Scenario 7 is up and has been played.
The AAR will take time, it was eventful, even if I planned to have it this way, it went beyond my expectations. I would say, it is usual for a THW (Two Hour Wargame) to escalate quickly and at the wrong time usually.
The game had few specific features:
Feature 1: 2 boards, one at the ground level, one underground
Feature 2: The underground bunker is build randomly with a separate deck of cards, reusing tiles from a very well known game from a very well known company
Feature 3: The Victory conditions are relative to Investigations Points, which can be earned only by drawing investigation cards. To draw an investigation card, a soldier must spend all his actions in a room and with a passed Savvy Check. A room can generate only 3 investigation cards and only one Savvy Test allowed, independently if it is a success or a failure.
Cards can be found here
The characters playing the scenario are:
from the previous scenario:
Star : Lieutenant Mallory Mc
Cain (REP: 5, PEP: 4, SAV: 3) – SKILL Born Leader, Fast, SMG
Sergeant Johnson (REP: 5, PEP: 3 , SAV: 4) – SKILL Fast, SMG
Stevenson (REP: 4, PEP:2 , SAV:3 ) – SKILL Greedy, M1 Garand
Scott (REP: 4, PEP:3 , SAV: 2) – SKILL Dim, SMG
4 new comers, who provide extra help:
Kyle (Paratrooper) (REP: 4, PEP:2 , SAV:3 ) - Skill Runt, SMG
Morgan (Commando) (REP: 4, PEP:2 , SAV:3 ) - Skill Slow, SMG
Paulson (Tanker) (REP: 4, PEP:2 , SAV:3 ) - Skill Logical, SMG
Kowalsky (Paratrooper) (REP: 4, PEP:2 , SAV:3 ) - Skill Attractive, SMG
There are 4 additional soldiers at the US base, so in total the group of Mallory is of 12 soldiers. And reinforcement is not an option.
PEF Event
Raining: +1
Evening: +1
Night Time: +2
PEF Table
#
|
Result
|
1
|
SWD – Roll on the How Many Table
|
2
|
Zombies– Roll on the How Many Table with a -1
|
3
|
SWD– Roll on the How Many Table with a +1
|
4
|
Zombies– Roll on the How Many Table
|
5
|
Survivor– 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 with a +2
|
8
|
Zombies– Roll on the How Many Table with a +2
|
How Many Table
Circumstance
|
Modifier
|
||
As in rural Area
|
-1
|
||
#
|
SWD
|
Survivor
|
Zombie
|
0
|
1
|
1
|
1
|
1
|
1
|
1
|
1
|
2
|
1
|
1
|
1+ 1/2d6
|
3
|
2
|
1
|
1/2 Humans on the table
+1
|
4
|
2
|
2
|
Humans on the table
|
5
|
3
|
2
|
Humans on the table +1
|
6
|
3
|
3
|
Humans on the table +2
|
7
|
3
|
3
|
Humans on the table +3
|
8
|
PG+2
|
3
|
Humans on the table x2
|
(for each card drawn)
#
|
Result
|
3
|
Nothing
|
4
|
Nothing
|
5
|
Nothing
|
6
|
PEF generated on the discovered bunker section
|
7
|
Fire. The section is on fire and will hit any model
trying to cross it.
|
8
|
In one of the already searched room, a hidden zombie burst out of a
closet and surprise charge one of the character. If not possible, then a zombie surprise any soldier above ground
in the back.
|
9
|
The fire alarm start and water spray. If there was
any fire, it will stop. The alarm will continue for 1d10 turn. If more than 8
turn, at turn9, the drawn-card section will be flooded. (see event 17). At
the end, the vapor of the water will blur and limit visibility to 8 squares
only for 1d6 turn.
|
10
|
Dead body. It can be searched only one time for investigation card. If Savvy test is failed, nothing is found.
|
11
|
Light out/Light on. If this is the first time this event is drawn, light is turned off by something,
visibility is then limited to 2 squares with search lights, and any PEF have a +2
modifier until light is on again.Zombies have a +2 dice bonus in melee during light off period. Every time this event happens, the lights alternate off/on.
|
12
|
PEF generated on the discovered bunker section
|
13
|
Somewhere, something started playing a music that
play military march outside. It will attract 1d6 zombies per turn. Each turn new turn,
if the sum of the player+zombie dice roll is less or equal to 7, the music stop.
|
14
|
The closest dead zombie was not really dead. It stands up and move
immediately 6” to the closest human in sight.
|
15
|
PEF generated on the discovered bunker section
|
16
|
Night is falling. If night has already fell, a PEF is generated at ground level
|
17
|
Flooded. The whole section is flooded. It is not
sure if the ground there is solid or not. If a model tries for the first time
to cross, roll 2d6. Pass2, the ground is even, it is a paddle only. If 1d6,
the ground collapsed and models need to jump over or swim over. if fail 2d6,
the ground collapsed and a zombie is deep down hidden, fighting the model.
|
18
|
PEF generated on the discovered bunker section
|
Jumping over a
section. Starting at 2 of difficulty (REP), every additional section difficulty
is raised by one more.
Swimming take 2"
of movement for every 1 square crossed. Non-zombie models have a -2 dice when
fighting and swimming.
3 ENCOUNTERS(Taken whenever the activation dice rolls a double)
#
|
Result
|
3
|
No More Zed will be generated for the encounter
|
4
|
When there is one, there is more. All Zombie for the encounter will
be 1 more than standard role.
|
5
|
The closest zombie to the group and not in melee
reveals itself as a disguised human. If the agent has not be found yet, he is
the agent.
|
6
|
PEF generated
|
7
|
Exploding mine/shell. Somewhere a shell explode in
the wood surrounding the bunker. Likely a zombie or an animal stepping on it.
It will attract 1d6 extra zombie.
|
8
|
PEF generated
|
9
|
Argument breaks between the leader and one of the
soldiers at random but within 4” and LOS. At each activation, roll 1d6 per
REP of the 2 arguing. If the leader scores more, argument is over. If not,
for each additional success of the soldier, roll 1d6 to attract zombies as
normal
|
10
|
One random soldier has lost his ammo. When the primary weapon runs
out, he would stick to BAP
|
11
|
One member twist his ankle and move 2” slower and
can only Fast Move at 1d6. If failed a Fast Move test, he is disabled,
considered Knocked Down and Carry On.
|
12
|
PEF generated
|
13
|
PEF generated
|
14
|
The closest dead zombie was not really dead. It stands up and move
immediately 6” to the closest human in sight.
|
15
|
PEF generated
|
16
|
Night is falling. If night has already happened, PEF is generated
|
17
|
Mist, in full motion in 2 turns. Reduce visibility
to 6”. If Mist already happened, PEF is generated.
|
18
|
Rain, reduce visibility to 12” and arrives in 1d6 turns. If Rain
already happened, PEF is generated. Note: All fire test have a -2 on the
SPREADING FIRE test.
|
Sounds interesting. I'm looking forward to the report!
ReplyDeleteThank Colgar.
ReplyDeleteThe AAR is now up. It took me few hours to write it. Hope it will be up to your expectations