Scenario 2 – The Zombie Liche
Compiled by
Alan, of Tring Wargames Club ©2021
While searching the ruined town, one group discovers the
presence of a special Zombie, the Liche.
Set-up
The table represents a partly ruined town. Players deploy in
the usual way and activate in 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 |
0 |
0 |
Spawning Points
The Players each place a spawning point in the usual manner
as supplies etc.
Special rules
When a supply token is collected roll 2D6. On 8+, a Zombie
Liche appears and is placed randomly within 2” of the supply collector. A
Zombie also appears on a roll of 7+.
Only one Liche may be on the table at any time.
Liche rules
Very occasionally, a Zombie retains a degree of intelligence
a Liche. The Liche is always considered to be “active”, on any Black Number
card. The Liche ignores “Knock-backs” and the figure is removed when a 2nd wound inflicted.
If at any point in the Liche/Witch’s turn, a survivor is
within 10”, the Liche may “call” other zombies, within 30”, with a high-pitched
wail/moan, that counts for Zombie activation, for the rest of the ROUND (i.e.
deck of cards).
At the end of each turn, one Zombie appears randomly along
each table edge.
Victory points
Each player to activate a Zombie Liche receives 3 victory
points. Treat other supplies as standard.
For each Zombie Liche killed, the player receives 2 victory
points.
To obtain the points, the figure needs to survive the game.
The Adventure
The game began with the deployment of items of interest
(supplies), according to the campaign rules, and then with deployment of the
Zombie Spawning Points according to the scenario rules.
Martin had been the clear winner of scenario 1, by dint of
his Zombie killing-spree, so he had the Initiative for the first move. On
subsequent urns, 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.
However, we did decide to allow new team members to have a weapon, but
no skill.
As before, Henry opted for the Northwest 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
In this scenario, there were no Zombies present on the board
at the start, so all three teams concentrated initially on locating and
grabbing the supply caches.
Here, some different strategies were apparent. The Society
of Africa and the Butcher St Boys split their teams in two, and went in
different directions, presumably believing they could concentrate quickly
enough if they ran into trouble.
The Bow St Runners appeared to be taking a more cautious
approach, advancing in line abreast on a broad front, but remaining within sight
and easy reach of each other.
The first team to find a supply cache were the Bow St
Runners, who located one in the lane running past the old Apothecary. The
scenario rules called for the taking of a cache to trigger a possible Zombie
appearance - Martin rolled, and found that a Zombie was guarding the cache.
However, PC 452 McGarry was quick off the mark, and fought
the Zombie with his truncheon, promptly killing it.
Fig 2: The Bow St
Runners encounter a Zombie guarding a supply cache
Meanwhile, Dr Somerfield from the Society of Africa and her
bodyguard George were advancing to explore some ruins, so far without finding
anything, while one half of the Butcher St Boys were exploring an alley along
the edge of the board, again without locating anything. The other half of their
team had more luck though, when they located a supply cache next to a low wall.
Fig 3 - The Butcher St
Boys also find a supply cache
At that point, the two halves of the Butcher St Boys were
out of sight of each other among the buildings, and the wisdom of sticking
together was quickly illustrated as the Bow St Runners unearthed a second
supply cache. As they picked it up, a
Liche and a second Zombie suddenly appeared nearby.
PC Plod bravely tackled the Zombie with his truncheon,
killing it with a single blow.
Martin’s team had also learned their lesson well in scenario
1, and a fusillade of gunfire greeted the Liche. Inspector Gadget managed to wound the Liche
with a headshot, but Sgt. Callahan missed with his pistol. Unfortunately for
the Runners, under our campaign rules, Liches are tougher than ordinary
Zombies, and two fatal wounds are required to destroy them, leaving the Liche
still very much active and dangerous.
It took the Runners another turn to despatch the Liche when
PC Dibble stormed in to melee, and killed it. Fortunately for the Runners, the
Liche was slow off the mark too, and the Runners got away without any
casualties.
Fig 4 - The Runners duel
ineffectively with the Liche and a Zombie
Meanwhile, over on the South side of the table, the Society
of Africa were about to run into trouble. Dr Somerfield and George located a
supply cache in some ruined buildings, and when George went to collect it,
another Liche and a Zombie appeared close by. Fortunately for George, the Liche
appeared on the western side of the building, allowing him to retreat
eastwards, covering Dr Somerfield, who fell back behind a wall which would
block the Zombies approach for a while. Dr Somerfield, as a doctor, had no
combat skills or weapons at this stage of the campaign.
George was also able to use his shotgun, inflicting one
wound on the Liche, which was pursuing him through the ruins, and now began
calling to the other Zombies
Fig 5 - George wounds
a Liche
Fortunately for George, he proved to be more agile than the
Liche among the ruins, and his second shot despatched the Liche. He then
returned to the ruins to collect the supply cache, and successfully despatched
a Zombie in the process.
At this point, the Zombies got a chance to spawn, and
suddenly there were a number of them loose on the table. All the gunfire and
the presence of the humans attracted them, and they began to close in on the
teams.
Suddenly, the Butcher St Boys were surrounded by Zombies as
they tried to collect a supply cache, which turned out to be guarded by a
Zombie. Henry actually rolled and got a Liche as well, but the scenario rules
prohibited more than one Liche on-table at a time, which given the number of
Zombies in close proximity, was perhaps lucky for that half of his team.
This time, though, it was Henry’s team who prove to have
become the Zombie-killers, and the Zombies were quickly finished off, one by
gunfire and the other in a melee. The team had, however, learned its lesson,
and they regrouped in order to defend themselves and their supply caches.
Fig 6 - The Butcher St
Boys are surrounded by Zombies
Meanwhile, the Rev. Green and Alfred the Butler, from the Society
of Africa’s succeeded in locating their final supply cache, which turned out to
be guarded only by one Zombie. Rev Green
once again proved to be deadly with his chosen melee weapon, a heavy Bible.
Fig 7 - the Society of
Africa collects a supply cache and faces a Zombie
Alfred collected the supply cache, and together with Lord
Dunce, the third member of their sub-team, they then began to withdraw towards
their deployment point.
To all intents and purposes, that concluded the scenario. No
Zombies remained close enough to the teams to present a threat, and the ones
which had spawned earlier were simply finished off at long range with firearms,
as the teams withdrew.
Tallying the Adventure
We had agreed to rewrite the Doctor rules to accommodate
healing wounds during the game, but as it turned out, none of the teams
received any wounds from the Zombies, so that will have to wait for the next
scenario.
There was consensus that not enough Zombies were generated
during the game to present a real threat, and/or the Liches were ineffective,
both in terms of their increased hardiness, and their “calling” ability.
After some discussion, we decided to go with a new
table-driven Zombie spawning rule, which it is hoped will significantly
increase the number of Zombies on-table at any one time.
Under the campaign rules, Victory Points were awarded for
gathering supply caches, the triggering of a Liche, and the killing of the
Liche and other Zombies.
Martin’s Bow St Runners had retrieved two supply caches,
summoned a Liche and killed it, and killed 3 Zombies – worth a total of 10
points.
Henry’s Butcher St
Boys had retrieved two supply caches,
and killed 4 Zombies – worth a total of 6 points.
Alan’s Society of Africa had retrieved two supply caches,
summoned a Liche and killed it, and killed 5 Zombies – worth a total of 12
points.
Thus the Society of Africa was awarded victory in this
scenario.
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