Version 0.1: Playtesting still needed.
Starting on the 4th turn, roll a d6 for each faction/nation in succession.
-On the 4th turn, a roll of 6 is needed
-On the 5th turn, a roll of 5 is needed
-On the 6th turn, a roll of 4 is needed…etc
The first faction/nation to roll the required number is subjected to a zombie infestation.
All units, infantry/armor/mech/artillery/fighters/tac/bombers are all replaced by zombies at a 1:1 ratio.
Zombies have the following stats:
-Attack 2
-Defense 1
-Move 1
Zombies have a special Zombie Pathogen, an air/water-borne pathogen that allows them to attack aircraft and submaries at a reduced effeciency. Attacks at 1 against fighters/tac/bombers and submarines.
In addition, Zombies are tireless and have no need to breath and can thusly traverse bodies of water with a haphazard walk/swim across the bottom. Surface ships cannot attack the zombies due to their small if non-existant sonar signature, submarines loose their first strike ability due to their inability to acurrately target the zombies at range.
Zombies do not collect IPCs, rather they gain new zombies by two means.
1. Every two territories under Zombie control can build one Zombie. If they count an odd number, the fraction is lost. Placement allows one Zombie placed in any Zombie controlled Territory, in example; if you gain 3 Zombies, you can place them anywhere you control, just not in the same place.
2. During combat, any and all enemy losses are replaced by new zombie forces after all combat is resolved.
Win factors:
Zombies win by infecting the world.
Zombies loose by being wiped out by the rest of the world.
Zombies! do not override the existing Axis and Allies win factor rules. Axis is still versus Allies. Zombies are tossed in as the monkey wrench to the game. :evil: