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News from Europe. Major zombie offensive. Last stand in Bastogne |
The world war 2 in Europe is about to finish, but which side would win?
The SWD and Von Evil have sent a trap (here). The device was designed to start attracting zombies after its capture. The outer defenses of Bastogne have fallen, and the last soldiers are making a stand. The Gurkhas are ready. They are what prevents the zombies to feed on the civilians.
At the same time, Mallory and a group of paratroopers are sent in Aachen, the former residence of the Emperor Charlemagne, where Von Evil and the SWD are performing some weird activity.
If Mallory defeats Von Evil before Bastogne falls, there is hope to rebuild Europe.
If Mallory fails, there will be no future.
If Mallory wins but too late, there would be a sour victory.
Coming soon, the End of Times, a Reich of the Thousand Deads finale.
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Notes:
I have played the game last Friday and it has been a very tensed game. I was supposed to write the report until I acquired Mordheim on Steam. That game is addictive and very good. I have spent too much time on it, but I can't regret as I enjoy that game a lot (who said too much?).
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Rulewise.
I played on 2 tables simultaneously. One table for Bastogne, one table for Aachen.
Bastogne used the rules from ATZ Haven "Safe Zone", with a special change in the random event. For Bastogne, random events happen on double AND "7" (sum of the 2 activation dice =7)
#
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Result
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3
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1d6 zed. More Zed will be generated
for the encounter (+1)
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4
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PEF generated, arrive in area (1d6)
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5
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Sniper. The sniper is armed with a
Bolt Action Rifle. He will fire once. On a score of 6 he has hit the target.
He will then disappear. He will target any soldier at random.
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6
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1d6 zed. More Zed will be generated for the
encounter (+1)
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7
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1d6 zed. More Zed will be generated
for the encounter (+1)
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8
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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
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9
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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.
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10
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1d6 zed. More Zed will be generated for the
encounter (+1)
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11
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The closest dead zombie was not
really dead. It stands up and move immediately 6” to the closest human in
sight.
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12
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Zombie Horde. 6 + 2d6 zombies will enter the board
at entry point “A”.
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13
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Zombie Plague. You will generate
1+1d6 zombies for every human on the table, including those in the safe zone.
They will start at point “A” and head towards the safe zone or nearest human.
They will behave as on page 31 of the ATZ rule book
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14
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Night is falling. If night has already happened, PEF
is generated
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15
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PEF generated, arrive in area (1d6)
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16
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Z-Armageddon. The Civilians in housing have become
infected! Immediately 12 + 4d6 Zombies will come shambling out of the
building.
• Roll 1d6 for each one to determine which building
they will head for. Move each one 1d6” towards the building that they rolled.
If a “6” or “4” is rolled then place them 2” from building #4. When they
activate the zombies will behave as on page 31 of the ATZ rule book.
• Future zombies in the scenario are generated and
placed normally after ZArmageddon has occurred.
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17
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Mist, in full motion in 2 turns.
Reduce visibility to 6”. If Mist already happened, PEF is generated.
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18
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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.
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In Aachen, Mallory's team will be split in 3 strike force. The action will take place in a graveyard with Von Evil trying to summon the evil source of the zombie plague. There will be 5 patrols (2 guards 1 dog each), night time (visibility at 12", spotting at 6") and 2 summoners in the middle. The summoning will need 3 6's roll (666) from the summoner. The summoner would roll 1 die each every turn and cumulate the successes.
Mallory will have a priest with him who is the only one who can ban the evil on a 6" roll within 6" of the evil. Banning the evil would destroy the zombies (all zombies in Bastogne would automatically die then, like bad guys in any Avenger's movie).
Summoning
roll 1 die every turn the miniature is within 6" of the altar and has not performed an action (moving/shooting). Only "6" is counted as a success.