I dug out some old scifi terrain I made years ago for 40K. You might recognize the trash and random bits I used to cobble it all together. I think it makes for a passable industrial area for ATZ. I'm counting this as a suburban area for this scenario and only the large square warehouse building can be entered. All the rest of the buildings are storage tanks or machinery.
For those that are interested, the vehicles are all Fast Lane 1/43 scale diecast. The roads are homemade from sheet foam I got at Hobby Lobby and painted. The hedges/fences are scratch built from dowel bits and kitchen pot scrubbers. The trees/woods are Woodland Scenics mounted on foamboard or card shapes to designate the edge of the wooded area. The stacks of barrels and crates are a combination of scratch built, some Games Workshop terrain kit stuff and some 1/35 scale military models. All of this terrain is stuff I've been building and collecting for years. Some of these pieces are literally 15 or more years old! Scary...
Doid (Star), Rep. 5; Shotgun, bat; athlete, fencer
Mom, Rep. 4; 2xBA pistols; slow
Doc, Rep. 4; shotgun, axe, pistol
Monkeyboy, Rep. 3; pistol, hockey stick; athlete
Pinkie, Rep. 3; bat and shield (protected); brawler
Franklin, Rep. 3; 2xBA pistols, knife
Teesha, Rep. 3; pistol, knife
Tyrese, Rep. 5 (Star); 2xBA pistols, knife
Randall, Rep. 4; shotgun, knife
The zombies do nothing.
Gangers: Tyrese checks the truck for keys and finds nothing. The rest of the gang take up defensive positions, some drawing their knives anticipating melee with the nearby zeds. Teesha wanders over to one of the crates and searches it finding nothing. (I drew one card from the ATZ deck and got 'none' for loot. Apparently this stack of stuff had long since been looted...)
Survivors activate first and move towards the warehouse, continuing to cover all approaches.
The zombies all move towards the humans, either Ganger or Survivor. A few zombies move into sight. Doc passes 0d6 on the In Sight test and does nothing. Monkeyboy passes 2d6 and holds his fire (sound discipline is critical!). Mom passes 1d6 and snap fires, killing one zed. Pinkie also passes 1d6 but has no ranged weapon so does nothing. One zed is within charge range of Doid. I choose to have Doid pass 1d6 which allows him to melee normally but not fire. (I don't want to make noise that will attract more zeds...) In the first round of melee, Doid rolls 4 successes and the zed 1. In the second round neither score any successes so Doid is trapped in melee with the zed.
No new zeds are generated from the shot.
|Doc and Monkeyboy's view of the Gangers|
|Ganger's view of the Survivors|
Turn 3 - Activation: S-6, G-4, Z-3
The Survivors all hesitate (not able to activate). Since Doid is trapped in melee maybe they are waiting for orders...
Zombies: All move towards the humans, some charging the Survivors. Pinkie passes 0d6 on the Being Charged test but adds Doid's LDR so is able to melee normally. Monkeyboy passes 1d6 and adds the LDR die so he shoots and then melees normally. His shot kills the zed closing on him. Doid melees and after 3 more rounds is STILL locked in combat. This is one tough zed! Pinkie manages to take out the zed that charged her. No new zeds are generated by the shooting.
|Aerial view at the end of turn 3|
The Gangers hesitate, uncertain of whether to confront the Survivors in a direct assault or move to flank them. They are not able to activate...
Zombies: One zed charges Franklin who passes 2d6 on the Being Charged test. He fires one shot and kills the zed.
Survivors: the group all moves into cover behind the tanks and crates to their right, hoping to catch the Gangers in the open. Everyone is able to Fast Move, even Mom, who is slow, and get into cover.
|The Survivors at the end of turn 4. Note how they face in all directions so they are not surprised by any zombies...|
Gangers get to activate first because Survivors and Zombies tied their first rolls with 1 each. The Survivors will activate second, then the zombies. (I'm not sure I did this correctly...)
Gangers: "Let's get 'em!" Tyrese shouts. All Gangers Fast Move to the tank or emergency vehicle, taking caution to not cause an In Sight test from any of the Survivors. Pinkie could have taken one on Randall but since she has no ranged weapons it is a moot point.
At this point I ended the scenario since there is no leader to rally the Survivors. I figure as soon as the Gangers move close enough to shoot at the Survivors again they will flee the table. So, the Gangers loot the table, steal the Survivors pickup and kidnap Doid. Yikes! I'm glad this is a one off and not part of a campaign!
Not a very good showing for my Survivors! They did fine fending off the zeds, but in combat with people that shoot back they ran like scared rabbits. Still, this has generated some new scenario ideas. A little payback may be in order! Or maybe a Rescue Mission...
Let me know what you think. If you notice any errors in how I followed the rules, please point them out. The reaction tests with zombies are easy enough but I find I get a little confused when you have two or more groups capable of shooting at one another.
I'd also be interested in hearing some tactical advice from some of you that are more familiar with THW's Reaction System. How does one take the initiative in combat, maneuvering into position to get a shot without getting blown away before you get a chance to shoot? Or is it best to wait for the enemy to show their head first? Seems like the game could get really static (ie - 'boooorrrring', as my 13 year old would say) if two sides refused to take the fight to the enemy and just waited for someone else to 'go first'. Anyway, I hope you enjoy the pics...