Monday, April 29, 2013

ATZ-FFO : Episode 5 : Are they here to save us? (Scenario details)

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.