Zombie Daze Scenario: Day 17: Air Strike

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1 Scenario: Day 17: Air Strike Objective: Get the civilians out alive or dye trying! Maximum Turns: 8 Dedication: I'd like to thank all the play testers: Scott Clinton, Ken Nickel, Randy Fant, Alex Beckman, Vance Frey, and the passers by for trying this scenario over and over perfecting it for all the ZD players, Mario Smith of Frontline Games for putting up with my questions and suggestions. I'd also like to thank Erin Giddins of Area 51 (Grapevine, TX). Without his store we'd have no place to play this great game! Table Setup: Standard Table Size (3'x3'). Escape Route: Measure in from GM side 10", this is the park the military has secured for the final pullout. Place three road sections equidistant apart, in the center of the park, these are the roads out of town. Military Barricade: At the edge of the park, between the roads, place trees. You will also place barbed wire between the trees, and in front of the barbed wire place boxes, crates, and rubble. The military used all of these things to create a wall of protection. At the roads place movable barricades, the exits from the hell that the town has become. Stationed at the right and left movable barricades is a military vehicle, which has a dual.50 cal weapon mounted on it, this is the last line of defense weapon. Note: An optional setup is for there to be only two roads out of the town, a much more difficult situation for the Survivors. The Horde: Milling in front of the Military Barricade is a horde of Zombies. These Zombies are too preoccupied with the military to chase the Survivors, but if the Survivors get caught in this Horde they will surround them and attack! When the.50 Cal clears them out, simply move the represented Zombies out of the 12 inch deep/90 Degree arc. At the beginning of the next turn the Horde amasses and returns to fill in the destroyed horde. This Zombie Horde extends 12" out from the Military Barricade, beginning at the park and moves out across Rogers Avenue and out into the city (actual size and depth will be dependant upon your setup, it's a Horde so make it one. Try using as many Zombies as you can roughly the entire population of Havenwood). The City: Place city buildings and streets on the players' side, creating the town. Make sure that the buildings in the Ark of Fire of the.50 Cal weapons are destroyed but could be useable. See map for suggested board construction. Survivor Setup: Civilians are in hiding throughout the city. The players can place their characters (the Survivors) anywhere along the back edge of the city, in buildings or on the streets. Each Survivor begins the game with one civilian attached. Each Survivor may lead up to four civilians behind them. Civilians don't stop coming out of hiding, the number of civilians is not fixed. Civilians come out of hiding when the Survivors call for them by spending a free action when they are within 3" of any building. Player determines the number of civilians that he wants to have come out of hiding. Page 1 of 6

2 Zombie/Infected Setup: The GM controls the Zombies and places one more group of Zombies than there are Survivors, in this scenario we will assume that the Survivors are comprised of the Three Companions. Each Zombie Group: Red Group, Green Group, Blue Group, and Orange Group, contain three zombies. Use a single Zombie to represent three Zombies, affording you greater Zombie numbers without having to expend the time and effort to move massive amounts of Zombies, until the Survivors are spotted. So you'll only place four Zombie figures on the board. Nominate a Noon position and roll 1d10 for each Zombie Group and place them facing roughly in that direction (11 and Midnight can't be rolled so they won't face in that direction). It is suggested that you mark each group with a colored token or paint their base to reflect the group color they are apart of. You'll also want to paint two other Zombies' bases with these colors as they will emerge from the lead Zombie once a Survivor is detected. Once a Survivor is detected you'll place two Zombies up to 2" from the Lead Zombie, see diagram 1. All the Zombies in a Color Group move in the same direction, but distances traveled will depend upon the d10 roll (see Special Rules). Special Rules: Zombie d10 Movement Rule: Instead of using the Zombie Random Movement Template you will use 1d10 for Zombie movement instead. Drop the 1d10 close to the Zombie or Zombie Group (represented by the Lead Zombie) and the pointed end of the 1d10 indicates direction of movement and the number tells you how far the group moves in that direction, see figure 1. Creepers never move greater than 6", and so anything greater than a six should be treated as a six. You'll use the d10 as an arrow and a movement distance tool. This rule is called Zombie d10 Movement Rule and will be used in all of the Dark Age Press Scenarios for movement. It cuts down on dice rolling and speeds up the game. Runners also use the d10 method but their movement rate is between three and ten inches, instead of the Creeper's rate of one to six inches. Crazies, Muties, and the Blood Horror follow normal movement rules. Zombie Drop Rule: When you kill a zombie there is a possibility that it will drop something useful. To find out if it did you may spend one action to "Check the Dead". Be careful, you will be at a minus -2 to your attack roll should a surprise happen (you can cause Creepers to jump out and attack you when you search they were in hiding). You can find anything from a Zombie Bit to a Melee Weapon. Roll 2d10 and add them together and consult the Zombie Drop Chart to find out what, if anything, you found. When you do this your Survivor stands by the fallen Zombie and spends one action searching the dead. Fallen Zombies may only be searched once regardless of how many Survivors are present. Page 2 of 6

3 Zombie Drop Chart 2d10 roll Item(s) found 2 Nothing 3 Food, if you eat the food you are -1 to your being infected roll for the rest of the game. 4 Creeper jumps out and attacks. Place Creeper next to the Survivor. 5-7 A child's toy 8-9 Baseball Bat 10 Creeper jumps out and attacks. Place Creeper next to the Survivor. 11 Welder's Mask 12 Event Card 13 Large Knife (Boy that Aussie would be proud!) 14 Event Card 15 Nothing Ammo Box Ammo Box 18 Crowbar (treat as a Baseball Bat for combat purposes) 19 Creeper jumps out and attacks. Place Creeper next to the Survivor 20 Event Card Citizen Movement: The citizens are terrified and will not move without being led by a Survivor (Marcus, Jack, or Emily, or other Survivor). Led civilians will move at the speed of the survivor, place them in base contact with the Survivor at the end of the movement. Up to four citizens will follow the Survivors regardless of the movement type they perform. However, the Survivors have to coach and drag the Citizens along, slowing them down. To represent this, the extra d6 modifier is not rolled when performing any movement type. Citizens are unable to attack anything. Gunfire: When shooting at Zombies, Mutants, Crazies, or the Blood Horror, if the LOS of attack is along the civilian line the Survivors may opt to take a +2 target modifier (they're in the way!) or spend one action aiming to avoid hitting a Civilian. The military is constantly firing their weapons and shooting the.50 Cal., because of this Zombies are only drawn to the survivors if they succeed in the "Within 10" Smell Check" rule, or they have LOS to either the Civilian or the Survivor. It's just too noisy for a weapon discharge to draw the Zombie's attentions toward the Survivors. The.50 Cal: The Survivors can call for a.50 Cal strike to clear a path. They can do this three times during the scenario. When the Survivors call for the.50 Cal to open up, either or both.50 Cal weapons fire (Survivors' choice). The.50 Cals have a firing arc of 90 Degrees. Any Zombie caught in this arc is destroyed. Anything else be it Survivor, Crazie, Mutie, or Blood Horror, might move out of the way. Roll 1d6 to see if the.50 Cal hits a non-creeper Zombie. On a 5-6 the non-creeper Zombie is hit. The.50 Cal is treated as an HMG. Roll the appropriate attack dice and see what damage happens. The.50 Cal will clear all Zombies in 12" line, 90 degree arc. In Coming!: The military is pulling out! They've called for an Air Strike on the town since it's a lost cause. As such the.50 Cal can not be used beginning turn seven, there's no one there to fire it and the Survivors are on their own. Page 3 of 6

4 Emily Parker: Emily's getting better, and with the help of Jack and Marcus she just might make it. To represent her becoming more adapt at surviving in the Zombie Daze universe a new stat card has been created for your use in this, and all future Dark Age Press, Zombie Daze scenarios. Miliatry Pull-Out: The military pulls out at the end of turn six and beginning on turn seven the.50 Cal can no longer be fired to clear a path. Victory Conditions Saved Killed Victory Type 2 Civilians 1 Survivor Survivors: Major Defeat Zombies: Major Victory >3 Civilians 1-2 Survivors Survivors: Minor Defeat Zombies: Minor Victory 4 Civilians 4 Civilians Tie >5 Civilians 1 Survivor Survivors: Minor Victory Zombies: Minor Defeat >5 Civilians No one died Survivors: Major Victory Zombies: Major Defeat Page 4 of 6

5 Suggested Game Setup Map: Day 17 Scenario Page 5 of 6

6 Map Key, Senario 17: Air Strike.50 Cal with firing arc shown. Destroyed Wall section. Bomb crater with dotted lines showing destroyed zone. Movable barricade Trees. Rubble wall built by military. Emily Parker Evolved! Cut out and use for future use. Name: Emily "Em" Parker Type: Survivor "Training and Luck" Weapons Modifiers.380 Auto Pistol +2 (Standard +3) Actions 2 Wounds 2 Close Combat -4 Morale 6 Special Abilities: Emily's Luck!: Emily can elect to re-roll any single she makes. This is useable once per turn and may be performed three times per game. Total Wounds Remaining Weapon/Skill Auto Pistol Standard Page 6 of 6

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