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.
|


