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Thursday, 26 August 2021

Victorian Zombie Campaign Journal Game 5

 Scenario 5 – The Walled Garden

 Compiled by Alan, of Tring Wargames Club

When searching the ruined town, a walled garden in the ruins of a manor house is found.

Set-up

In the centre of the board is a 12” square walled area contains 6 statues each on a plinth.  A cache of supplies is at the base of each of the statues.  Players deploy in the usual way and activate in usual way.

Card Choice

Survivor

Zombie

Tank zombie

  

 

Zombie Horde

 

The Round ends.

Zombie Rising

Random Occurrence Card

4

4

0

0

1

0

0

 

Spawning Points

The Players each place a spawning point in the usual manner as supplies etc.

Special rules

As soon as anyone picks up a supply token the statue reveals a Zombie, which activates immediately.

Victory points

Each statue-generated Zombie killed is worth 2 points to the player. Other Zombies are worth their usual points values. A supply token when recovered is worth 1 point to the player.  To obtain the points, the figure needs to survive the game.


 

The Adventure

The game began with the deployment of items of interest (supply caches) according to the scenario rules, and then with deployment of the Zombie Spawning Points according to the scenario rules.

All Spawning Points ended up inside the garden, but no Zombies had put in an appearance yet.

The Society of Africa team added a new character (Brian, armed with a replacement shotgun), and each team also beefed up their skills and weapons to the extent allowed.  

Martin’s Bow St Runners deployed Sgt Calahan to replace PC Dibble who had been killed in the previous scenario, with his Bow St Runners, and he would receive a shotgun. Sgt Carter would retain the use of the shotgun he had in the last scenario, so it appeared that the Runners intended to rely on superior firepower for this scenario.

Henry’s  Butcher St Boys team was unchanged.

Henry opted for the Southwest corner of the board as a deployment point; Alan took the Southeast corner, while Martin chose the Northeast corner.

 

Fig 1: The terrain looking North-west

 

Martin still had the most Victory points, so he had the Initiative for the first move. On subsequent turns, we diced for the Initiative, and then proceeded clockwise around the table from the high roller.

The first moves saw all teams heading for the entrances to the garden, as there were no Zombies around to worry about. Suddenly, however, nine Zombies put in an appearance, blocking the nearest entrances to the three teams. The Zombies then got a move, which resulted in them making contact with the Society of Africa team.  Lord Dunce killed one Zombie, but the Rev. Green could only manage a stand-off in his melee.

 


Fig 2 Lord Dunce and Rev Green lead the Society of Africa assault on one garden gate

The Zombies then re-stocked at the start of the next turn, earning themselves no less than seven Zombie reinforcements, plus a Zombie Horde, which was close to the garden’s southern wall, where it could prevent the Butcher St Boys using the southern gate, as well as present a threat to the Society of Africa if they entered the garden.

They immediately followed up with a Zombie move, but since there was still only a single contact, the Society’s Rev Green fought a 1:1 melee. He lost, and was immediately declared dead. He would get a saving throw at the end of the scenario, but for now he was out of the game.

In retaliation, Brian killed a Zombie with the shotgun, and Lord Dunce killed another with his sword-stick. The reporter Scoop fired his pistol but missed, and Fred tried a petrol bomb, but also missed completely, doing no damage to anything, apart from some blistered paint on the garden railings.

For the other teams, Purdy of the Butcher St Boys let fly with his shotgun, but missed. The Bow St Runners are closer to the action, and both Sgts Carter and Calahan let fly with their shotguns, and both missed. Meanwhile PC Plod managed to kill a Zombie, and a second Zombie Grab on Plod failed.

On the western side of the garden, the Butcher St Boys had found themselves a cosy little niche from which to play. The Zombies attracted to them by their scent had been halted by the railings of the garden, which they were unable to break down, and meanwhile they were prime targets for the Boys guns. Unfortunately, their shooting was not quite up to the mark; Purdy killed one Zombie with the shotgun, but the Detective and Dr Watson both missed with their pistols.

 


Fig 3 The Butcher St Boys prove less than effective in the Zombie “shooting gallery”

Meanwhile, at the garden’s northern gate, the Zombies had more success, and they broke open the garden gate by sheer weight of numbers, and scrambled towards the Bow St Runners. Faced with a “target-rich environment” however, the Runners proved equal to the task, and Sgts Carter and Calahan, Insp. Gadget, and PC Plod all killed a Zombie each, thus despatching all of the Zombies that had made it out of the garden.

 


Fig 4 The Bow St Runners kill all the Zombies outside the northern garden gate

The Society of Africa was doing a similarly good job of clearing the garden’s eastern gate. Brian shot and killed one Zombie, and while Scoop missed with his pistol, Kate was able to kill a second Zombie with hers. Fred threw a petrol bomb over the garden railing, which successfully immolated two more Zombies, including one from the first Zombie Horde.  Rose the maid and Lord Dunce tried to follow up by advancing through the narrow gate, into the garden. However, Rose ended up standing right on a Spawning Point – the folly of this position would become apparent later.

 


Fig 5 The Society fight their way through the eastern gate; Rose ends up on a Spawning Point

At this point, the turn ended again, and the Zombies restocked. This time they got a total of six reinforcements, plus a second Horde; this one was also on the Spawning Point close to the garden’s southern wall.

The Butcher St Boys continued their shooting duel with the Zombies lining the garden railings, but with little more success than before. Purdy got a Knockback on one with the shotgun, but both the Detective and Dr Watson missed again with their pistols. The Boys seemed to be of the opinion that discretion was the only part of valour, and were making no obvious attempt to enter the garden itself.

The Bow St Runners, however, were more than making up for the Boys’ lack of bravado; they seemed to have learned little from their narrow escapes in the last two scenarios.

PC Plod, seeing the garden gate unguarded by Zombies, charged through, and reached the northwestern-most statue, to grab its supply cache. Doing so triggered a Zombie appearance, and in the ensuing melee, Plod was wounded.

Sgt Carter moved through the gate in support, and then shot and killed a Zombie. Sgt Calahan followed suit, and succeeded in getting a Knockback on a second Zombie.

Dr Watson moved through the gate to make base contact with PC Plod, and then used his second action to heal Plod’s wound. This represented the first use of the Doctor skill in the campaign; up to that point we were beginning to think it was pretty useless.

Meanwhile for the Society, Fred threw a petrol bomb , killing a Zombie, and another one from each of the two Zombie Hordes by the southern gate. The first of these was consequently reduced to a single Zombie, so it in effect it ceased to be a Horde at all.  Kate fired her pistol, achieving a Knockback on another of the Zombies in the second Horde.

By the eastern gate, Rose put her trusty hatpin to good use, killing another Zombie, but Lord Dunce could only achieve a draw with the Zombie he was meleeing with.

In the ensuing Zombie move, several new contacts were made with the Human teams, but the Zombies failed to achieve any further combat successes. Quite the contrary – PC McGarry 452 and PC Plod each killed a Zombie in the garden’s northwest corner, while Rose and Lord Dunce killed one each by the eastern gate.

However, just as it looked like the garden might be cleared of Zombies, they got an opportunity to Restock, with no less than eleven reinforcements scattered evenly round the garden on the Spawning Points.

This time the Human teams were not so fortunate. Dunce succeeded in killing the Zombie facing him, but this time Rose could only manage a draw. For the Bow St Runners, Sgts Calahan and Carter achieved draws with their opponents, and while PC McGarry 452 did kill another Zombie, PC Plod was both bitten and infected by the Zombie facing him.

 


Fig 6 PC Plod is bitten and infected in the furious melee in the garden's northwest corner

Meanwhile, the Butcher St Boys tactic of hanging back and only engaging the Zombies with firearms was not paying off. Although they were not at much risk of casualties, despite their best efforts, not a single team member managed to score any points by killing Zombies either.

 


Fig 7 The Butcher St Boys shoot at the Zombies through the garden railings but miss every shot

Once again, the turn ended again, and the Zombies Restocked. This time they got another seven Zombie reinforcements, plus a couple of Hordes. It was at this point that the folly of Rose standing on a Spawning Point became apparent – when it produced a Horde, she was faced with immediate death, unless she could kill two of the three Zombies comprising the Horde in the resulting combat.

Amazingly, Rose and her trusty hatpin did precisely that. In killing two Zombies (by virtue of rolling high in the melee, and thus having spare pips on her combat dice roll), she reduced the Zombie Horde to a single Zombie, and therefore she avoided the automatic death result for being in contact with a Horde.

The Bow St Runners now appeared to recognise the imminent danger they were in. Sgts Carter and Calahan and Insp. Gadget all retreated, while PC McGarry 452 failed to wrestle free from the grasp of the Zombie he was facing, but he did then succeed in killing it. PC Plod continued his melee with yet another Zombie, but handicapped by his wound, he could only achieve a draw.

For the Society, Kate and Scoop both managed to kill a Zombie each from the second nearby Horde with their pistols, downgrading it to a single Zombie. Despite her success in the last combat round, Rose was still outnumbered 2:1 in her melee, so she put up another great fight, and killed two more Zombies. Her luck couldn’t last however - she was Grabbed by a third Zombie as she tried to fall back through the eastern gate towards the rest of her team, and was killed in the ensuing melee. She would get a saving throw at the end of the scenario, but in the meantime she was out of the game.

The Butcher St Boys shooting accuracy had still not showing any signs of improvement. Purdy fired his shotgun at the Horde nearest his team, but only managed to achieve a Knockback result. The Detective also tried with his pistol, and got a hit, but failed to do any damage.

On the next Human move, both the Society of Africa and the Butcher St Boys started to fall back and regroup, as it looked like the garden was all but impenetrable, with so many Zombie Spawning Points in position.

For the Runners, Sgts Calahan and Carter both killed a Zombie, but Insp. Gadget missed with his pistol.  PC Plod was still unable to wrestle free of the Zombie closest to him and was hit again in melee, but luckily for him, his thick coat absorbed the Zombie’s bite.  PC McGarry 452 was not so fortunate however; he lost his melee and was killed. He would get a saving throw at the end of the scenario, but in the meantime he was out of the game. 

For the Society, Kate killed another Zombie with her pistol, though both Scoop and Brian missed with their shots. Lord Dunce meleed with and killed a Zombie which had approached too close to the garden’s east gate, then fell back through it. Brian took up a new position firing through the railings outside the east gate. At this point, all of the Society of Africa team was safely outside the garden.

 


Fig 8 The Society of Africa takes position outside the garden's east gate

The Butcher St Boys were still having no luck at all with their weapons. All three team members fired and missed dismally.

Amazingly, the Humans then got yet another move. PC Plod finally managed to wrestle free from the Zombie fighting with him, and fell back to Dr Watson; he desperately needed to get his infection Stabilised, since Plod was due to “Zombify” at the end of the current turn.

Dr Watson served his purpose by stabilising PC Plod, which meant that he would not “Zombify” during the scenario, though he would still have to make a stiff saving throw at the end of the game. Sgt Calahan fell back to cover the nearest garden gate; clearly the Runners did not want a Zombie Restock to cut off their line of retreat, as so nearly happened in the last scenario.

While Sgt Calahan moved to take up a new firing position by the northern gate, suddenly the poor shooting skill of the Butcher St Boys seemed to afflict all of the Human teams.

Sgt Carter could only achieve a Knockback result with his shotgun against a member of the nearest Horde, and Imps Gadget missed completely with his pistol. The Butcher St Boys missed everything they shot at – again – while Kate and Scoop both missed with their pistols. Only Brian - the new kid in the Society of Africa team, and who had not yet acquired any skill with his shotgun - did any damage, killing yet another Zombie.

At this point, the Zombies got a Restock, and added a total of seven reinforcements to their strength inside the garden.  This was followed by the end of the turn, whereupon the Zombies got another Restock, which added a further nine Zombies and two more Zombie Hordes. The Zombies then immediately headed for the garden gates, attracted by the scent of the Humans; it was becoming apparent that no one was going to get into the garden in this scenario.

 


Fig 9 Zombies begin to pour out of the garden's north and west gates

Unfortunately for the Human teams, it seemed that their shooting prowess had deserted all of them. In the face of the overwhelming numbers of Zombies making a beeline for them, the best they could achieve was a single Zombie kill from each team. All three teams fell back in some disarray.

The Zombie Hordes then got a move. Fortunately for the Humans, there were no team members within range, so they suffered no automatic casualties.

 


Fig 10 Zombies begin pouring out of the garden's east gate as well

Events virtually repeated themselves on the next Human move. Sgt Carter killed one Zombie for the Runners, while Purdy bagged one for the Butcher St Boys. The Society of Africa might as well have been firing blanks, for all the good they could do.

At this point, the Zombies got two moves in succession, which placed then in close proximity to some of the Humans. At that point the turn ended again.

The Zombie Restock added another eleven Zombies on the Spawning Points inside the garden. Clearly a lot was going to hinge on the next few cards revealed, to see if the Humans could get away or the Zombies would catch them.

The first move was a Human one, and the Butcher St Boys moved off the table. Sgt Carter of the Runners killed another Zombie, and his team then began to move off-table as well. The Society of Africa elected to stand and shoot, but achieved nothing by doing so.

The Zombies then got a move, which meant that they got close enough to Brian, who was covering his team’s retreat, to attempt a Zombie grab in the next Human move.

 


Fig 11 The Zombies almost catch Brian as he covers the Society of Africa's retreat

Luckily for Brian, the next move was a Human one; the Zombie Grab failed, and Brian despatched the Zombie with his shotgun, before moving off-table with the rest of the Society of Africa team.

With no teams left on the table, that ended the scenario.

Tallying the Adventure

Under the scenario rules, Victory Points were awarded for gathering supply caches (1 point) and killing Zombies (1 point each).

NONE of the Human teams were able to retrieve any supply caches in this scenario. PC Plod of the Bow St Runners had grabbed a supply cache from a statue (which by the scenario rules was a worth 2 points), but he dropped it again in the ensuing melee when he was wounded and infected.

Martin’s Bow St Runners had killed 12 Zombies – worth a total of 12 points.

PC McGarry 452 failed his saving throw, and is therefore out of the campaign.

Henry’s  Butcher St Boys had killed 6 Zombies – worth a total of 6 points.

Alan’s Society of Africa had killed 21 Zombies – worth a total of 21 points.

Rose survived her saving throw, and therefore her Zombie kills counted towards the Society’s total. The Rev. Green survived his saving throw as well, but he will start the next scenario with one wound remaining.

The Society of Africa was awarded victory in this scenario.

Once again, it was universally agreed that this scenario was a very enjoyable game, which confirmed that the modified Zombie movement and spawning rules are working. No further rule changes were made after this scenario, beyond a few minor points of clarification.

 

Saturday, 21 August 2021

Victorian Zombie campaign Journal Game 4

 Scenario 4 – The Library

Compiled by Alan, of Tring Wargames Club 

When searching a ruined section of the town, a basement library is found.

Set-up

An underground maze is entered by 4 stairways, located in each corner of the 3’x3’ table. The terrain used for this scenario came in part from Alan’s D&D collection of dungeon scenery. A lot of the bookcases used were scratch-built by Henry specifically for this scenario.

Players deploy in the usual way and activate in the usual way. Players each place two caches of supplies in the usual manner.

Card Choice

Survivor

Zombie

Tank zombie

  

 

Zombie Horde

 

The Round ends.

Zombie Rising

Random Occurrence Card

4

4

0

0

1

1

0

 

Spawning Points

The Players each place a spawning point in the usual manner as supplies etc.

Special rules

Figures may only leave the table by the stairway it entered by, or a stairway not used by any other group to enter.

Since we had a few concealed doorways among the scenery, we elected to make a rule for opening a concealed doorway. It took no additional action to locate a concealed doorway, but the first time one is opened, roll 1D6 for what is on the other side – 1,2 nothing; 3,4 a supply token and a Zombie; 5,6, a Zombie.

Concealed doors can be opened from either side, and remain open as long as a figure is touching the base, then close. Zombies cannot open concealed doors, although they can keep one open and/or  pass through an open one.

Victory points

A supply token when recovered is worth 1 point to the player. Each Zombie killed is worth 1 point to the player. To obtain the points the character earning them needs to survive the game.


 

The Adventure

The game began with the deployment of items of interest (supply caches), according to the campaign rules, and then with deployment of the Zombie Spawning Points according to the scenario rules.

The Society of Africa team added a new character (Bill “Scoop” Harrison, a reporter for the Daily Wail), and each team also beefed up their skills and weapons to the extent allowed.  Martin decided not to deploy Sgt Calahan, who had been wounded in the previous scenario, with his Bow St Runners; Sgt Carter would use his shotgun instead.

Henry opted for the Southwest corner of the board as a deployment point; Alan took the Southeast corner, while Martin chose the Northeast corner.

Henry won scenario 3, so he had the Initiative for the first move. On subsequent turns, we diced for the Initiative, and then proceeded clockwise around the table from the high roller.

 


Fig 1: The terrain looking North-west

As in the last scenario, the Zombies immediately got two moves in a row, but this time, with no Zombies on the table yet, this had no effect.

The Butcher St Boys got off to a quick start this time, and Basher grabbed the nearest supply cache. This produced a Zombie as well, which was promptly killed by the Detective.

 


Fig 2 - The Butcher St Boys are quickly in action

The Bow St Runners moved too, and Dr Watson picked up a supply cache, triggering another Zombie, which was promptly shot and killed by Insp. Gadget.

The Society of Africa had split into two sub-teams again, and Lord Dunce was able to reach a concealed door. Upon opening it, his sub-team moved through, and Fred picked up the cache concealed behind it; this time nothing haoppened.

 


Fig 3 - The Society members find a concealed door

Meanwhile the other sub-team also reached a supply cache, and Rose went to pick it up, triggering yet another Zombie appearance.  The Society’s new character, “Scoop”, charged the Zombie but lost the struggle. Fortunately for him, the Zombie was only able to sink its teeth into his trench-coat.

 


Fig 4 - Rose and Scoop struggle with a Zombie

Scoop eventually killed the Zombie, and Rose and George retreated, carrying the supply cache with them, while Kate and Scoop rejoined the remainder of their team.

The Butcher St Boys picked up two more supply caches, which both triggered Zombie appearances. One was  killed by Purdy with his shotgun,  but another Zombie grabbed Dapper Dan, who managed to get the better of it in the ensuing melee. However, the gunfire had served to attract more Zombies, and suddenly the tables turned on all three teams as the odds against them began to mount.

Dr Watson of the Bow St Runners  was attacked by two Zombies while struggling to carry off the supply caches his team had found to date.  In an effort to defend him, Sgt Carter missed one Zombie  with his shotgun, while Insp. Gadget fired his pistol at the second one and also missed.

The Doctor was eventually able to wrestle free of the Zombies and beat a hasty retreat, but he dropped one of the supply caches in doing so.

  


Fig 5 - Dr Watson is attacked by two Zombies

Meanwhile, for the Society, George located a concealed door near an archway, and found a supply cache and a Zombie on the far side. More Zombies were approaching through the archway, and in an effort to defend George, the Rev. Green and Lord Dunce attacked two Zombies and killed them, but Angus Hudson the butler was killed by a third one.

 


Fig 6 - The Society confronts Zombies in an archway

The Zombies then had an opportunity to restock the spawning points, which made the situation significantly worse for all three human players.

Two of the Bow St Runners, Dr Watson and PC McGarry 452, had become separated from the rest of their team by a number of Zombies, and were forced to try and fight their way out. As a doctor, Watson lacked any fighting skills, and he could only parry the Zombie’s attempts to bite him, but PC McGarry 452 was successful in despatching one of the Zombies facing them.

 


Fig 7 - Dr Watson and PC McGarry 452 isolated by Zombies

Meanwhile the number of Zombies now facing the Society of Africa had grown alarmingly, and faced with the threat of being flanked through the archway, the team was forced to retreat. However, George was  unable to wrestle free of the Zombie he was fighting, and found himself trapped on the wrong side of the concealed door, with a corridor-full of Zombies.

 


Fig 8 - George is trapped in a corridor full of Zombies

At this point, the Zombies replenished their spawning points again, and the situation for the Bow St Runners and the Society of Africa became really dire. Meanwhile, the Butcher St Boys saw the writing on the wall and decided that discretion was the better part of valour, so they began to fall back, shooting two Zombies who threatened  to get too close.

 


Fig 9 - The Butcher St Boys beat a retreat with their loot

For the Runners, the Doctor was barely hanging on in his grappling with the Zombies, though PC McGarry 452 had some luck and managed to finish off another one.   The rest of the Runners team were trying to fight their way through to the colleagues, but the Zombies were simply multiplying faster than they could be killed.

 


Fig 10 - The Bow St Runners try to get through to their colleagues

The Society was desperately trying to save their isolated character too. Outnumbered in melee, George was  unable to use his shotgun, and though he was able to hold his own, the odds against him were not improving. Lord Dunce killed one Zombie as it came through the archway at the rest of the team, but they simply could not get to George.

Meanwhile though, in response to desperate calls from the rest of the Society team, Fred has handed his supply cache to Rose, and run back to rejoin his other team-mates, in the hope that his Petrol Bombs may yet save the day.

 


Fig 11 - Fred comes running to rescue his team

On the next Human move, the Butcher St Boys continued their retreat.

For the Bow St Runners, the Doctor finally wrestled free from the Zombie he had been strugging with, and retreated his 3” move, which took him off the table with the two supply caches he was carrying. Their team missed with all their firearms, but PC Plod was able to kill another Zombie with his cutlass.

The Zombies got a move, which enabled them to attack the Runner’s Insp. Gadget, who was hit, but luckily the damage was absorbed by his thick coat.

 


Fig 12 - Some of the Bow St Runners in a desperate fight

George, of the Society, was not so lucky. He had continued to fight desperately, but alone and outnumbered, his fate was really only a matter of time. Suddenly he was wounded by one of the Zombies, although his wound was not Infected.

On the next Human move, the Butcher St Boys once again continued their retreat, but their hopes of scoring additional points by finisheing off some Zombies with long-rangegunfire came to naught.

Sgt Carter, who was grabbed by a Zombie as he tried to move away, falied to wrestle free, but he did kill the Zombie in the ensuing tussle.

George tried one last time to wrestle free of the Zombies attacking him, but he was wounded again, and this time it proved fatal.  In revenge, Fred managed to lob a Petrol Bomb through the archway, immolating two Zombies.

The Zombies restocked, and then immediately got a move. Three of them caught Insp. Gadget, of the Bow St Runners. He managed to kill one, but was wounded in the fight.

 


Fig 13 - Insp. Gadget is wounded as he and his men retreat

The Butcher St Boys left the table, meaning that play will end at the next “End of Turn” card.

The Society of Africa decided to fall back, but Fred had decided that he “loves the smell of burning Zombies in the morning”, and despatched four more of them with a second Petrol Bomb. Coincidentally, this opened a possible escape route for the Bow St Runners.

Insp. Gadget of the Bow St Runners wrestled free of the Zombies still holding on to him, and PC McGarry 452 was able to kill one. Sgt Carter fired at a Zombie and missed.  PC Dibble lost his melee with yet another Zombie, and was killed.

That ended the turn, and hence the scenario.

Tallying the Adventure

Under the campaign rules, Victory Points were awarded for gathering supply caches (1 point) and killing Zombies (1 point each).

Martin’s Bow St Runners had retrieved 2 supply cache, and killed 5 Zombies – worth a total of 8 points.

His PC Dibble failed his saving throw, and is therefore out of the campaign; Dibble’s points for Zombie kills are therefore lost. Insp. Gadget wound has failed to heal, and he will commence the next scenario with 1 wound.

Henry’s  Butcher St Boys had retrieved 4 supply caches, and killed 7 Zombies – worth a total of 11 points.

Alan’s Society of Africa had retrieved 2 supply caches, and killed 10 Zombies – worth a total of 12 points.

However, both George and Angus Hudson failed their saving throws, and they are therefore out of the campaign; their points for Zombie kills are therefore lost. To add insult to injury, the team’s shotgun was lost with George, and will cost 3 points to replace.

The Society of Africa was awarded victory in this scenario.

It was universally agreed that this scenario was by far the most enjoyable game so far. The new Zombie movement rules seemed to work well,  and the Humans now have to work very hard to keep the Zombies down to manageable numbers. Two teams came close to being trapped in this scenario, and both paid for the mistake with team members killed.

 

Note:  A Point About “Petrol Bombs”

Although this description has used the term “petrol bomb”, and we do envisage a Molotov cocktail type of device, we recognise that “petrol” in the modern sense would not have been in widespread use or supply in Victorian London.

The device is therefore far more likely to actually use “whale oil” or “coal oil” as the inflammable ingredient. However, we will continue to use the term “petrol bomb” in our descriptions, as that will be more familiar to a modern reader.

 

Friday, 13 August 2021

Victorian Zombie Campaign Journal Game 3

Scenario 3 – The Silent Towers

 Compiled by Alan, of Tring Wargames Club ©2021

While searching a ruined section of the town, a group of ominously silent Towers is discovered.

Set-up

A ruined tower of 10” and 3 floors high is central. On either side linked by catwalks are three smaller towers. The area around the towers is the usual ruins and buildings.  The Towers were scratch-built by Henry just for this scenario.

One Special supply token is placed at the top level of the tallest Tower. Players deploy in the usual way and activate in usual way. One cache of supplies is placed at the top level of each of the other three Towers.

Card Choice

Survivor

Zombie

Tank zombie

  

 

Zombie Horde

 

The Round ends.

Zombie Rising

Random Occurrence Card

4

4

0

0

1

0

0

 

Spawning Points

The Players each place a spawning point in the usual manner as supplies etc.

Special rules

The towers are strange places were firearms mysteriously don’t seem to work inside and the walls of the towers block line of sight into the tower.

Victory points

The Special supply token when recovered is worth 1D6 points to the player.

If the leader of the group is the one discovering the supply token he receives 5 Points. To obtain the points the figure need to survive the game.


 

The Adventure

The game began with the deployment of items of interest (supply caches), according to the campaign rules, and then with deployment of the Zombie Spawning Points according to the scenario rules.

Alan won scenario 2, so he had the Initiative for the first move. On subsequent turns, we diced for the Initiative, and then proceeded clockwise around the table from the high roller.

Each team had added a new character, and also beefed up their skills and weapons to the extent allowed.

As before, Henry opted for the Northwest corner of the board as a deployment point; Alan took the Southwest corner, while Martin chose the Northeast corner.

 

Fig 1: The terrain looking North

In this scenario, the Zombie Spawning immediately produced a Zombie Liche plus another Zombie in the middle of the board, together with a number of Zombies clustering in the towers.

The Zombies immediately got a move, which resulted in the Liche calling as well. This had the effect of causing all the Zombies to move towards the centre of the board, where the Liche was, even those in the towers, who began to descend to ground level.

Henry’s Butcher St Boys and Alan’s Society of Africa were a little cautious, but at the first available opportunity, Martin’s Bow St Runners advanced and started to ascend the tower nearest to the Northeast corner.  Sgt Calahan climbed immediately to the top of the tower, intending to melee with the Zombie remaining there.  The Zombie successfully grabs him, and Sgt Calahan is defeated in the ensuing melee – he is down and out of the game, although he will get a saving throw at the end.

The Liche call moves the Zombies away from Martin’s other characters; however, in doing so, they succeed in blocking the Bow St Runners’ exit from the tower.

 


Fig 2: The Zombies block the Bow St Runners escape route

Meanwhile, the Butcher St Boys and the Society of Africa have been considerably more circumspect in avoiding the attention of the Zombies; the Society climbs their nearest tower without attracting attention.

 


Fig 3 - The Society of Africa climbs a tower looking for supplies

At this point, the Bow St Runners are in fairly serious trouble. With Zombies both ahead and behind, they have no option but to fight their way out; their best option looks like the catwalk across to another tower. One Zombie blocking the way forward is killed, and a second one fails to grab PC Plod, who is bringing up the rear.

 


Fig 4 - The Bow St Runners evade the Zombies- JUST!

The Runners charge round the tower making for the catwalk; the last one grabs the supply cache as they pass it, snatching it from under the noses of the Zombies who are trying to close in.

At this point, the Zombies spawn again.

Up to this point, the Butcher St Boys have been staying well away from trouble, while working their way towards the tallest Tower. Suddenly they race up the tall Tower, to seize the Special supply cache, while the Society of Africa also grabs the supply cache in their Tower.


 

Fig 5 - The Liche climbs the Tower

The Bow St Runners are now surrounded by Zombies and are forced to fight their way out - a seemingly hopeless task, as they are all being summoned by the Liche, and that team is by far the closest.  The Liche starts to ascend the Tower in pursuit, drawing the rest of the Zombies to it.

 


Fig 6 - The Bow St Runners fight their way out

The Runners kill one Zombie blocking their escape, and the PC McGarry kills another. Their escape route now looks clear, and they race across the catwalk.

At this point, it is clear that there is little advantage to remaining in the Towers, and the Butcher St Boys and the Society of Africa begin to retrace their steps to ground level.

 


Fig 7 - The Bow St Runners come face to face with the Butcher St Boys

Suddenly the Runners come face to face with the Butcher St Boys’ Lord Muck, who happens to be carrying the Special supply cache; behind him is Dapper Dan, who is carrying a regular supply cache – all in all, quite a haul of Victory Points. All that separates them is a gap in the floor where it has fallen away. Will the two teams ignore the Zombie threat and attack each other over the supplies?

Unfortunately for Martin’s  Runners, they have no actions left on that round, and on the next human move, Henry rolled the higher Initiative. His Butcher St Boys elect to continue retreating from the Tower, hotly pursued by the Runners, but the Runners prove unable to catch them.

The Zombies, led by the Liche, respond by also descending from the Towers, and spreading out at ground level.  Bothe the Butcher St Boys and the Society of Africa form defensive lines at the base of the Towers, to cover the retreat of their colleagues.

 


Fig 8 - Members of the Society of Africa cover their colleagues retreat

And the Butcher St Boys do the same on their side of the table, while Dapper Dan and Lord Muck retreat off-table with the loot.

 


Fig 9 - The Butcher St Boys defend their Tower

At this point the Zombies spawn, followed by an end of turn, followed by another Zombie spawning. There are now 4 Zombie hordes, 1 Tank, 1 Liche, and 26 ordinary Zombies on the table, far too many even for all three teams to combat together.

Back on the ground however, the teams discover that their firearms are suddenly working again, so they decide to rack up a few points by killing Zombies. For the Society, Lord Dunce kills one Zombie with his new sword-stick, while George pots one with his shotgun. He fails to get a clean kill, but does achieve a knock-back.

As the Bow St Runners retreat off-table with their loot, the Butcher St Boys become the object of the Zombies’ attention, and the Liche starts summoning all Zombies to converge on them. The Detective retaliates, by shooting the Liche, and causing 1 wound, but their man with the shotgun is unable to finish it off.

The Zombies move, threatening to engage the Butcher St Boys. Fortunately for them, on the next Human move, they are able to kill the Liche with the shotgun, and then retreat off-table to safety. This concluded the scenario.

Tallying the Adventure

Under the campaign rules, Victory Points were awarded for gathering supply caches (3 points) and killing Zombies (1 point each), and under the scenario rules, points were awarded for capturing the Special supply cache.

Martin’s Bow St Runners had retrieved a supply cache, and killed 3 Zombies – worth a total of 6 points. His Sgt Calahan made a successful saving throw, and lives to fight another day.

Henry’s  Butcher St Boys had retrieved a supply cache, and the Special supply cache (for which he rolled 1D6, but only scored 2),  and killed 1 Liche (only worth 2 points in this scenario) – worth a total of 7 points.

Alan’s Society of Africa had retrieved a supply cache, and killed 2 Zombies – worth a total of 5 points.

Thus the Butcher St Boys were awarded victory in this scenario.

In discussion after the game, we decided that the Zombie movement rules needed some work, so that the Liche summoning did not override all other considerations. The new rule that we came up with prioritises different criteria, based mainly on distance, to which the Zombies respond:-

1st priority – a Human within 10” (sight and/or smell).
2nd priority – a Loud Noise within 20” in THIS ROUND (i.e. since the card deck was last shuffled).
3rd priority – a  Liche “wail” within 30” in THIS ROUND

Examples of a Loud Noise are:- a gunshot, explosion, vehicle moving, shouting, screaming, door slamming, etc.

In each case, the Zombie will move directly towards the nearest Human which meets the criteria stated. If it collides with an obstacle, it will “slide” along the obstacle until it is no longer impeded. Note that a Zombie does NOT have to have LOS, to react to the presence of a Human.