table of the target that they have hit.  The result of the dice roll, plus or minus any modifiers that result from a weapon, having scored multiple hits or having a higher number of combatants in an uneven fight.

Once you have determined your result, look it up on the table and enact whatever outcome results, such as removing the model if they have been killed or laying them down if they have been knocked down.

If a model is already knocked down when they are damaged, any result of ‘knocked down’ becomes a ‘killed’ result, in addition to any ‘killed’ result that already exists.

Damage in Zombie Scenario

This is the human damage table we are currently working with:

D6 roll Result
1 Unharmed
2 Test Courage
3 Test Courage
4 Knocked Down
5 Knocked Down
6 Killed

and this is the zombie one:

D6 roll Result
1 Unharmed
2 Unharmed
3 Knocked Down
4 Knocked Down
5 Killed
6 Killed