Left 4 Infinity ruleset

The Left 4 Infinity ruleset was released yesterday.
You can find it on Warpspider's blog, in the Infinity forums or right here as I took the liberty to paste it into here. Enjoy!


Well, we did a lot of playtesting, and here's the new (improved, tested, and already in use) set of rules. We're currently working on scenarios (like Rescue the Civilians, and so on), but the "framework" of the whole affair is now almost done. Let me (and the other guys who worked on the ruleset) know what you think of it.

erm.... *clears throat*


Ladies, Gentlemen, Combined critters and all you genetic novelties of the Nomad Sphere,
I give to you the ruleset for "Left 4 Infinity".


[Image: Left4Infinity_Banner.png]

The Mission

"Something has gone severely pear-shaped in a secret cloning facility. Instead of producing perfect copies, the vats have started to churn out hordes of brainless, debilitated ghouls - and the whole complex is run by a single computer, a computer that can't be shut down...

Facing one of the most severe crisis the galaxy has ever known, all of the great powers-to-be have agreed to cast their conflicts aside to counter this threat. A team of mission specialists has been assembled to salvage what still can be saved.

But will their efforts be enough?"


"Left 4 Infinity" is a cooperative scenario for 2 to X players, with one player taking the mantle of "Zombie Overlord", trying to prevent the other players ("The Specialists") from reaching their mission objective and escaping the zombie-ridden city.


The Specialists

The team of mission specialists consists of 1 to X players. Each player can play with the following miniatures:
  • 1-3 Line (or) Garrison troops or
  • 1 other miniature of any faction. (Antipodes, Bakunin Uberfallkommando etc. count as 1 model for the purpose of assembling the Specialists).

Special Rules & Skills
Every miniature in the team, with the exception of TAGs, Pupniks, Antipodes, etc) have access to the following special rules and equipment:
  • Booty (only to loot fallen team members, no extra equipment, Zombies are not lootable)
  • Auto-Medikit (1 use, model can heal itself)
  • Paramedic
  • Engineer
  • Irregular
  • Religious Troop

Orders
Every team member has 2 Orders.

Lieutenant
The team declares a Lieutenant, who automatically receives the Skill Strategos Lvl 01. Antipodes, Pupniks or Remotes are not eligible to be promoted to Lieutenant.

The Lieutenant chooses the deployment zone and sets the sequence in which the members of the team get active. The Lieutenant Order can be transferred to any other model on the table.


Setting up the table

The table is set up like any ordinary Infinity table, with lots of terrain and LOS blocking. The size of the table should be around 48" x 48".

The Zombie player places a number of mission objectives and sewer entrances on the table. The number of each is: half the number of miniatures on the Specialists' team, rounding down (so 1 objective for 3 miniatures, or 3 objectives for 7 miniatures, and so on). Mission objectives and Sewer entranced are placed
  • 10" from the board's edges AND
  • 8" from each other

The Specialists' Lieutenant then chooses the deployment zone, which measures 3" from a board edge of his choice. Infiltrators may be deployed up to 6" deep, and can infiltrate as usual. The rules for Hidden Deployment are no longer in effect. Treat Hidden Deployment just like Combat Drop. Models with Mechanized Deployment are deployed like Infiltrators.


Deploying the Undead Horde

The Zombie player starts with the Zombie Lieutenant and some Zombies, amounting to double the number of the Specialists' miniatures (and Camo markers) on the table. After the Specialist have deployed, the Zombie player sets up his miniatures, with no limitations, except for keeping a minimum distance of 12" to the Specialists.

Zombie Reinforcements
Every turn, starting from the first, the Zombie player receives Reserves. These Reserves can be "bought" out of a certain budget that is determined by the following way:

2D6/2 (rounding up) + points for every Specialist miniature/Camo marker on the table

Miniatures on the table generate Reserve budget according to their point cost as follows:

1 - 20 pts = 1 Reserve point
21-40 pts = 2 Reserve points
41-60 pts = 3 Reserve points (and so on, working up in steps of 20 points)

as well as 1 Reserve point for every full SWC used.

Example:
The Specialists' team consists of a Fusilier with HMG, a Sin Eater Observant with Mk12, a Wu Ming with Boarding Shotgun and a Domaro Butai with Boarding Shotgun. This would give the Zombie Player the following number of Reserve points to use per turn:

Fusilier (HMG) costs 19 pts + 1 SWC = 2 Reserve points
Sin Eater Observant costs 29pts = 2 Reserve points
Wu Ming and the Domaru Butai cost 36pts each, conferring 2 x 3 Reserve points

This means that the Zombie player has 10 + 2D6/2 Reserve points, allowing him to spend between 11 and 16 Reserve points per turn.

After choosing his Reserves, the Zombie player consults a D20 to ascertain how many Zombies he may deploy on a table edge or sewer entrance (always rounding up).

1-5: the Zombie player may deploy 25% of his Zombies
6-10: the Zombie player may deploy 50% of his Zombies
11-15: the Zombie player may deploy 75% of his Zombies
16-20: the Zombie player may deploy all of his Zombies

Elite Zombies and Zombie Dogs are, if the D20 roll permits, to be deployed by the Zombie player.

All the Zombies that may not be deployed by the Zombie player are then deployed by the Specialists’ team players.

Every sewer entrance can only hold 3 Zombies and 1 Elite Zombie. Zombie Dogs and Tanks may not be deployed via a sewer entrance.

Unique Zombies
Lurker, Hunter, Spitter, Sticky, Boomer, and Tank are unique. This means that there can never be more than 1 unique Zombie of the same type on the table (Example: 2 Boomers are not permitted at the same time, a Boomer and a Hunter are perfectly fine).

If a unique zombie is taken out of action, it cannot be chosen as a Reinforcement in the following turn – it has to „wait“ for a full turn before it can be brought to the table again.

Bringing the Zombies to the table
At the beginning of his turn, the Zombie player must bring his Reserves to the table using their Impetous order. The Reserves must have base contact with the table edge after carrying out the Impetous order.

This happens before the Impetous orders of the Zombies already on the table are carried out.


The Specialists’ Objectives

The Specialist’s objective is to obtain the mission objective(s) and carry it (or them) off the table.

About the Mission Objectives
The Mission Objectives have to be „opened“ before they can be carried off-table. Hackers can choose to hack the mission objective, non-Hackers have to get into base contact and spend a short movement order to make a WiP test and „open“ the objective.

To pick up the mission objective, a model has to move into base contact and spend a short movement order to pick it up (place a mission objective marker in base contact with the model that picked it up).

Zombies, Antipodes, Remotes and TAGs can neither open or pick up mission objectives.

Once a mission objective is picked up, an exfiltration zone is opened on the table edge that is the farthest away from the mission objective, measuring 3" from the center of this table edge. The Specialists must exit the table via the exfiltration zone in order to succeed.

Carrying the mission objective
Every mission objective marker is considered to be „non-existent“ as far as LOS, etc. are concerned.

The mission objective slows its carrier down, which means that a model carrying the mission objective may not combine a Move order with another Move order, but still with other short movement like Climb or Jump. (Example: A model with MOV 4-4 can only move 4" per Order spent, but can still move 4" and climb a fence, and so on).

Any model carrying the mission objective may not use Braces or the like to let itself carry by another model.

The model carrying the mission objective can pass it on to another model in base contact by spending a short movement order. As usual, Zombies, Antipodes, TAGs or Remotes cannot carry the objective.

If for any reason the model carrying the mission objective is taken out of action (or turned into a Zombie), it immediately drops the objective. The mission objective can then be picked up by any other model just as described above.

If the carrier is rendered unconscious, the mission objective stays in its possession (so it doesn't need to spend another short movement order to pick the objective up again, if the model is conscious again). If another Specialist moves into base contact with the unconscious model, it can spend a short movement order to pick up the mission objective.


Profiles & Point Costs for Zombies

Special Rules
No Coup de Gracê: The model cannot execute a Coup de Gracê.
Zombie Epidemic: If a model is killed in CC by a Zombie, the model is transformed into a Zombie that can only carry out AROs until the next turn of the Zombie player. In the Zombie player's next turn, the model is replaced with a standard Zombie.

If a model is rendered unconscious by a Zombie in CC, it has to succeed on a PH test every Specialist turn in which the Auto-Medikit cannot be used or turn into a Zombie. The same applies if the Auto-Medikit test is failed.

Weak Flesh: Some models have a negative ARM value that is added to a weapon's strength instead of being deducted.

For example, a model with Weak Flesh and ARM -2 is hit by a weapon with STR 13. The ARM roll has to be made against a value of 15 (13 + 2), with all other modifiers (like cover, range, etc) applied as usual.

AP CCWs double the ARM modifier - to use aforementioned example, the roll has to be made against a value of 17 (STR 13 + 2x2). Monafilament CCWs allow no ARM roll at all.

Profiles
(Point costs are only applicable for the Zombie Reserve)

Zombie
MOV 4 - 2 | CC: 8 | PH: 12 | BS: 0 | WIP: 8 | W: 1 | BTS: -3 | ARM: -2
Point Cost: 1pt
Equipment: CCW
Special Rules: Irregular, Impetous, Religious Troop, No Wound Incapacitation, Autokill through Critical Hits, No Dodge, No Coup de Grâce, Zombie Epidemic, Weak Flesh


Zombie Lieutenant
MOV: 4 - 2 | CC: 12 | PH: 15 | BS: 0 | WIP: 10 | W: 2 | BTS: -3 | ARM: 0
Point Cost: n/a (can never be bought)
Equipment: CCW
Special Rules: Irregular, Impetous, Religious Troop, No Wound Incapacitation, Autokill through Critical Hits, Strategos Level 1, No Dodge, No Coup de Grâce, Zombie Epidemic


Zombie Dog
MOV: 6 - 2 | CC: 8 | PH: 13| BS: 0 | WIP: 10 | W: 1 | BTS: -3| ARM: -2
Point Cost: 3pt (up to 2 Dogs per turn)
Equipment: CCW
Special Rules: Irregular, Impetous, Religious Troop, No Wound Incapacitation, Autokill through Critical Hits, Berserk, No Dodge, No Coup de Grâce, Zombie Epidemic



Elite Zombies
(only 1 per turn each)
(Special Rules in bold and italics illustrate a diversion from the more "common" special rules)

Lurker
MOV: 4 - 4 | CC: 12 | PH: 13 | BS: 0 | WIP: 8 | W: 1 | BTS: -3| ARM: -2
Point Cost: 4pt
Equipment: CCW
Special Rules: Irregular, Impetous, Religious Troop, No Wound Incapacitation, Autokill through Critical Hits, Camouflage (this ignores Impetous), No Dodge, No Coup de Grâce, Zombie Epidemic


Hunter
MOV: 6 - 2 | CC: 14 | PH: 13 | BS: 0 | WIP: 8 | W: 1 | BTS: -3 | ARM: -2
Point Cost: 5pt
Equipment: AP-CCW
Special Rules: Irregular, Impetous, Religious Troop, No Wound Incapacitation, Autokill through Critical Hits, Super Jump, No Dodge, No Coup de Grâce, Zombie Epidemic


Spitter
MOV: 4 - 2 | CC: 8 | PH: 13 | BS: 0 | WIP: 8 | W: 1 | BTS: -3 | ARM: -2
Point Cost: 5pt
Equipment: Light Flamer, CCW
Special Rules: Irregular, Impetous, Religious Troop, No Wound Incapacitation, Autokill through Critical Hits, No Dodge, No Coup de Grâce, Zombie Epidemic


Sticky
MOV: 4 - 2 | CC: 8 | PH: 13 | BS: 9 | WIP: 8 | W: 1 | BTS: -3 | ARM: -2
Point Cost: 5pt
Equipment: Adhesive Launcher, CCW
Special Rules: Irregular, Impetous, Religious Troop, No Wound Incapacitation, Autokill through Critical Hits, No Dodge, No Coup de Grâce, Zombie Epidemic


Boomer
MOV: 4 - 2 | CC: 12 | PH: 13 | BS: 0 | WIP: 8 | W: 1 | BTS: -6 | ARM: -2
Point Cost: 6pt
Equipment: Viral CCW
Special Rules: Irregular, Impetous, Religious Troop, No Wound Incapacitation, Autokill through Critical Hits, Explode, No Dodge, No Coup de Grâce, Zombie Epidemic


Tank
MOV: 4 - 2 | CC: 16 | PH: 16 | BS: 0 | WIP: 8 | W: 3 | BTS: -3 | ARM: 1
Point Cost: 7pt
Equipment: DA CCW
Special Rules: Irregular, Impetous, Religious Troop, Autokill through Critical Hits, Dogged, No Dodge, No Coup de Grâce, Zombie Epidemic

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