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0% found this document useful (0 votes)
31 views9 pages

Free Version

Uploaded by

Rolando Mejia
Copyright
© © All Rights Reserved
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

TheeWun is a simple set of rules for playing tabletop miniature games.

It is both miniature and genre


agnostic in that the game can be played with any miniatures in any genre. The game can be played solo,
co-op, or with a game master. This is a light version of the rules with a sample scenario to help get
players familiar with the game. A more detailed set of rules including how to create your own units and
scenarios is coming out soon.

Sequence:

The game is broken into a series of turns, each turn consists of the following steps:

Enemy Actions: Each enemy unit is activated one at a time, the activated unit performs all its
actions according to their AI type. Once a unit is finished the next enemy unit activates until all
enemy units have activated.

Player Controlled Units Take Actions: Players take turns activating their units, once all the
activated unit’s actions are performed the next unit performs its actions until all player-
controlled units have activated.

Clean Up: Durning the final phase any scenario specific maintenance is done, then a new turn
begins.

Enemy Actions: In the included scenario the players control a group of survivors in a zombie
apocalypse that are searching a warehouse for medicine while fighting and avoiding the undead
creatures. The zombies in this scenario all use the Feral AI.

Feral: Unit attacks with no consideration of its own safety and continues to attack until all
enemy are destroyed or it is. For each of this unit’s actions do one of the following starting at
the top of the list and working down until an action is found. Once the first action is completed
follow the list again until an action is found and continue this process until the unit is out of
actions.

IF: Engaged with enemy: Attack


OR: Enemy Alive: Move towards closest enemy using shortest route possible
OR: Unable to reach enemy: If blocked by terrain the unit will attack the terrain
until a path is clear

Multiple Targets: If two or more units are the same distance from this unit it will always attack
the unit with the most wounds. If the target units all have the same number of wounds, then
assign each target unit numbers from one to six as evenly as possible and roll a die to determine
which is the target. (Example: If there are two targets then one would be 1-3 and the other 4-6.
If there were three targets one would be 1-2, next would be 3-4, and the last would be 5-6. If
there are four targets, then each target would be a number from 1-4 and reroll if the result is 5
or 6.)
Player Actions:

Each unit performs a set number of actions (normally two) each turn when activated. Once a
unit is activated it must perform all its actions before another unit can be activated unless the
enemy interrupts the current unit with an over-watch action. Each action must be completed
before the next action is performed. Each of the following cost one action to perform unless
stated otherwise. All actions can be performed multiple times if the character has enough
action points to pay for them.

MOVE: Unit can travel up to a number of inches equal to or less than their movement stat for
each action spent moving. Units must move around obstacles or other units.

MELEE: Both units roll dice equal to their melee stat, each result of 4+ is a success. Compare
the number of successes. The unit with more successes does damage equal to the number of
successes over their opponent. If the number of successes is equal, then no damage is dealt.

Melee Range: Units within one inch of an enemy are considered engaged. An engaged unit can
perform actions normally with the following exceptions:

Ranged: all ranged attacked gain a -2 penalty and can only target enemy that are in
melee range

Movement: an engaged unit that attempts to move away will be attacked by every
enemy unit they are in melee range of.

Melee Example: Frank makes a melee attack against a zombie, Frank’s melee is 3, and
the zombie has a melee of 2. Frank rolls 3 dice: 6,4,4 (3 successes), the zombie rolls 2
dice: 5,1 (one success). Since Frank has two more successes than the zombie the
zombie takes two hits and must make an armor check.
RANGED: Measure distance and round to nearest inch, the result is the base to hit number.
Modify the base number by subtracting the attacker’s range stat and adding the target’s dodge.
If the result is equal to or higher than the to hit number, then the target is hit. Double ones
mean the weapon needs to be unjammed. Double sixes mean target is killed, no armor check
(assuming a twelve result hits the target).

Example: Maria fires her pistol at a zombie, she measures the distance from base edge to base
edge, it’s just under 8 ½” so it’s rounded down to 8, if it has been 8 ½ it would have rounded up
to 9. Maria’s Ranged stat is 1 and the zombie’s Dodge stat is 0 to the base to hit bringing the
base to 7. She rolls 2d6. If she rolls double ones she misses and her pistol jams, if she rolls
double sixes the zombie is automatically killed. She rolls a 10, and the zombie must make an
armor check.

Jam: If double ones are rolled the attack misses and the weapon jams. The unit cannot attack
with that weapon again until they spend an action clearing the jam. If a weapon is firing
multiple rounds in a single attack the weapon jams once double ones are rolled any remaining
shots are lost.

Weak Spot: If double sixes are rolled and the attack hits the target is instantly killed with no
armor saves.

AIMED ATTACK: Same as above except roll 4d6, note double sixes only cause auto-kill if the roll
hits. Aimed attacks cost two actions to perform.

Armor Save: When a unit takes a hit there is a chance that their armor absorbed the damage.
Roll 1d6 for each hit to see if the unit takes damage. All dice results that fall within the unit’s
armor rating does not cause damage. All unblocked hits cause one point of damage.

OVERWATCH: Unit saves an attack that can only be used during enemy turn, and only if an
enemy ends an action within attack range. A unit can take multiple overwatch actions. Units
cannot make aimed attacks while on overwatch. Any unused overwatch actions are lost when
this unit is activated again.

Example: Chris is standing around the corner of a couple of zombies, he doesn’t have line of
sight but knows they will move into line of sight during their action. He opts to go on overwatch
using both of his actions. During the zombie activation the first zombie moves around the
corner. Chris must wait till the zombie finishes its movement before interrupting its turn. The
zombie stops moving and Chris manages to shoot and kill it. The second zombie now moves and
ends it’s movement in melee range of Chris. Since the zombie is in melee range Chris will get a -
1 penalty for shooting that zombie this close. He fires and hits but the zombie manages to make
a successful armor save and takes no damage. The zombie then resumes its turn and spends its
second action attacking Chris.

UNJAM: Unit clears weapon and can fire again.

USE: Unit can search, open doors, use a skill, reload a weapon, use a piece of equipment, switch
weapons, or trade an item with an ally within one inch.
Death: If a unit takes an amount of damage equal to or higher than their life rating, they are
removed from the game.

PSYCHE: Psyche is the measure of a unit’s ability to maintain control in stressful situations. Any
time an ally unit falls each surviving unit rolls a d6 trying to roll equal to or higher than their
psyche stat. If they succeed all is well, if not roll 1d6 and consult the following table.

Example: Bonnie watches in horror as a group of zombies kill Chris, during the Clean Up phase
she must make a psyche check, her psyche stat is 5. She rolls a die with the result of 3 failing her
psyche check. She rolls another die and rolls a 2, she immediately moves 2x towards the exit or
away from the enemy. The player places two panic tokens next to her miniature to remind her
that next turn Bonnie loses two actions. When activated Bonnie used actions to remove the
panic tokens, then she may act normally if she has any remaining action points.

Created by Michael Crossman

Published by CreepyHero Studios

More scenarios and info available on the website: [Link]

*Miniatures on cover and in pictures were created on Titan Craft, physical copies are available
on the CreepyHero Etsy shop: [Link]
SCENARIO: Hunt for Medicine

Illness is spreading through the colony and without proper medicine people are going to start dying. A
rumor about a nearby warehouse that may have stored medicines has led the group into the city.
They’ve managed to enter the warehouse, but the door had to be broken open. The noise has attracted
the zombies in the area and it’s only a matter of time before they begin pouring into the warehouse.
The group must quickly search the warehouse, find enough medicine for the colony and at least one
member must escape the warehouse.

Objective: Find 3 Medicine cases and exit the warehouse. Medicine cases are carried by the group rather
than an individual unit to keep the game moving forward. Not all survivors need to make it to the exit.
Setup: Create a warehouse either with walls or tape to create the outer walls, mark the front doors, and
set up some scatter to represent rows of shelves. Place some crates and rubble to block off the
pathways around some of the shelves as shown in the map. Take a set of counters numbers one
through ten, mix them up, and place them face down on the board as shown on the map. Place the four
survivors in the area in front of the doors inside the warehouse. Dice, measuring tape, and some health
and panic tokens will also be needed.

Searching: To search a unit must be within melee distance. Once in range they spend an action point
searching and flip over the token. Check the list to determine what the unit has found. If the unit
discovers a zombie place it (or them) on the location of the search spot. Some zombies in the list have a
number after them, this determines if they surprise the searching unit or not. Roll a die if the number is
equal to or higher than the number listed the zombie makes a single melee attack on the unit that
searched.

Search Spots

1. Zombie (3+): It rises up behind the crate you were searching


2. Medicine Case: One of the medicines you were looking for!
3. 3 Zombies: Shamble around the corner, they don’t seem to notice you…yet
4. Medicine Case: One of the medicines you were looking for!
5. 6 Zombies (spawn at entrance to warehouse)
6. Loud Noise: The shelves you were searching collapse +6 Noise Level
7. Medkit (Heal 2 LP when used, a unit with the Heal skill adds their lvl to amount healed) 4 uses
8. Nothing: After searching this area, you decide there is nothing of value here
9. Medicine Case: One of the medicines you were looking for!
10. 2 Zombies (5+): Drop from a higher shelf and land in front of you

Special Rules: Most scenarios have rules specific to them, this section also describes any optional rules
that are used in the scenario.

Ammo: Each unit with a ranged weapon has a section of ammo boxes. Ammo boxes are placed in rows,
these rows represent the number of bullets currently loaded in the gun, the other rows are used when a
unit needs to reload their weapon. If a unit decides to reload their weapon before it is empty simply
draw an arrow pointing to one of the full rows to show those are the round currently loaded or create a
new row with as many rounds as the unit has remaining (up to the max number the weapon can hold)

Frenzy: Units with this skill gain +1 melee die for each ally unit in melee range of the same target up to
the skill level.

Example: A zombie is attacking a survivor that has three other zombies in melee range. The attacking
zombie has Frenzy (2) and would increase their melee dice by two even though there are three other
zombies in range, if the zombie had Frenzy (3) they would increase their melee by three dice.
Noise: Each turn the player’s action creates noise, the more noise they make the more likely zombies
are to wander into the warehouse. Zombie actions do not add to the noise level. After a spawn check is
made during the Clean Up phase the noise level is reset to 0.

Action Noise

Run (move 2x) +1

Search +1

Melee +2

Silenced Pistol +2

Pistol +5

Shotgun +10

Spawning: Each Clean Up phase a player rolls 2d6 and tries to roll equal to or higher than the current
Noise Level. If the result is less than the noise level, then the survivors have attracted the attention of
zombies and d3 (roll d6 and divide the result in half rounding up) + the current turn level of zombies
appear at the door. The result can never be higher than 6 zombies.
Stats:

Zombie Life: 1 Move: 3 Psyche: -

Ranged: - Melee: 1 Defense: 0 Armor: 6+

Skills: Close Combat (1), Frenzy (2), Natural Armor (1)

Chris Life: 3 Move: 4 Psyche: 4

Ranged: 2 Melee: 1 Defense: 0 Armor: 6+

Skills: Close Combat (1), Marksman (2), Command (1), Brave (1)

Equipment: Leather Coat, Silenced Pistol, 18 Ammo, Knife

Bonnie Life: 3 Move: 4 Psyche: 4

Ranged: 0 Melee: 1 (2) Defense: 0 Armor: 5+

Skills: Close Combat (1), Healing (2), Encourage (1), Brave (1)

Equipment: Hockey Pads, Machete (+1 Melee), Shotgun, Ammo (16)

Frank Life: 5 Move: 4 Psyche: 4

Ranged: 0 Melee: 3 (5) Defense: 0 Armor: 6+

Skills: Healthy (1), Close Combat (3), Brave (1)

Equipment: Bat (+2 Melee), Leather Jacket

Maria Life: 3 Move: 6 Psyched: 4

Ranged: 2 Melee: 1 (2) Defense: 0 Armor: 6+

Skills: Fast (1), Close Combat (1), Marksman (2), Brave (1)

Equipment: Spear (+1 Melee Defense), Pistol, Ammo 18

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