It's amazing how thing may look different depending on the context... |
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
|
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.
|
Looking forward to the game itself - this sounds good!
ReplyDeleteI have played it yesterday night, 5h and the outcome was nothing I could have planned. Again, thumb up for the thw system.
ReplyDelete