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Codex Zombie Horde

CODEX ZOMBIES

Author’s Note:

When GWS came out with the Lost and the Damn codex I saw it as an opportunity to field masses of zombies in my game and quickly began converting hordes of ghouls. I expanded my army, playing Necromunda scavies as traitor guard in order to field my zombie manned basilisk and added new units suited to the zombie theme proxying the chaos and LatD codex to be legal. The army itself was rather disadvantaged, but always fun to play. With the removal of LatD my army no longer was canon. So I just decide on the spur of the moment to produce rules for my old zombie army. Instead of simply using the LatD to produce a method to field a zombie-centered army, I decided to produce a codex that centered on a zombie militia. I wanted to create a codex that didn’t deviate from what a zombie army should be, but possessed enough units and flexibility to be competitive.

Zombies:

Whether the zombie outbreaks are directly connected to the forces of chaos or are independent phenomena is still a subject of debate for imperial scholars. Many point the obvious connection between the hordes of the undead and the Nurgle’s Modus Operandi, but others see the many outbreaks of the zombie threat as something not immediately tied to the four chaos gods. The virus itself targets the victims’ brain and modifies it into an organ that is free from the need for oxygen and does not seem to possess a direct warp taint. The victim rises as a zombie driven only to feed and spread the sickness.

The zombie plague is commonly seen to spread via direct contact with a zombie, but there have been cases where entire populations have fallen victim sickening and dying and then rising up as a mindless zombie without experiencing an initial contact with an undead. The typical zombie demonstrates no connection to the person they once were, they seek only to feed and have been gauged to possess no significant intelligence whatsoever, their operation ability has been compared to that of insects. Only destruction of the brain can destroy a zombie and any party that comes into direct contact with a zombie risk spreading the zombie plague. The reanimated dead are formative opponents despite their apparent lack of intelligence. It is a common error to assume zombies are slow to react or “brain dead”. They possess comparable level of reaction speeds as their living counter parts, clawing and biting like rapid animals. The slow reaction myth probably stems from the zombies' staggering gait, much like a drunkard. It is not hampered reflexes that causes this impaired movement, but that the modified zombie brain has difficulty mastering bipedal locomotion.

As dangerous as a zombie outbreak is to local settlements other factors emerge to make the threat significant at a galactic scale. Figures titled as Carrion Lords have been known to seize control of a multitude of zombies and even control their actions overriding their typical behavior. Having a guiding intelligence make the zombies a much more significant threat. These Carrion Lords take on many differing forms; many are bloated disfigured zombies in their own right, others show no sign of possessing the zombie virus and appear as a normal healthy human, but all are powerful psykers. “Ghoulies” as they have been called, are severely deformed humans. It is postulated that they were once humans who demonstrated a partial resistance to the zombie virus. Rotten and deformed as a zombie, they still possess life and despite they wrenched appearance, are still human in the crudest sense possible. The one advantage of their spoiled state is that the zombies now recognized them as one of their own and will not attack or prey upon them. Typically found celebrating in the zombies wake they are quick to swear loyalty to a Carrion Lord. Other psykers are present in the zombie forces, these creatures are called Mind Screamers by the imperial forces. They are used as a paralyzing method employed by the Dead Lord. These are pyskers that have been inflected with the zombie virus. Instead of degrading into a normal zombies these twisted creature become psychic sirens blasting out emissions of dread and fear. They are able to cripple entire formations as wills are broken. Other disturbing figures are found under a Carrion Lord’s sway are controlled beasts, imperial vehicles operated by rotting hands, massive forms cobbled together from steel and flesh, but the worse by far are the acolytes. These are humans untouched by any malady that the carrion lord has singled out for its favor. Worshipping the carrion lord as a god these figures are fiercely loyal to their master and are capable of infiltrating societies of man to spread the zombie plague. These people are able to turn a peaceful imperial settlement into a zombie wasteland overnight through their ability to transport the zombie plague. Under the guidance of a Carrion Lord the zombie horde is able to besiege imperial worlds. Every fallen soldier strengthening their ranks, the undead army is a plague unto the galaxy.

Army Special Rules:

Ravenous: A mindless monster driven only by a need to feed and indifferent to their own wellbeing. A unit that has the Ravenous rule counts as possessing both the fearless and rage universal rule. Conditions may cause the units with ravenous rule to lose the rage component of this rule.

Death Guider: These characters are able to over ride the zombies’ natural behavior. If a unit with the ravenous rule is within 12 inches of the death guider rule it no longer is subjected rage.

Infectious: Zombies carry the infection which makes anyone who engages the undead in close range at risk of subjecting themselves to the zombie virus. While the zombification process is to long too be displayed in a normal game the risk of infection plays havoc upon the morale of the units engaging zombies. Any unit that has suffer casualties to the zombies in hand-to-hand combat suffer a permanent mince one to their leadership, this deduction is only applied once.

Shambling: Zombies are not able to perform bipedal locomotion as well as their living counter parts. When moving through open terrain they roll two dice as if it was difficult terrain. When in difficult terrain they only roll one die. Zombies are also not able to utilize cover the same way as a thinking target. Any cover saves a zombie would receives suffers a mince one.

Shielded by the Undead: The non-zombie elements of the horde have mastered the art of using the corpse legions to mask their presence on the battlefield. Using the moaning, shuffling dead to obscure their actions, these groups are able to sneak around the battlefield preparing to strike at targets that are distracted by the zombies. When targeting units in the shooting phase, the opponent of the zombies must use the nightfighting rules when firing at non-vehicle units that do not possess the shambling rule if there is a shambling unit closer to them then their target. Obliterators count as possessing shambling just for the sake of this rule.

Merge Mobs: Zombies are not organized into units the same way as a military force, but packs of creatures. Mobs of zombies often merge together, single packs forming larger and larger mobs as they close upon an enemy. When multiple units of zombies move within 2 inches of each other they form a single unit of zombies. For the purposes of the endless horde rule a merged unit must be destroyed before any unit of zombies that contributed to it may be reenter the game.

Zombie Hunters: Some groups become experienced at combating zombies after learning of their behavior and vulnerabilities on the battlefield. The army opposing the zombie horde may purchase the zombie hunter upgrade. Any unit from the troop selection may be upgraded to zombie hunters at a cost of 30 points. Independent characters may purchase this ability at 10 points. This gives them the rendering rule when combating the zombies in both their shooting and combat attacks and causes a troop unit to become an elite chose.

ARMY LIST

HQ

Carrion Lord 0-1

A mysterious figure to imperial authorities, a Carrion Lord is the orchestrator of a coordinated zombie invasion. It is the solitary mind directing a host of mindless murderers. How a Carrion Lord comes to be is an unanswered question. Some believe that if a powerful enough psyker in both warp craft and will is infected with the zombie virus he will be able to prevent transformation and even draw strength from the situation. Others link the Carrion Lord as the cause not an effect of the zombie plague.

WS BS S T W I A LD SV Price
Carrion Lord 3(5) 33 4 5 3 2(4) 10 4++ 85

Death Guider, Psyker, Eternal Warrior, Eldritch Energy, Puppet Master, Raise Dead, Dead March

Eldritch Energy: In close combat the Callous lord blast those that confront him with crackling energy. The lord counts being equipped with a strength 6 rending weapon. This counts as a psychic attack for units the might have immunity to such assaults. Use the stats in parenthesis to represent the Carrion Lord using Eldritch Energy.

Power Scythe: The carrion lord may purchase this weapon for 20 points. This is a two handed weapon that functions like a powerfist but also provides two dices when rolling for vehicle penetration. Use the baseline characteristics when using this weapon instead of eldritch energy. The carrion lord cannot split its attacks between eldritch energy and the power scythe, but must commit to one mode of attack per combat phase.

Puppet Dance: In a particular cruel display of sorcery the Carrion Lord uses its power of control on those who would oppose its will. During the zombies player assault phase he may target a single enemy unit within 12 inches to fight a combat round directing their attacks against their own unit. The zombie player controls the unit and decides which weapons are used. Independent characters are immune.

Raise Dead: Able to infect the nearby dead with the zombie virus and bring about the rapid zombification who those who have just fallen. At the start of the zombie player turn target one unit within 24 inches and place a marker one it. Count every casualty the unit has suffered during the zombie player’s turn. At the end of the turn roll a die for every casualty, on a 4+ they rise up as a zombie. Roll for scatter and place the zombie unit that direction away from their “parent” unit so they are at least one inch away from any surviving members. If the squad is wiped out then place the zombies in the area they occupied.

Control Undead: The Carrion Lord is able to control the zombies around it. When cast all units within 12 inches of the Carrion Lord lose the shambling rule if they possessed it.

Grim Guiders:

Possessing a fraction of their previous intelligence gifted by the Carrion Lord and acting as a guiding force to the zombie hordes, Grim leaders act as sergeants in an army actually directing the zombies in their course. They are equipped with the power scythe suited to break walls and obstacles that may hamper their charges and direct the zombies upon their prey

WS BS S T W I A LD SV Price
Grim Guiders 3 03 3(4) 1 3 2 8 - 30

Death Guider, Shambling, Ravenous, feel no pain

Equipment: Power Scythe

Power Scythe: This is a two handed weapon that functions like a powerfist but also provides two dices when rolling for vehicle penetration.

Leaders: Up to three Grim Guiders may be taken as a single HQ slot. Each Guider must be assigned to a zombie unit in which it counts as a squad upgrade. No zombie unit may have more than one Grim Guider.

TROOPS

Zombies:

WS BS S T W I A LD SV Price
Zombies 3 03 3(4) 1 3 2 7 - 7

Ravenous, Shambling, Infectious, Swarm, Endless Horde, feel no pain

15-30

Swarm: Zombies lack the self-preservation of other creatures and will throw themselves into the tank treads or get sucked into turbines without resistance. This effect can be disruptive to vehicles especially if the zombies are wearing grenades or otherwise “armed” with weapons that might explode when the zombie is crushed by the machine. The zombie player can sacrifice D6 zombies to inflict a stun result on a vehicle they are in close combat. This is performed at the zombies’ initiative, the slain zombies are unable to strike in hand to hand. The vehicle suffers a stun result.

Endless Horde: Attracted by the conflict, rogue zombies join the battle adding themselves to the carrion lord's force and outnumbering their opponent in an endless wave of shuffling dead. Any unit of zombies that were destroyed may be brought back into the game at the start of the zombie player’s turn as if they were a reserve unit that made its roll. The respawned unit does not possess any characters, vehicles, upgrades, or special deployment rules.

Ghoulies:

These beings possess enough of their humanity to operate machinery and weapons. They are twisted disheveled creatures but provide an invaluable service to a Carrion Lord. As they possess near human intelligence and low cunning developed as scavengers in a zombie wasteland, they are able to pick through the wreckage and pry weapons from the zombified hands of the fallen. Through the ghoulies a carrion lord is able not only to turn the bodies of its enemies against them but also their abandoned equipment.

WS BS S T W I A LD SVCost
Ghoulies 3 33 3 1 3 1 6 6+ 6
Boss 3 33 3 1 3 2 7 6+ 16

5-15

Equipment: mob weapons. Treated as possessing laspistols and close combat weapon.

Options: One model may be upgraded to a boss of 10 points. Up to one model may be armed with a flamer at three points, a meltagun at 10 points, a plasma gun at 10 points a heavy studder at ten points or a grenade launcher at 10 points. One model may be assigned a heavy bolter at 10 points, a lascannon at 20 points, an autocannon at 15 points or a missile launcher at 15 points.

Infiltration: Skilled in the arts of sneaking around. Ghoulies possess the infiltration universal rule.

Vermin

Zombies will feed on practically any living creature, but there are a few exceptions. What distinguishes these creatures from all others that have fallen to the appetite of the zombies is unknown, but the common theme across these few spared animals is the vile temperament and vicious nature. They often follow the zombies picking the flesh off those slain by the undead.

WS BS S T W I A LD SV Price
Vermin 3 03 3 3 3 3 6 6+ 12

Swarms, Insignificant, Variations

Unit: 3-10

Insignificant: Vermin follow the zombie mobs feasting on the carrion left in their wake. One unit of vermin may be taken per unit of zombies fielded in the army. Vermin can not claim or contest objectives and do not fill a troop selection when taken.

Variations: These creatures can select one additional trait from the options below.

Poisonous: Creatures are venomous they count as possessing poisonous attacks that wound on a 4+.

Sneaky: creatures have the infliltration universal rule

Fast: Fleet and initiative raised to 4.

Elites

Acolytes:

These people find their malady within and bare no obvious disfiguration. These individuals dedicated themselves to the carrion lords cause and are bestowed a particular favor. They are skilled at infiltration and are able to sneak the virus into the fortified areas so that defenders find themselves infected and besieged from within.

WS BS S T W I A LD SVCost
Acolytes 3 33 3 1 4 1 8 6+ 9
Proclaimer 3 33 3 1 4 2 8 6+ 19

Dark Heralds, Infiltration

5-10

Equipment: Lasguns, close combat weapon and frag grenades. Any model may replace their lasgun for a laspistol for free.

Options: Up to two models may exchange their weapon for a flamer at +3 points, a melta gun at 10 points, a plasma gun at 10 points, or grenade launcher for 10 points. One model may be equipped with a demolition charge at 10 points. The unit may purchase krak grenades at +2 points per model.

For +10 points one model may be upgraded to a Proclaimer. At +10 points the Proclaimer may be equipped with a power scythe.

Dark Heralds: Acolytes are able to sneak the zombie plague past resistance preventing containment of the zombie horde. For every unit of acolytes the zombie player can take a 5-15 mob of zombies (pay 7 points per zombie) that count as troops but do not fill a force organization slot. This unit of zombies has the infiltration rule. This represents the acolytes “seeding” zombies behind the enemy lines.

Mind Screamers:

Pskers who have fallen victim to the zombie plague become these twisted figures. Their abilities warped by the virus, they now project an unspeakable horror directly into the minds of those around them. Those who have experience this describe it as the combine terror of all those that have fallen to the zombie horde.

WS BS S T W I A LD SV Price
Mind Screamers 1 02 4 3 1 1 10 5++ 35

Death Guider, Psyker, Mind Scream, shambling, Ravenous

Mind Scream: Highly disruptive to anyone in proximity, screamers are able to sap the will from any who would oppose the zombie horde. Any unit with a model within 18 inches of a screamer suffers a mince one to their leadership, if they are within 12 inches it becomes a mince two, and any within 6 inches suffers a mince 3. Units with the fearless rule lose their ability on a 4+ if within range of the mind scream effect – roll each time they might be required to take a morale test.

Up to three Mind Screamers may be taken per Elite slot.

Daemon Hosts

The zombie horde possesses an odd method of resistance to the predations of daemons. Should a daemon take possession of a mind screamer they will succeed in their endeavor only to find that they now occupy a body owned entirely by the carrion lord. In fact it is theorized by imperial scholars that the carrion lords actually cultivate specialized pyskers just to trap daemons like a baited hook. These imprisoned daemons are similar to those created by the radial inquisitors. The zombie horde my use daemon hosts from the codex daemon hunters as an elite selection.

Fast:

Controlled Beast

What may once have been normal fauna that were enslaved by the carrion lords powers. These creatures are used to chase down those who would normally escape the slow moving zombie mobs.

WS BS S T W I A LD SV Price
Controlled Beast 4 04 4 1 4 2 8 6+ 10

Cavalry

3-10

Zombie Transport:

A clever tactic that provides a mob of zombies the ability to use the protection and speed granted by an armored vehicle to slam through defenses as small arms fire patters against its hull. The zombie payload is released against the defenders after the vehicle performs its breakthrough.

Either a Chimera from the imperial guard codex or a Rhino from the space marine codex may be taken as a zombie transport. Lower the ballistic skill of the Rhino to three. Pay the points for the vehicle according to its codex.

Crammed in There: Zombies do not breathe and they do not require much in the way of personal space. The undead are crammed into their transports to the point that not so much as a square inch of open space is available.

When it comes to transport capacity of the vehicle consider it doubled. The zombies must start the game in their vehicle and may not reboard once they exit it.

Purchase the transport using the price on its parent codex. Zombies are purchased at 7 points each. No character may join this unit.

Sentinels:

These vehicles are often piloted by the ghoulies who eagerly assume control of these vehicles.

Rules: See codex imperial guard.

HEAVY:

Charnel Beast:

Abominations of huge rotted meat. These undead juggernauts take a plethora of forms. Some are constructed be the remains of numerous corpses, some could be the reanimation of a single large creature. Commonly reinforced with thick hide or scraps of metal they are extremely durable and are able to contest armored vehicles and break through barricades.

WS BS S T W I A LD SV Price
Charnel Beast 4 06 6 4 2 3 7 4+ 85

Monstrous Creature, Shambling, Ravenous, feel no pain,

1-3 Charnel Beast may be taken as a single heavy selection.

Dead Gunners

Dead Gunners: Concealing themselves within a zombie mob Dead Gunners are the carrion lords’ method of including ballistic elements to the zombie horde. Either played by ghoulies handling scavenged weapon that have disguised themselves within a zombie mob, or specialized type of zombies that operated such weaponry while living preserved with the instinct to point their gun at the enemy and pull the trigger in their undead state.

Dead Gunners are not a in their own right unit, they allow up to three units of zombies from the troop selection to purchase the following weaponry that they fire with a ballistic skill of two. One out of every five models in the unit may be upgraded with the following: Grenade launcher at 5 points, flamer at 5 points, heavy bolter at 10 points, and a missile launcher at 15 points.

Tanks:

A Carrion Lord will strengthen its horde by the inclusion of armor. These vehicles are often added to the horde after slaughtering their previous owners. These vehicles are either crewed by ghoulies or in many cases the Carrion Lord has reanimated the former crew persevering their knowledge in the vehicles’ mechanics and little else. The zombie army may take Leman Russ Squadrons and Ordnance Batteries as a heavy selection. See codex imperial guard.

Obliterators:

For some yet undetermined reason chaos obliterators are driven to affiliate with the zombie horde. Perhaps that the zombie virus shares some kinship with the techno-virus that converted the obliterators into their current state. Chaos obliterators may be taken as a heavy selection. See codex chaos space marines.

Play Testing Results

pending


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