Monday, November 11, 2013

ATZ-FFO '44 : episode 9 "Heading Home" Rules


It's amazing how thing may look different depending on the context...
Scenario is about to begin.

The scenario will be about German Week 3. The German Heer is defecting due to the zombie apocalypse wreaking havoc in Germany, pushing usually disciplined soldiers to chose between waging war in Normandy beside evil SWD troopers, or heading home and saving their family in the process.

 The scenario will take place at the German base, and the lieutenant will need to gather supplies for the way home as well as soldiers and avoiding being caught by the SWD before they are ready to leave.

Special Rule: Being Caught Event (Heer German caught deserting) with interaction tables.
There may be the first appearance of the Nemesis project and there is 1 T-800 Cougar MenshPanzer.

Scenario environment:


ER Rating: 4
Zombie Generated on 5-6
Encounter on Double. 
PEF : 1 PEF of value 4


The base
There are 5 SWD Stormtroopers  (more efficient than standard trooper with their body armor) in the base with 1 propaganda crew, 1 scientists and about 20 additional soldiers (most of them in the huts) and a number of prisoners. Von Evil is protected by one T-800 Cougar MenshPanzer. (ignore all first 3 OOF)
3 Stormtroopers: Dim, Runt, Slow,
1 Stormtrooper Oberst: Greedy,
1 Stormtrooper flamethrower: Free Spirit

T-800 Cougar MenshPanzer
 Placement of the soldiers:
Roll 1d6:
Result
Effect
1
Command Hut
2
Soldier Hut 1
3
Soldier Hut 2
4
Soldier Hut 2
5
Patrol (Roll Area)
6
Soldier Hut 1

Patrol Area

Roll 1d6:
Result
Effect
1
Area 1
2
Area 2
3
Area 3
4
Area 4
5
Area 5
6
Area 6

There is a Nemesis in the Cooler.



PEF Table
#
Result
1
Survivor – Roll on the How Many Table
2
Zombies– Roll on the How Many Table with a -1
3
Allies – 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 +2
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 +3


 Survivor table

#
Result
2
Resistant (REP 5) – FAST-  Rifle
3 to 4
Resistant (REP 5) SMG
5 to 8
Soldier (REP 4) Hunting Rifle
9 to 10
Soldier (REP 3) Rifle
11+
Soldier (REP 2) Knife

Allies table
#
Result
2
Officer (REP 5) – SMG
3 to 4
Soldier (REP 5) SMG
5 to 8
Soldier (REP 4) Rifle
9 to 10
Soldier (REP 4) Rifle and PIAT/Bazooka
11+
Soldier (REP 4) SAW




Soldiers looking to leave and carrying something within 8" and LoS of another soldier need to roll a Caught Event.


Defining Moment (Entering a building or Caught!)

  • If there is any ongoing fight or alarm, go to Caught in Alarm, otherwise, go to next step:
  • Roll a Fast Talk test, if succeeded, then carry on, if failed, go to next step
  • Roll an opportunity test for the NPC. If failed, go to next step
  • Roll an initiative, and resolve the fight, with Melee preferred.
  • If the NPC has higher initiative (2 or more than any PC) or is not dispatched in the first round, he alarm. All NPC around the area will gather, and any NPC in a building within 18 inch will get out.

Caught during an  Alarm
  • Roll a Fast Talk test -2, if succeeded, then carry on, if failed, go to next step
  • Roll an opportunity test for the NPC. If failed, go to next step
  • Roll an initiative, and resolve the fight, with Melee preferred.
  • If the NPC has higher initiative (2 or more than any PC) or is not dispatched in the first round, he alarm. All NPC around the area will gather, and any NPC in a building within 18 inch will get out.
 For each NPC in a Caught Event
2                              Fast Talk
                            (Taken vs REP of each NPC)
If not the first Caught for the NPC, add +1 to its REP
If there is an alarm or an ongoing fight, deduct -2 to its REP
If the NPC is an officer and the PC not: +1 to its REP
If the PC is an officer and the NPC is not: -1 to its REP

#d6 passed
Result
2
The NPC is not fooled and understand they are looking to flee the area
1
The NPC is intrigued and will need another Caught Test in the next phase
0
The NPC accept the explanation as they are and carry on.

Opportunity Test
When Fast Talk Failed
REP                        Opportunity Test
                            (1,2,3 Success, 4,5,6 Failure, count Successes)
If REP is less or equal to 3: +1 success
If REP is more or equal to 5: +1 failure
If NPC is SWD: +2 failures
If NPC is Heer: +1 success
If NPC is soldier: +1 success
If NPC is officer: +1 failure
If NPC is scientist: +4 failures

#d6 passed
Result
More Successes than Failures
The NPC wants to join and get home. The NPC is considered part of the PC team until the end of the scenario.
More Failures than Successes
The NPC is against deserters. The test is a failure and the NPC has +1 to its initiative
Equal number of Successes and Failure
The NPC is hesitating but will stick to discipline. The test is a failure but the NPC has -1 to its initiative



Random Encounter:

#
Result
2
Incoming convoy. 2 cars and 1 truck arrive at the base with 2d6 additional soldiers. This create an sudden disruption in normal camp life. All Caught! events have a -2 to the Fast Talk test.
3
Rain, reduce visibility to 6"
4
Breach! The Zombies have breached the perimeter and threat to flood the base. The whole based has to be abandoned. All soldiers are leaving and taking vehicles. If a soldier take a vehicle, he will wait until a zombie is at 12" or less of the vehicle to leave.
5
Meeting Called. Von Evil requests all Officers to attend a spontaneous meeting at once.
All officer heads toward the Command Hut. Failing to do so in 1d10 turn would trigger the alarm
6
Second Thought. The latest convinced NPC is thinking again. Roll Opportunity Test again. If failed, the PC will go to the Command Hut to betray the PCs
7
Extra resources. One of the vehicle chosen has 2 extra items (to roll)
8
Dripping oil. One of the vehicle, at random has a mechanical problem. The PC may decide to keep it and fix it (REPd6, 3 successes) or switch
9
Zombie gathering at the gate. Roll zombies on the how many table
10
Allied Raid. Without reason, few Allied bombers attack the base. Roll 1d6 explosion then the Area (1d6). Take the center and scatter 3d6 for impact location. Any model within 3" of the impact is automatically hit with an impact of 2
11
I'm with you. One of the NPC randomly join automatically.
12
Fire! One of the building, at random is on fire and will attract 1d6 zombies per turn until fixed. If the cooler is on fire, roll on each turn: on 5-6, the Nemesis is out.
If a soldier hut is on fire, roll on each turn: on 6, ammunitions explode, attracting 3d10 zombies, destroying the building, impacting any Vehicle and PC/NPC with an Impact 5 surrounding 10".
If the prisoners hut is on fire, 1d6 REP3 unarmed civilians try to escape the flames.
The fire has a Fire value of 20
Fighting fire: Any soldier fighting the fire must be within 6" of the building and roll REPd6 and check for successes. Every success decrease the Fire Value by 1. Once the Fire Value is at 0, the Fire is stopped. Every Turn, the Fire Value increase by 1d6.

 

2 comments:

  1. Looking forward to the game itself - this sounds good!

    ReplyDelete
  2. I have played it yesterday night, 5h and the outcome was nothing I could have planned. Again, thumb up for the thw system.

    ReplyDelete