
DE BELLIS MORTUUS
"The Wars of the Dead"
By Chris Brantley
Adaptations >
DBA Resources > Fanaticus
This "just for fun" DBA adaptation is inspired by all those great
zombie
movies, ranging from the classic Night of the Living Dead to the comedic Sean of
the Dead, as well as by the gamers who gather to hack and blast their way
through legions of plastic zombies during local conventions. In this game,
Players take sides, commanding either the forces of "The Living" or "The
Undead."
There are three basic troop types in DBMutuus, which are played according to
their DBA equivalents as modified by the special rules below. "The Living"
consist of Heroes and Victims. The "Undead" consist of Zombies.
| Troop Types |
DBA Equivalents |
| Heroes |
Blades with Distance Shooting ability (see special rules below) |
| Victims |
Camp Followers |
| Zombies |
Hordes |
Given the availability of Zombies primarily in 20/25/28mm scale, it is
suggested that DBMortuus be played at 25mm scale. I envison the game being
fought using a 1:1 figure ratio, but you can adopt whatever figure ratio you
prefer, from individual figures as elements to small units grouped together on
bases.
All normal DBA rules apply, as modified by the following special rules.
- Terrain: The "Undead" player may elect the applicable
terrain type. Terrain may consist of normal DBA terrain, or a
collection of corridors/passages within a building, or a
combination of both. Every wall must have at least one door wide
enough for passage of a single element for every six inches of length. Walls and doors do not count against the
terrain deployment limits, but do limit line of sight for purposes of
distance shooting and command and control. Interior spaces are
normally considered clear good going, although it is possible to put down
areas of rubble and trash within a building complex as bad going (which do
count against the normal terrain limits).
- Safe House/Escape Means: Instead of a camp or BUA, the
"Living" player deploys a safe house or means of escape (e.g. a helicopter
or APV) in good going on the board edge opposite their base edge. The
goal of the game is to reach this point. Upon entering the safe
house/escape means, the hero or victim is removed from the Board and added
to the tally of "The Living" for victory purposes.
- Zombies: Like Hordes in HOTT, a dispatched Zombie is
removed from play but can be
redeployed at a cost of 1 PIP per returning Zombie element. Returning Zombies are
placed on the board adjacent to the Safe House/Escape Means. Also, any
of "The Living" who are killed during a game bound, are removed and replaced
by a Zombie during the next game bound at no pip cost.
- Initiative: The Living always have initiative (i.e. they
are the equivalent of the DBA invader).
- Distance Shooting: Heroes are presumed to be armed with
shotguns, revolvers, vinyl records and/or the like, hence are able to engage
in distance shooting. Distance shooting is treated like Bow fire
in all respects, but with the range and combat factor of Artillery.
Also recoil from a rear shot does not produce a quick kill.
- Command and Control: Zombies do not have a CnC and
do not suffer from any command and control penalties.
- Victory Conditions: The following modified Victory
Conditions are used:
- "The Living" player must exit 6 or more Heroes and/or Victims to the Safe
House/Escape Means (with at least as many Victims as Heroes reaching
safety), or destroy all the zombies.
- "The Undead" player must kill 6 or more Heroes or Victims (any
combination).
DBMortuus Army Lists:
The Living: 1x Hero (CnC), 5x Heroes, 6x Victims
The Undead: 15x Zombies
Conclusion
If anyone actually gives this a try, I'd be pleased to get your feedback,
along with any suggested adjustments or embellishments to the rules.
Contact me at brant@erols.com.
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Updated: 31 Oct. 2006
Questions, comments and suggestions are welcome.
Send to Chris Brantley at brant@erols.com.
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