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.
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