WW2 German Propaganda. Abandoned inhabitants, trust German soldier! |
Von Evil looked into the eyes of Oberst Muller.
"Herr Muller, you need to go to the village here". He pointed a village near the contamination zone. "We have to save the poor civilians. Our scouts have spotted a large horde heading that direction."
Oberst Muller looked at Von Evil, he was confused.
"You want us to save them, but I thought that..."
"That I was Evil? Come on, young Oberst, we are all humans. You are dismissed"
Oberst Muller left the room, turning his back to Von Evil who was smiling.
==============================Scenario details:
ER Rating: 4
Zombie Generated on 6
Encounter on Double
The scenario will be based on the Evacuation scenario of Haven.
The Great Zombie Horde
A Great Zombie Horde is going to reach the village in d10+10 turns. The
Zombie Horde will arrive in 1-5 edge (roll 1d6 to decide) and will generate 1d6
zombie at the beginning and increase by 1d6 automatically at each turn
(activation or no activation). Any zombie generated by fire before the zombie
horde arrive will wait for the horde and ALL arrive when the horde appears. Any
subsequent fire generated zombie will arrive with the horde in the next turn.
Every German soldier is supposed to pass with success the Zed/No Zed
test.
German presents:
Oberst Muller (REP: 5, PEP: 3 , SAV: 4) – SKILL Logical (Grunt with Star Power)
Pistol, FOOD +1,
LUXURY ITEM +1, 1 Hand Melee
Sven (REP: 5, PEP: 2, SAV: 3) – SKILL Rage
SMG, FOOD +1,
MEDIC +1, , 1 Hand Melee
Jorgen (REP: 4, PEP: 2, SAV: 1) – SKILL Greedy
RIFLE, FOOD +1,
LUXURY ITEM +2, 1 Hand Melee
Kohl (REP: 4, PEP:1 , SAV:2 ) – SKILL Dim
RIFLE, FOOD +2, 1
Hand Melee
Gretchen (REP:4 , PEP: 3, SAV: 2) – SKILL Runt / Medic
RIFLE, FOOD +1,
MEDIC +2, 1 Hand Melee
Hans (REP: 3, PEP:2 , SAV: 1) – SKILL Slow
RIFLE, FOOD +2, ,
1 Hand Melee
Friedrich (REP:4 , PEP: 3, SAV: 2) – SKILL Free Spirit
RIFLE, FOOD +1, ,
1 Hand Melee
Klaus (REP:3 , PEP:1 , SAV: 2) – SKILL Greedy
RIFLE, FOOD +2,
LUXURY ITEM +2
2 trucks, 1 halftracks
Objective: save about 20 civilians.
PEF
1 PEF CONTACT
Mist: +1
Raining: +1
PEF Table
#
|
Result
|
1
|
Resistant – Roll on the How Many Table
|
2
|
Citizen– Roll on the How Many Table with a +1
|
3
|
Citizen– Roll on the How Many Table
|
4
|
Citizen– Roll on the How Many Table
|
5
|
Zombies– Roll on the How Many Table with a -1
|
6
|
Zombies– Roll on the How Many Table with a -1
|
7
|
Zombies– Roll on the How Many Table
|
8
|
Zombies– Roll on the How Many Table
|
How Many Table
Circumstance
|
Modifier
|
||
Germans
|
2 rolls on the citizen
table
|
||
As in rural Area
|
-1
|
||
#
|
Citizen
|
Resistant
|
Zombie
|
0
|
1
|
1
|
1
|
1
|
1
|
1
|
1
|
2
|
1
|
1
|
1+ 1/2d6
|
3
|
2
|
1
|
1/2PG+1
|
4
|
2
|
2
|
PG+1
|
5
|
3
|
2
|
PG+1
|
6
|
3
|
3
|
PG+2
|
7
|
3
|
3
|
PG+2
|
8
|
PG+2
|
3
|
PG+3
|
Resistant table
#
|
Result
|
2
|
Resistant (REP 5) – FAST- Assault Rifle
|
3 to 4
|
Resistant (REP 5) SMG
|
5 to 8
|
Soldier (REP 4) Rifle
|
9 to 10
|
Soldier (REP 3) Rifle
|
11+
|
Soldier (REP 2) Knife
|
Building test
2 What’s
inside?
(Taken
when entering a building, per floor)
Mist: +1
Rain: +1
#
|
Result
|
3 or less
|
Building is vacant
|
4
|
1/2 d6 collabo (pro German civilians)
|
5 to 9
|
1/2d6 civilians.
|
10
|
1/2 d6 resistants
|
10
|
1/2 d6 resistants
|
11
|
1/2 d6 zombies
|
12+
|
1+1d6 zombies
|
1 CIVILIAN
(Roll
once for REP, then Weapon, then Result)
#
|
REP
|
WEAPON
|
1
|
2
|
Unarmed
|
2
|
3
|
Unarmed
|
3
|
3
|
Unarmed
|
4
|
3
|
Unarmed
|
5
|
4
|
Pistol
|
6
|
5
|
Hunting Rifle
|
1 RESISTANT
(Roll
once for REP, then Weapon, then Result)
#
|
REP
|
WEAPON
|
RESULT
|
1
|
2
|
Knife
|
Drop your weapon table
|
2
|
3
|
Pistol
|
Drop your weapon table
|
3
|
4
|
Pistol
|
Drop your weapon table
|
4
|
4
|
Rifle
|
Drop your weapon table
|
5
|
4
|
Hunting Rifle
|
Drop your weapon table
|
6
|
5
|
SMG
|
Drop your weapon table
|
1 COLLABO
(Roll
once for REP, then Weapon, then Result)
#
|
REP
|
WEAPON
|
1
|
2
|
Knife
|
2
|
3
|
Pistol
|
3
|
4
|
Pistol
|
4
|
4
|
Rifle
|
5
|
4
|
Hunting Rifle
|
6
|
5
|
SMG
|
REP Drop
your weapon
(Counting
Successes)
+2d6 if Resistant
+1d6 for each armed figure
more than the other side
-1d6 to collabo if at
least 1 collabo has been subdued by German.
Each die score of 1, 2, or
3 = Success
Each die score of 4, 5, or
6 = Failure
#
of successes
|
Player
|
Opponent
|
3 more successes than the other side
|
Resistant surrenders and seek evacuation willingly
(become civilian)
Civilian surrenders and seek evacuation willingly
Collabo surrenders and seek evacuation willingly.
They will also assist the German forces
|
Resistant will take insight test with 1d6 bonus.
Armed civilian will take insight test with no bonus.
Collabo will take insight test with no bonus (become
armed civilian)
|
2 more than the other side
|
Resistant surrenders and will not seek evacuation (need 1 German to
guard every 2 resistants)
Civilian surrenders and seek evacuation willingly
Collabo surrenders and seek evacuation willingly. They will not
assist the German forces (become civilian)
|
Resistant will take insight test with no bonus.
Armed civilian will take insight test with no bonus.
Collabo will run away.
|
1 more success than the other side
|
Resistant does not surrender willingly but drop
weapon. Need to be won over by melee. Any kill result is a kill result.
Civilian surrenders and seek evacuation willingly
Collabo surrenders but will depart, unless subdued
by melee. Any kill result is a kill result.
|
Resistant will take insight test with no bonus.
Armed civilian will continue to negotiate, German
with Rage will take insight test.
Collabo will continue to negotiate.
|
Same number of successes
|
Standoff and negotiation. Roll at the next turn (activation or not)
|
Possible encounters (replace the random event)
2 Evacuation
Encounters
(Taken
whenever the activation dice sum up to 5-7-11)
#
|
Result
|
2
|
Rain*
|
3
|
Sniper*
|
4
|
Mist*
|
5
|
Medical Staff*
|
6
|
Crazy Civilians
|
7
|
Zombie
|
8
|
Civilians
|
9
|
Infected Civilians
|
10
|
Zombie Horde
|
11
|
Propaganda team
|
12
|
Straffing
|
Crazy Civilians: 1/2 d6 melee weapon armed civilian, gone mad
from the zombie attacks arrive and will cross the table. If they are within 6”
of any living or zombie creature, they will charge and melee.
Roll 1d6 for the REP of each crazy civilian..
Infected Civilians: 1d6 REP 3 civilians arrive at on 1d6 area.
Roll 1 dice every turn. On 1, they die. Every turn, roll 1d6, on 1-2-3, they
resurrect as a zombie.
Medical staff: 1/2d6 Germans of a medical staff enter the table
and are heading toward the central plaza. They have twice as many patient in
the car. The car can carry 8 people.
Roll 2d6 for each Medical Staff:
2-3: Doctor (REP
5, pistol)
4-6: Medic (REP 4.
Pistol, Knife)
7-12: Armed Medic
(REP 3, Bolt Action Rifle, Knife)
Roll 2d6 for the each Patient:
2-3: Light wounded
patient. REP 4, cannot run.
4-8: German
soldier OOF patient.
9-11: Civilian OOF
patient (count as 1 evacuated civilian)
12: Infected
patient. Roll 1 dice every turn. On 1, they die. Every turn, roll 1d6, on
1-2-3, they resurrect as a zombie.
Mist: Mist will decrease visibility to 4”
Propaganda team: A German propaganda crew arrives to report
success of the evacuation. They are intent on getting the story of a lifetime
and winning party prize and will take any risk. They will not be cautious of
the zombies. They arrive with a traction avant, who can have 6 people inside
and 2 people holding each side of the car.
There will be an Anchor (REP 4) and a Cameraman (REP 3) with 1/2d6 body
guards. Roll on the German List to see who they are then re-roll to see if they
are armed.
Media are considered to be Survivors for reactions.
Rain: in 1/2d6 turns: Rain will decrease visibility to 12”
Runners: 2 armed civilian will attempt to fast move and will not
stop.
Sniper: Armed with a Bolt Action Rifle, he will fire once and
hit on 6 a random German.
Straffing: A USAF/RAF fighter sighted the convoy and mislead it
with German troops. The Airplane will straff a band of 12 inch by 3 starting
from the edge (1d6) in random direction (scatter dice)
Zombie: 1d6 Zombies enter from area 3 or 4 and move
automatically to the closest visible living creature.
Zombie Horde: The Zombie Horde is moving
faster, it will take -1d6 turn to arrive. If the Zombie Horde has already
arrived, 2d6 zombies arrive at the evacuation exit.