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.
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