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Tabletop Left 4 Dead 40K Rules Guide

This document provides rules for a tabletop version of Left 4 Dead using Warhammer 40k miniatures. It summarizes the characters and abilities of survivors and infected, including special infected. Rules are given for scavenging weapons and equipment, alerting hordes, and introducing a tank or witch boss. Two scenario examples are outlined: Safe Rooms, where survivors must cross the board to reach the opposite safe room; and Evacuation, where survivors start in a safe room and must reach an evacuation point.

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100% found this document useful (1 vote)
355 views16 pages

Tabletop Left 4 Dead 40K Rules Guide

This document provides rules for a tabletop version of Left 4 Dead using Warhammer 40k miniatures. It summarizes the characters and abilities of survivors and infected, including special infected. Rules are given for scavenging weapons and equipment, alerting hordes, and introducing a tank or witch boss. Two scenario examples are outlined: Safe Rooms, where survivors must cross the board to reach the opposite safe room; and Evacuation, where survivors start in a safe room and must reach an evacuation point.

Uploaded by

Jamie Eden
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Tabletop Left 4 Dead (Using 40K)

Left 40K Dead

Use the 5th edition Warhammer 40k rulebook. (Note that none of the listed weapons have
an AP rating, and none of the profiles have an armor save. This was intentional.)

Characters

Our survivors are tough-as-nails. They’ve just watched the world fall to pieces. They’ve had
to fight their way through hordes of infected just to get where they are today. Survivors
count as independent characters–each moves and shoots of their own volition. The
survivors have a multi-wound profile, which breaks from one of the core rules of Kill Team,
but for a good reason: the kill team only consists of 4 members. Since each survivor is
independent and has multiple wounds, it is possible to divide the team up between multiple
players. Here is a survivor profile:

Name WS BS S T W I A
Survivor 4 4 34 2 4 2

Survivors come equipped with the following weapons, but may only use 1 per turn (with the
exception of always using their close combat weapon in combat):

• Pistol (12″, Str 3, pistol) and close combat weapon.


• Shotgun (12″, Str 4, Assault 2.)
• SMG (24″, Str 4, Rapid Fire.)
Infected

The infected are not much more than close combat machines. The antagonist player starts
with 8 groups, each consisting of 3 models. The infected profile is as follows:

Name WS BS S T W I A
Infected 3 – 33 1 3 1

Infected are fearless. When an infected dies, collect it into a dead pool. At the start of the
antagonist player’s turn, if there are 3 or more infected in the dead pool, the antagonist
may pull 3 infected out of the dead pool to form a squad. This new squad enters from a
table edge of the antagonist player’s choice. One squad may be formed per turn.

Alerting the Horde

Sometimes the survivors will make a lot of noise. This may be linked to an unfortunate
accident, like setting off a car alarm, or may be a necessary part of completing a mission.
Whatever the cause, the survivors have just managed to call the attention of every infected
in the area. When the horde is alerted, every infected squad on the table becomes active
and remains active until killed. New infected squads that enter the table after the alert do
so as an inactive squad.

A simple rule for car alarms: If the target of a shooting attack is within 4″ of an alarmed car,
there is a chance the alarm is triggered. For shot aimed at a target within this distance, roll
another die. If any of these dice come up 6, the horde is alerted. (For example, I fire an
Assault 3 weapon at an infected standing next to the car. Only one of my to-hit dice pass.
Now I have to pick up the two dice that missed and test if the stray shots hit the car.)
Special Infected

The boomer, smoker, and hunter are all forms of advanced infected. They have developed
specialized features and attacks that make them more problematic than your average
infected. Each advanced infected operates as an independent character.

They may join up with a squad of infected if they like, but this is really only useful for
providing fodder to keep the advanced infected alive. The antagonist player starts the game
with 4 advanced infected in their reserves.

These models use the normal reserves rules (rolling at the start of each turn to see if they
can be deployed.) The antagonist does not have to specify the type of advanced infected in
reserve–he chooses the type of each advanced infected as it is deployed.

The one exception to this is that only one of each type may be present on the table at a
time. (If there is one of each type on the table at the start of the antagonist’s turn, just skip
the reserves roll that turn.)

Advanced infected enter the table via the Infiltration rules, and may be placed either more
than 12” away from any Survivor on the table out of line of sight. Or they may instead begin
via Deep Strike if they are unable to begin out of line of sight. When deepstriking, they do
not test for dangerous or difficult terrain they are placed in the nearest available location.

Advanced infected have the same profile as normal infected, with these exceptions:

• Hunters are considered jump infantry, have 2 attacks instead of 1, and have a T 4.
They also gain the Fleet special rule.
• Smokers have a BS 4, T 4, and a ranged tongue attack (24″, Assault 1.) If the Smoker
passes it’s to-hit roll it has grappled the target. This does no damage, but the target
is moved 1D6″ towards the smoker and is considered to have failed a pinning test.
On the smoker’s next turn it may decide to maintain the grapple. If the grapple is
maintained, the target is again moved 1D6″ towards the smoker, is again considered
to have failed a pinning test, and the smoker wounds the grappled survivor with S3.
A smoker may not move, shoot, or assault while it has a grapple.
• Boomers have a BS 3, T 4, and a vomit attack (Template range, Assault 1.) If the
boomer hits a survivor with the template, the horde is immediately alerted.
Boomers also explode on death, place the large blast template over the model, if
any survivor is underneath the horde is alerted. If a survivor is in close combat with
a boomer when it dies, the horde is immediately alerted.
Weapons and Equipment

During setup, the antagonist places 12 loot tokens around the table. During play, if a
survivor moves in base contact with a loot token, they may search that loot token instead of
shooting. If they do, remove the loot token from the table and roll a die: on a 4+ the
survivor has found something. Roll another die:

1 2 3 4 5 6
Propane
Pills Med Kit Molotov Pipe Bomb Weapon.
Tank

The survivor may pick up the loot, or may immediately give the loot to another survivor
within 2″ of himself. Each loot type is explained below:

Pills: A survivor may hold one stash of pills at a time. The survivor gains the “Feel No Pain”
ability for the next game turn.

Med Kit: A survivor may hold one med kit at a time. Instead of shooting, the survivor may
discard the med kit to heal a wound. The survivor may heal this wound from himself, or
from any other survivor within 2″.

Molotov: A survivor may hold one molotov or pipe bomb at a time. A molotov may be
thrown up to 6″ away and is a S4 blast weapon. Because the molotov is thrown, it only
scatters 1D6″ instead of the normal 2D6″. After this, the blast template remains placed on
the table and any model (Survivor or Infected) passing through takes a S4 wound.

Pipe Bomb: A survivor may hold one molotov or pipe bomb at a time. A pipe bomb may be
thrown up to 6″ away. Pick your target and roll scatter dice. (Like a molotov, the pipe bomb
only scatters 1D6″.) Mark where the pipe bomb lands on the table. During the antagonist’s
next turn the bomb flashes and beeps loudly; any infected within 12″ of the pipe bomb that
are not in close combat must run towards the pipe bomb to investigate. At the end of the
antagonist’s turn, the pipe bomb explodes in a S4 blast.

Propane Tank: A survivor may hold one propane tank at a time. While holding the propane
tank, the survivor may not shoot. At any time during the movement phase, the survivor
may put the tank at their feet or, as a shooting action, the survivor may throw the tank up to
6″ (like the molotov, the tank scatters 1D6″.) During a shooting phase, any survivor may
target a tank. If the survivor passes their to-hit roll, the tank explodes in a S5 blast.

Weapon: The survivor has found a weapon. The survivor may drop their current weapon
package for a new one. The survivor may choose:

• Assault Shotgun (12″, S4, Assault 3)


• Assault Rifle (24″, S4, Assault 2)
• Sniper Rifle (36″, Heavy 1, Sniper.)
Boss Infected

Boss infected are the terrifying peak of the infection’s mutations. Only one boss infected
should be deployed per game. It is up to the players to decide when and how the boss
infected shows up during a scenario. In the suggested L4D scenario, the boss infected might
show up the turn after the kill team reaches the central objective. Boss infected profiles are
as follows:

Name WS BS S T W I A
Tank 4 3 65 4 3 1
Witch 4 – 44 2 5 3

Tank: The tank may throw large chunks of debris (18″, S4, Heavy 1.)

Witch: The witch has the “Fleet of Foot” ability.


Scenarios

Safe Rooms

Setup

The survivors begin in a scenery piece designated as the safe room, which is no more than 4” away
from one table edge. The opposite safe room is set up on the opposite side of the board, no more
than 4” away from that table edge.

Objective

Get as many survivors as possible into the opposite safe room. Safe rooms are the primary aim for
the survivors to reach, crossing one corner of the board, through the treacherous wasteland of the
Infected, the aim is eventually to escape this hellish nightmare by travelling between safe areas.

Getting in the Safe Room

A safe room is treated the same as entering a building in standard 40k.

Locking the Door

Survivors can lock the door by getting into the building in the movement phase, then doing nothing
else in the shooting or assault phases. At this point the door is locked and no other Survivors or
infected can enter that building.

Unlocking the Door

To unlock the door, a player must forego their turn in order to open the door, after this point the
door is unlocked and models can enter the Safe room via that doorway.

Ending the Game

The game ends either when all living Survivors make it into the safe room and lock the door, or all
the survivors are killed.
Evacuation

Setup

Players start in one safe room and must get to an evacuation station that is at least 48” away from
the original Safe room.

Objective

Players must reach an evacuation station, spend at least a turn inside that building without doing
anything else and declare themselves to be “Radioing for evacuation”. At this point, all infected
count as alerted from that point onwards and any reserve rolls are immediately passed for Special
infected.

Horde Alerted!

The infected player then has access to spawn the Tank each time a special infected dies. Roll for
reserves as normal starting from the turn the evacuation was called, so for example, 2 turns after
evacuation was called the Tank would appear on a 3+. If this roll is failed, a standard eligible Special
Infected shows up instead.

All infected models/ squads killed may return on from a table edge more than 18” away from
Survivors, in the following turn.

Transport Vehicle

A transport vehicle will then appear following the normal reserve rolls (5+ first turn, 4+ next etc.)
and then is available for deep striking onto the table anywhere within 18” of the Evac station. It will
scatter 2D6. If the vehicle lands on any models or buildings (other than a landing pad), then roll the
scatter dice, move the vehicle in that direction to a clear point on the table.

Survivors can enter the evacuation vehicle by moving in contact with it, as they would normally do to
embark upon a vehicle in 40k.

Evacuation

The vehicle can only leave once all LIVING survivors are on board. No living survivors are left behind!
Once the survivors are on board, at the end of the turn the vehicle can leave, ending the game.
Scavenge

Setup

The 4 survivors start in the centre of the wasteland with a building, generator or vehicle in the
middle with them.

Then, there are 10 Gas canisters placed via deep-strike by the infected player around the board.
They cannot be within 12” of a table edge, in impassable terrain or within 6” of another marker.

Objective

The Survivors must collect all 10 gas canisters to power the generator, vehicle etc. They can collect
them by moving to the Gas Canister and picking it up, then returning to the objective and spending
their shooting and assault phase pouring the gas canister into the objective. The game ends if all
survivors are killed or if the survivors collect all 8 gas canisters.

Holding Gas Canisters

If a survivor is killed or goes down, they immediately drop the gas canister. If they are assaulted by
an Infected model, they must drop the canister to attack back.

Survivors can pass gas canisters to another survivor within 2”, or can throw it up to 6” but must
check if it will scatter 1D6”.

Accidents

If an enemy is shot within 2” of a gas Canister, check to see if the stray round hits the gas canister
and blows it up. On any roll to hit of a 1, within 2” of the canister the round hits the canister
resulting in a S4 small blast template hit from where the canister was.

Destroyed Canisters

As the Survivors need to collect 10 canisters, if any are destroyed, the following turn they are
replaced by new deep striking canisters put by the infected player.
Gauntlet

Setup

The 4 survivors start on one table edge in an area no more than 6” long. There must be an Alarm
point within the first 12” of the survivors and then an area of 24” to 36” of roughly open and linear
terrain. This forms “the Gauntlet”. At the end of this is a Shutdown point on the opposite table edge,
within 6” of the Shutdown point is a safe room, blocked by a barrier.

Objective

The survivors must trigger the Alarm point by moving into base contact with it. At this point, a piece
of blocking terrain to the gauntlet is removed. Once this is triggered, the alarm is sounded triggering
the horde.

Horde Alerted!

All infected models/ squads killed may return on from a table edge more than 18” away from
Survivors, in the following turn. Infected models automatically count as active.

Infected models have the fleet of foot rule in this scenario.

Run for your life!

Each time a special infected is eligible to return to play, a Tank can be spawned on the roll of a 6,
instead of the standard special infected.

Shut it down!

Survivors must move into base contact with the Shutdown point to turn the alarm off. Once it is
turned off, the Horde Alerted and Run for your Life rules cease.

Escape

Once the alarm has been turned off, the barrier to the safe room is removed and players can move
into it as per the Safe Rooms scenario description.
Survival

Setup

The survivors have reached a final point where they must hold out for as long as they can. Since the
Survivors have chosen this area to make their last stand, the Survivors may set up the terrain, but
there must be a large central building as the defended building.

Objective

The survivors must simply last as many turns as possible. The winning survivor is the one who lives
the longest.

Horde Alerted!

All infected models/ squads killed may return on from a table edge more than 18” away from
Survivors, in the following turn. Infected models automatically count as active.

Infected models have the fleet of foot rule in this scenario.

This is the End!

The survivors know this is the end and are prepared for this and things will only get harder as the
battle wears on. All survivors are fearless and automatically pass any Leadership or Morale tests.

Tank attack!

Each time the infected player is eligible to bring on a special infected from reserve, they can instead
attempt to bring on a tank by rolling a 6.

This can also mean that multiple tanks are on the field at any given time.
Left 4 Dead 2 Expansion

New Weapons

Grenade Launcher

• 24” Range, S4 blast weapon. 2D6” scatter.

Machete / Sword

• Close Combat: Furious Charge (+1S and +1I)

Chainsaw

• Close Combat: 1 attack per model in B2B, S4, re-roll failed to hit rolls.

New Pickups

Boomer Bile

• Thrown weapon, 6” range, 1D6” scatter.


• If it lands on the ground or over an infected, mark that point. Next 2 turns all Infected on the
board (excluding Special infected) must run to that point.
• If it lands on a special infected or a Survivor, all infected will run towards that model and
assault it if possible, until either the target is dead or 3 turns have passed.
o If the blast template lands over both a special infected and a survivor then
randomise which one is hit via a D6.

Adrenaline

• When a player uses Adrenaline, they are able to fleet of foot instead of run, and may roll
2D6 and pick the highest for the run move.

Defibrilators

• Defibrilators can be used to revive a dead team mate. When a team mate dies, if another
Survivor spends a turn in Base contact, whilst holding a defibrillator, they can revive the
dead survivor who will stand back up with only a pistol and close combat weapon and 1
wound on their profile.
New Ammo Types

Incendiary

• A gun can be loaded with Incendiary ammo, which if the Infected is hit but not killed, each
turn afterwards they must take a S1 hit from the fire. This applies only to a single model,
even if said model is part of a unit.

Frag

• A gun can be loaded with Frag ammo, which if an enemy is hit, place the small blast
template over the target model any other models hit (friend or foe!) takes a S1 hit from
shrapnel.

Getting Downed

When

• A Survivor goes down when they lose the last wound on their profile

What Happens

• They cannot move and can only fire their pistol, counting as BS2 and must re-roll successful
hits.

Assaults

• The survivor is automatically hit and the infected just rolls to wound.

Being Revived

• If another survivor spends a turn in Base contact doing nothing else, the Survivor can be
stood back up and act as normal with 1 wound on the profile.

Dying

• After 3 turns of being downed, the Survivor will then bleed out and be considered dead
outright, and can no longer be revived, unless by Defibrilators.
New Special Infected

Spitter

• 24” S4 Large blast remains in play until next Infected turn.


• BS4, S3, T4, standard Infantry.

Jockey

• If charges player, no attacks may be made but Jockey can move the survivor 2D6” in any
direction he wishes.
• The jockey may make 1 attack against the survivor per turn, rolling to hit and wound as
normal.
• If another survivor moves into base to base, the Jockey is knocked off and the assault is
rectified as normal.
• If the ridden survivor loses their remaining wound, the Survivor goes down and the Jockey
may make a consolidation move.
• S3, T4, Standard Infantry.

Charger

• S4, T4, moves as a Beast.


• The charger will always move its maximum assault distance, and if assaulting a survivor,
carrying the survivor, until it hits a piece of scenery or runs out of movement.
o This move is made in a direct straight line.
o For example if a Charger is 7” away from a Survivor and charges, he will continue to
charge the next 5” in a straight line.
o After this move, the Charger counts as assaulting the survivor and they assault as
normal.
• If any obstacle is in the way of this attack, survivor or infected, they will receive a S1 hit and
are moved 1” away from the Charger as he continues to move.
Uncommon Infected

During each campaigns the survivors have come across numerous types of uncommon infected.
Every time you are eligible to place a new Infected unit on the table (standard infected, not Special
infected) you may instead exchange them for a unit of uncommon infected, but you may only have 1
of these on the board at any given time.

Roll a D6 and consult this chart to see which Uncommon infected.

1. Hazmats
a. Immune to damage from fire (Molotovs, Gas cans, Incendiary Ammo)
2. Mudmen
a. Can temporarily blind a survivor. If a Mudman successfully wounds a survivor in
close combat, the survivor is treated as Initiative 1 for the next turn.
3. Riot Armour
a. These infected are treated as having Feel No Pain due to the armour.
4. Clowns
a. These infected are treated as walking car alarms, but rather than move towards the
Survivors, the infected will move towards the Clowns.
5. Construction Workers
a. These infected are immune to the effects of pipe bombs or any other item which
would draw the infected towards it. They will ALWAYS run towards the player if
alerted by anything, not the alerting object.
6. Zombie player chooses one of the above.
a. The player can choose any of the above.
Optional Rules

Morale

• Survivors generally have seen the world fall apart around them and are tough as nails. They
still however can choose to retreat and fall back to defensive positions.
• Survivors count as LD8
• Survivors count as STUBBORN in close combat.
• Follow all the rules for Morale in 40k as usual, with the exception that for each fellow
survivor nearby they gain +1 to their LD value. Over 10 they count as Fearless.
• Survivors can only re-group if falling back and another survivor is within 6”.
• However, Survivors will only fall back D6”.

Ammo

• During the game, players have a set amount of Ammo for each weapon and can only
replenish this at set points.
• The Survivors each have 3 ammo tokens for each weapon, once these tokens run out roll a
D6.
o 1 to 3 – The weapon has run out of ammo. Cannot be used until an ammo pile is
found.
o 4 to 6 – Safe reload, player receives 3 more ammo tokens.
• When in base contact with an ammo pile the player replenishes ALL ammo tokens for each
weapon.

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