Tabletop Left 4 Dead (Using 40K)
Left 4 Dead is a fun game. It isn’t an incredibly deep game, but what it does have, it has in spades. This intense shooter is ripe for some sort of tabletop game. While an RPG would be fun (and my pick for system would either be All Flesh Must Be Eaten or Savage Worlds,) there is something about a tabletop miniatures game that appeals to me. It requires no prep time, can be played relatively quickly, and focuses on lots of frantic combat. My go-to game for that right now is Warhammer 40K.
Left 40K Dead
This is essentially a modified version of the Kill Team rules. (You can find these rules in PDF for free over at Forgeworld in two parts.) The modifications are presented in a a modular fashion. You can pick and choose between these modules as you like. It is not the intention of these modules to re-create the game in a tabletop format–instead, these modules should be viewed with the caveat “inspired by.” I can’t speak to the game balance of any of these modules, as none of it has been playtested yet.
(Note that none of the listed weapons have an AP rating, and none of the profiles have an armor save. This was intentional.)
Setting Up
The main change for setting a game up is that the adversaries for the game will be infected. The should be placed in a similar fashion to a standard Kill Team game. You could easily use any of the Kill Team scenarios as the objective of the game. There is an additional scenario, that we will call the “L4D” scenario, that should be made available. The objective of this scenario is two-fold: First, the kill team must come within 4 inches of the central objective. When this occurs, the horde is allerted (see “Alerting the Horde” below.) The kill team’s objective now becomes to escape the table. They can only do this by entering a safe room. As part of setup, a 4-inch section on one of the table’s edges should be designated as the safe room entrance. Use vehicle boarding rules for getting in to the safe room.
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 | 3 | 4 | 2 | 4 | 2 |
Survivors start with a one of the following weapon packages:
- 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 | – | 3 | 3 | 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 2″ of an alarmed car, there is a chance the alarm is triggered. For every die in the shooting attack that misses, 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.)
Advanced 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 deep strike rules.
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.
- Smokers have a BS 3, T 4, and a ranged tongue attack (24″, Assault 1.) If the Smoker passes its 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 checks for a wound 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 (range 12″, Assault 1.) If the boomer passes its to-hit roll, the horde is immediately alerted. Boomers also explode on death. 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 6 loot tokens around the table. During play, if a survivor comes within 4″ of 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 – Pills, 2 – Med Kit, 3 – Molotov, 4 – Pipe Bomb, 5 – Propane Tank, 6 – Weapon. The survivor may pick up the loot, or may immediately give the loot to another survivor within 4″ of himself. Each loot type is explained below:
Pills: A survivor may hold one stash of pills at a time. When the survivor suffers a to-wound roll, the pills can be discarded to re-roll a single to-wound die.
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 4″.
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″.
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 S6 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), or a 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 | 5 | 5 | 2 | 3 | 1 |
| Witch | 4 | – | 4 | 4 | 2 | 3 | 2 |
Tank: The tank may throw large chunks of debris (12″, S4, Assault 1.)
Witch: The witch has claws that are rending and the fleet to foot ability.


Hey there,
First off, just wanted to say that you’ve done a really good job here. I’m an avid L4D player and have been looking for some fast and simple ways of reflecting L4D on the tabletop – to try and play more with Zombies and get my friends into L4D.
Got a couple of suggestions for you if you wouldn’t mind… you’ve done an awesome job as I say, I just wanna see what you think… here goes
Re: Weapons Packages on Starting out
Would consider making this “The survivors always have a pistol and CCW as secondary weapons. But can also have either a Shotgun or SMG as a primary weapon” which is line with how the Space Marines work nowadays (Bolt Pistol, Close Combat Weapon and a Bolter). That way it’s also more fitting to the game itself.
Re: Alerting the Horde via Alarmed cars
Most of your other distances (healing survivors, passing loot etc.) work as 4”, which I think is a wide enough berth to shoot the alarmed car, so why not make the distance 4”, rather than 2″? Also, when the Horde is alerted what about giving the Infected Fleet of Foot for the turn? So that they’re sprinting to try and reach the survivors.
Re: Advanced Infected deployment
I would consider changing, rather than Deep Striking in, to infiltrating, so “Within X inches, so long as they cannot be seen”. That way it again reflects the game, with the Special Infected spawning out of sight of the players.
Re: Hunters
What was the decision behind making them jump infantry? Was wondering as from my point of view it would make more sense for them to count as Beasts / Cavalry, therefore having the extended assault range to represent the leaping and at all other times standard infantry movement.
Re: Smokers
For me, the Smoker really needs BS4 for the better chance of hitting the survivors. Considering he is the only special infected that doesn’t really benefit from getting up close, he could do with a better chance to hit.
Re: Boomers
When a Boomer explodes on death, what happens? What about any survivors within 4” get covered in bile?
Re: Loot Tokens
Since there’s only ever 6 of the tokens on the board, I’d say what about just making them not have to roll to see if they find something in the Loot Token? Especially since they’ve then got another random roll to see what they get.
Re: Pills
Maybe just on the turn the pills are used, you gain Feel No Pain ability? After that it runs out.
Re: Molotovs
What about a lingering burning effect for this? Like for the next full turn, leave the template in place, any infected or survivors moving through take a S4 hit from the fire.
Re: Propane Tanks
Just wondering why this is S5 and the Pipe bomb is S6?
Re: Tank
What about making this S5, but the Survivors can take an initiative test to see if they can dodge it? Also, I know he’s slow but 2 wounds and 1 attack? He should be 3 wounds and 3 attacks. If you get caught by the Tank that should be it…Maybe also Slow and Purposeful? Not completely sure though.
Re: Witch
She should be I4 or even I5, so that she gets to strike before the Survivors. Also there’s not much point in rending as no one has armour saves? Unless you’re referring to the old style of rending where a 6 to hit was an Auto-Wound. If not, I would suggest maybe if you keep her the way she is, but he attacks cause Instant Death.
Also, she should be similar to an alarmed car that if you hit her by accident or go within say… 4″ of her, she becomes active.
Once again, fantastic job, let me know what you think… I’ve already started work on expanding your existing stuff for Left 4 Dead 2
SuicideBadger.
@SuicideBadger: No worries, I always love feedback!
RE: Starting Weapon Packages
Doesn’t equipping both a pistol and CCW results in an extra attack in close combat? (Or have I been reading that wrong?) As I see it, the starting packages offer you these choices:
* Short range, low strength, but you get +1 A out of the deal.
* Short range, medium strength, but you get assault 2.
* Long range, medium strength, and you have rapid fire if you get surrounded.
RE: Alerting the Horde via Car Alarms
I was going to use one of my Eldar Wave Serpents to represent the car. If you can imagine projecting 2″ around the hull of that thing, you’ve got a pretty decent sized footprint. Then again, I haven’t play tested any of this, so 4″ might be a better choice.
RE: Advanced Infected Deployment
I always thought Deep Strike was a nice mechanic that balances out the ability to place units anywhere on the table. I don’t see an issue with deploying them within 12″ out of sight, or 18″ in sight. If you try that out, let me know if it feels like too much of an advantage.
RE: Hunters
I made them jump infantry to represent their ability to climb and leap over obstacles. I understand your suggestion to give them an extended assault range. Maybe try giving them fleet?
RE: Smoker
I might agree with you there.
RE Boomers
Maybe you overlooked the rule where if a Boomer dies in close combat, the horde is alerted? I feel giving the boomer 4″ at death is too much. My first instinct was to go with 1″, but that means you are inside of close combat anyways. If you have to go with a larger death burst, maybe try 2″?
RE: Loot Tokens
I didn’t want loot tokens to be an automatic bonus. They are supposed to be points of interest that draw the survivor’s movement away from completing the objective (much like side rooms do in the video game.) I see your point about the potential scarcity of loot, though. Maybe use 8 or 12 loot tokens to overcome this?
RE: Pills
Yes, I like that idea. Although I would keep this caveat: The survivor can choose to use the pills immediately after a to-wound roll, but before the wounds are applied. That way the survivor can hold on to the pills until they really need them.
RE: Molotovs
I didn’t want to have to track a burning region between turns, although I think that the burning region would increase the strategic value of this item and make it behave more like in the video game. Maybe keeping a blast template on the table for a turn isn’t that big of a deal. I will have to try it out and see how it feels.
RE: Propane Tanks
No particular reason–I just felt like the pipe bomb should do more damage. Checking my reference material, an Imperial Guard grenade launcher fitted with frags only has a Str 3. Maybe both the pipe bomb and propane tank are too high?
RE: Tank
I assume you are referring to the tank’s ability to throw things? For the sake of reducing extra dice fiddling, I would just keep it S4–YMMV.
After thinking about it, I might bump the tank’s wounds up even higher–maybe to 4 or 5. Point being, a team of 4 survivors all unloading on him with ranged weapons might take him down before he even has a chance to attack. I would like to keep him at 1A, though. He a huge brute with a single heavy swing. Maybe bumping him up to S6 would help drive this idea home?
RE: Witch
Yes, I think I agree with you about her initiative. Originally I wanted the survivors to always have a chance to attack before they got damage, but really, its the witch, you should pretty much be screwed. I would only raise it to I5, though, because in kill team initiative effects the distance that an enemy can become active.
As of 5ed, I believe scoring a rend means AP 2 and an auto-wound.
I like the idea of the Witch using the car alarm rules to become active.
Glad my ideas could inspire you!
Thanks for replying.. Sorry for the delay, I thought it would have emailed me to say you had responded and I hadn’t checked for a while.
RE: Starting Weapon Packages
- This was my mistake. I misread the rulespack, I thought it was either Pistol and CCW OR Shotgun OR SMG, not carrying all 3. Keep that as it is, I like your explanation
RE: Alerting the Horde via Car Alarms
- Reasoning I was thinking about the range was mainly because I intended to use Toy cars, like die-cast ones as opposed to 40k vehicles which are much larger. Something close to an Imperial Guard Chimera is more the size I’d look towards.
RE: Advanced Infected Deployment
- Either / Or is fine in this situation, I just suggested the idea of infiltrating as I liked the idea of the Survivors panning out and trying to keep areas in line of sight, as one would do in a Versus Left 4 Dead game to stop opponents spawning.
RE: Hunters
- Jump Infantry doesn’t sound too bad in this situation then I would guess. Maybe Jump Infantry + Fleet combo? Meaning a potential 24″ charge range?
RE Boomers
- I probably did overlook that he alerts the horde if dying in close combat. My bad. 2″ would be better I think, as you’re not allowed within 1″ unless assaulting… so it means people standing way too close to a boomer get splashed. Which I think is fair enough?
RE: Loot Tokens
- Increasing the loot counters sounds like a good idea. Will try for 8 in first playtest, then see whether increase or decrease is necessary. There’s a lot of good work gone into how the powerups etc. work and it would be a shame for them not to be used during the Tabletop game, or get used very scarecely.
RE: Pills
- If I understand you, you mean it’s a risk… you can attempt to stop the wound happening before a wound dice is thrown. Meaning you can cancel it out straight away, but there’s the chance they might not actually even wound you? If so, I like it. Very tense!
RE: Molotovs
- I’ve tried to incorporate a “Leave in play for a turn” template, idea for that. I don’t think that would be too big a deal, basically Zombies moving through take damage, as do anyt Survivors. Just leave your template where it lands, or photocopy the ones from the 40k Rulebook?
RE: Propane Tanks
No particular reason–I just felt like the pipe bomb should do more damage. Checking my reference material, an Imperial Guard grenade launcher fitted with frags only has a Str 3. Maybe both the pipe bomb and propane tank are too high?
- I think maybe so, especially without the ability for an armour save. St 3 v T 3 means a 50/50 chance of killing a Zombie. S4 v T3 means a 2/3 chance of killing a zombie.
RE: Tank
- Yeah I think I was referring to the throwing ability. Keeping things simple is always a good plan.
- After playing a lot of 40k recently, using Daemon Princes in a Chaos Daemon army, they fall down really easily to small arms fire. Especially the Tank having no armour save. I’d like to think that basically if the tank hits the Survivors that’s it. So he’s got like.. a 50/50 chance of hitting them, then anything but a 1 and they’re Insta-killed (if we’re having S6 v T3). I think even if it’s S5 v T3 it’s still a 2+ to wound. Depends if you want them insta-killed if caught by a tank.
RE: Witch
- Regarding the initiative change, there’s nothing preventing the Witch from not being treated as a Brute squad / boss, hence the initiative change wouldn’t be too bad. As for Rending, since there’s no armour save on the survivors, the Ap2 wouldn’t make much difference, and in 5th Ed it’s the roll of a 6 to wound, gives an AP2 auto-wound. In 4th Ed it was a roll of a 6 to hit. Maybe needs some tweaking to get it to feel right.
I’m hoping to get some Zombie and Survivor miniatures to give this a go with some guys from my wargaming club.
I’ve also ended up writing some additions to your rules regarding:
- Left 4 Dead 2 new infected, powerups and weapons
- Being Downed and Revived
- Uncommon Infected
Once I’ve tweaked them a bit, I’d be happy to share them with you if you’re interested