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A scenario for

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


FORCES

INTRODUCTION
Three days ago two members of your group went
downriver by boat in search of supplies. They were
expected back before nightfall but it's been three
days since they left.
Julie and Phil have only been with your little group of
survivors for a short time. Maybe it was a mistake to
let them go by themselves but sometimes that's the
way things go. Since the zed outbreak it's better to
look out for yourself.

You are a Rep 5 Star (or you can substitute


one of your own characters) and you have
two Grunts as outlined in the Deployment
section.

Your primary enemies will be humans. Most


of the zombies have been cleared out.
You've also heard rumors of creatures but
rumors have been wrong before.

MAPS
The first map is called the River Map. It is made for a
3'x6' table divided into three 2'x3' sections.
The northern section of six squares is section
1.
The center section of six squares is section
2.
The lower section of six squares is section 3.

But that still doesnt make you feel any better. You
asked for volunteers and two others will go with you.
You just hope for their sake that Julie and Phil didnt
go all the way down to Lake Havasu. Not with the
rumors about things worse than zombies prowling the
countryside.
Giving Up The Goat is a scenario for use with All Things
Zombie - Better Dead Than Zed and Chain Reaction 3.0 as
well. It is not a standalone game! Note that this scenario
takes place after the start of the zombie apocalypse.

Each section of six squares is numbered from 1 to 6.


See the map to see how it is divided and labeled.

****************************
Disclaimer - Giving Up The Goat deals with mature
subjects and is not recommended for children of any
age. Use at your sole discretion.

THE SCENARIO
As always, the less you read the scenario before
actually playing it the more enjoyable it will be.

IN THIS SCENARIO you and the two

volunteers must find the two missing group members,


Julie and Phil, and bring them back, if they want to
come.

Victory in the scenario is based upon finding


the missing members and returning with
them.

Each turn of activation, where no enemy


figures are on the table, represents one hour
of daylight. PEFs do not count as figures.
There are sixteen turns of daylight followed
by eight turns of night. See page 2 for the
effects of night.

The scenario may take multiple days if the


player like. Basically you play until you are
satisfied with the results.

AREA

Note that the river flows south.


This encounter will take place in a rural area.

2009 ED TEIXEIRA TWO HOUR WARGAMES

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


DEPLOYMENT

chance that he will be negatively affected as follows.


Rolling 2d6 versus their Rep, on the first following
day turn, and consulting the Lack Of Sleep Table to
see what effects, if any they suffer, does this.

You must enter the River Map from the north


edge of the board. You can choose to enter
by boat (page 5) on the river or foot on the
east or west side of the river. Before the
game begins you are allowed a free move up
to your maximum movement allowance onto
the board.

Note that the reduction in Rep will last until the


character has slept a full 8 hours. If the player
chooses to not recover and sleep less than 8 hours
the Lack Of Sleep Test is taken on the first day turn at
the current reduced Rep.

Zombies, humans, and monsters are


deployed as per the Special Instructions
section.

PLAYING THE
SCENARIO

SPECIAL INSTRUCTIONS

Zombies are not generated at the start of the


game but can be during the game. They are
attracted in two ways, gunfire or noise.

Zombies are generated as per page 29 of


ATZ - Better Dead Than Zed depending upon
the rules you choose to use.

Zombies are generated by boats as outlined


in the section called Attracting Zombies With
Boats (page 6).

Crossing the river. If need be you can swim


across the river by rolling 2d6 versus the Rep
of the character and checking the Swimming
Table.

Once you have gathered your group of Survivors,


chosen to enter the board either by boat or on foot,
and moved up to your maximum move into the table
it's time to get going for real. And that starts with
PEFs or Possible Enemy Forces.

PEFS
PEFs are Possible Enemy Forces and a common tool
used in many Two Hour Wargames games. They
represent a variety of things. They can be enemies,
allies, items, or places. PEFs can be almost
anything! Their use reflects the uncertainty of what
the player can expect to run into.

NIGHT TIME

Here's how they work.


1. After you enter the River Map by using your
free move you need to determine how many
PEFs there will be and where they are
located. This is done as follows.

As mentioned early in the rules this scenario can


carry over into the night time and into multiple days if
desired. Remember that there are sixteen
consecutive turns of daylight followed by eight
consecutive turns of night (page 1).

a. Toss 1d6.
b. If the score is a 1 or 2 then the PEF
is located on the northern section of
the River Map.

Night time has the following effects.


1. LOS is reduced to 12". Those in a well lit
area will count as in normal LOS. This means
if you are within 12" of a light, at night, you
are well lit and can be seen from anywhere
on the table if there is a clear LOS from
shooter to target.

c.

If the score is a 3 or 4 then the PEF


is located on the center section of
the River Map.

d. If the score is a 5 or 6 then the PEF


is located on the southern section of
the River Map.

2. LOS in the woods at night is reduced to 6".

e. Once you have determined which


section the PEF is on roll 1d6. The
result is the sub-section of that
section that the PDF is located.

3. Activation during the night is carried out


normally and PEFs will move when active.
Players do not have to move during the night.

SLEEP AND LACK OF

f.

If you decide to play during the night time you may


choose to sleep up to eight hours. If a character
chooses to sleep less than eight hours then there is a
2009 ED TEIXEIRA TWO HOUR WARGAMES

Place a figure or marker of any type


in this section of the board to
represent the possible PEF. If a
terrain feature could block the LOS
from your force and the PEF be sure

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


to place the terrain feature to do so.
ENCOUNTER DESCRIPTIONS
If no such feature is present then

place the PEF in the center of that


section.

By now you've resolved the PEF, figured out what it is


and if anyone has gained the upper hand. Now what
exactly is it?

g. Now do this a total of nine times


repeating the process for each PEF.

BLED OUT JAVELINA

h. All PEFs have a Reputation of 4 for


activation. This is their PEF Rep and
not the actual Rep of the figures that
may compose the PEF.

This is the dead body of a javelina. There are two


puncture wounds on its throat and there is no blood
visible anywhere nor is there any sign of struggle.

PEF MOVEMENT

BOAT

Once your group has entered the board and PEFs


placed the PEFs are handled like regular groups.
When activation is rolled they will move using the
PEF Movement Table. Roll 2d6 for each PEF
individually.

You have come across the small power boat that was
used by Julie and Phil. If you have encountered the
boat in the river it is beached on the east (1-3) or
west bank (4-6). If you encountered it in the open it is
on the side of the river that you are. The boat is
empty.

RESOLVING PEFS

CAMPSITE

There are two ways to resolve PEFS. The first is


when a player group moves into a PEF occupied
section. The second is when the PEF moves into a
player occupied section. When either occurs, roll 2d6
versus the Rep of the PEF (4), if it has moved into
the player occupied section, or against the highest
player Rep, if the player moved into the PEF
occupied section. Consult the Resolving PEFs Table
to see how the situation will play out.

The campsite has a small fire pit that is cold. There


are personal items that belonged to Phil and Julie
strewn about the site as well as obvious signs of a
struggle. There are also vehicle tracks nearby (page
4).

WHAT IS IT?

CHUPACABRA

After you know how the situation with the PEF has
played out you need to see exactly what it is. Rolling
1d6 on the What Is It Table will tell you what PEF
Resolution Table to use.

See the Chupacabra section on page 7 for details.

If encountered on the river it is seen on the shore


either on the east (1-3) or west bank (4-6).

FERAL DOGS
These used to be domesticated dogs but are now
wild beasts. If they outnumber the player characters
or have gained the upper hand they will immediately
charge into melee. If they do not have either they will
follow behind the characters waiting until they do
outnumber the players. This can be by a reduction in
the number of player characters or a result of more
Feral Dogs being encountered. In this case, they
have joined into one larger pack.

Be sure to note how many PEFS have previously


been resolved and use the corresponding row.

GAINED THE UPPER HAND


Gaining the upper hand means that one side has an
advantage over the other side when the encounter
each other. This will mean different things to different
people and creatures. The Gaining The Upper Hand
Table explains what this is in each case.

Once they do outnumber the player characters they


will immediately attack with the player characters
talking the Being Charged Test at a -1 to Rep if the
attack takes place in the woods.
Feral Dogs are Rep 3 and will melee with 4d6 as they
are considered to be vicious and have an Impact of 1.
They only take the Recover From Knock Down Test
and if scores a result of stunned is scored the dog will
retire away from the fight, resuming its place waiting
for another chance to attack.

2009 ED TEIXEIRA TWO HOUR WARGAMES

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


If the number of dogs attacking ever becomes less
than the number of player characters they are fighting
they will retire away from the fight, resuming its place
waiting for another chance to attack.

If encountered on the river they are in a boat moving


towards you.
You will encounter 1+1/2d6 Survivors. Be sure to roll
their Reps and weapons from the Survivor List (page
10).

GANGERS

TRAIL

If you've played ATZ you know they are criminals and


thugs that prefer to live in the cities and fight for
control. If you haven't played ATZ, then all you need
to know is they hate survivorsand that would be
you!

If encountered on the river it is seen on the east (1-3)


or west (4-6) shore leading into the woods. If it is
encountered in the open then it is on the same side
of the river that you are and heading into the woods.
If it is encountered in the woods then it is leading
away from the river.

If encountered on the river they are moving towards


you at half speed in either a small (1-3) or medium
(4-6) power boat.
You will encounter 1+1/2d6 Gangers. Be sure to roll
their Reps and weapons from the Ganger List (page
9).

Follow the trail and it will lead to the campsite (page


3) in an adjacent section rolled randomly. If you have
already found the campsite then it will lead off the
table instead.

GUTTED HORSE

VEHICLE TRACKS

This is the bloated carcass of a dead horse. It has


been ripped open and the insides eaten away. If
encountered on the river it is seen on the shore.

These are the tracks of more than one vehicle. The


tracks will either be heading north or south into the
next section and beyond. If you follow them north
they will lead to the campsite in the next section (1-2)
or stop in the next section (3-6). If the campsite has
already been found then they will stop in the next
section. If you follow them south they will continue
into subsequent sections and eventually off of the
table.

JAVELINA
The javelina is a large (40-80 pounds) boar-like beast
found in the US southwest. It is not usually
aggressive but it will be if contacted by the player.
Javelinas are Rep 4 and will melee with 3d6 and an
Impact of 2. They do not take reaction tests and must
be either beaten in melee or shot into submission.

ZOMBIE
You may either meet one dead zed (head loped off)
or live ones depending if you are on the "B" or "C"
PEF Resolution Table. If you have met live zombies
you have met 1 + 1/2d6 zombies. Test for Zombie
Surprise as on page 44 of ATZ - Better Dead Than
Zed.

RATTLESNAKE
You met a poisonous snake which for simplicity we
refer to as a Rattlesnake (Rep 4). If gaining the upper
hand it will attempt to bite as outlined on the Gaining
The Upper Hand Table. If it does not it will rattle and
hiss. If not approached to within 1" it will leave you
alone.

BOATS

If you are bit then take the Recover From Knocked


Down Test. If you score a result of stunned then you
have either self-applied or someone else has applied
enough first aid for you to recover.

In this section we introduce boats to THW. When we


speak of boats we mean both gasoline and manually
powered craft.

If you score an Out of Fight result then on your next


Activation you can take the After the Battle Recovery
Test.

Characters can either start with a boat or find them


during their travels. Not all boats will be in good
working order, have gasoline, or be unoccupied.

SURVIVORS

Note that boats can be noisy and attract attention so


use them with this in mind.

If you've played ATZ you know these are decent


people that fled the cities and are trying to do the
right thing. If you haven't played ATZ, then all you
need to know is they hate Gangers and think of them
as the worse of humanity.

The rules for boats are simple on purpose as the real


Stars of THW are the characters. Feel free to
increase the difficulty and detail if desired.

2009 ED TEIXEIRA TWO HOUR WARGAMES

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


SEATS How many people or equivalent the boat

POWER BOATS

can safely carry. If desired you may overload the boat


by up to half. This reduces speed by 25% and Bash
Value by half, rounding down.

Any boat that uses a gasoline engine for propulsion is


referred to as a power boat. If you are using ATZ Better dead than Zed then the sections called
Working Or Not (page 24), Starting The Vehicle (page
24) and "The Car Won't Start (page 24) in the ATZ
rules book all apply to power boats as well. If not,
then only use the rules for boats as explained in this
supplement.

BASH VALUE The relative size and Impact a boat

will make when bashed against objects such as other


boats or swimmers.

MOVEMENT

GROUPS

A boat may move up to its normal speed as specified


on the Boat List when active.

All the passengers in a boat count as being in the


same group. Any boats within 4 of each other are
counted as being in the same group.

Boats are always assumed to be moving unless


specified otherwise. Boats may enter the table at any
speed.

TYPES OF BOATS

CASTING OFF AND MOORING

Heres a list of boats available for use.

Boats can be either tied to a dock or similar structure,


drug ashore, or anchored in place offshore. It will take
the following amount of time to cast off or to moor a
boat.

BOAT DESCRIPTIONS
Heres a brief description of each type of boat.

Two-man raft Small two-man inflatable raft


manually powered by paddles.

Small manually powered boat Small fourman rowboat manually powered by oars.

Small power boat Small four-man boat


with an outboard motor.

Medium power boat Medium sized tenman boat with twin outboard motors.

Cigarette boat "Miami Vice" boat favored


by drug smugglers and the wealthy.

Tied - One turn of uninterrupted activation.

Drug ashore - Only available to small boats,


it takes one person two turns of activation to
beach or launch a boat or one turn of
activation if two or more characters are doing
the task.

Anchored - It tales 1/2d6 turns of activation


to pull an anchor up and make ready to move
and one turn of activation to drop anchor.

DRIFTING
Boats will drift in two ways.

DEFINING THE BOAT


All boats are defined by the following characteristics.
They are:

TYPE The type of boat it is.


SPEED The normal speed, in inches, that the boat
may move each turn of activation. When two
numbers occur the second is the speed going against
the current.

If anchored - It will drift 3" downriver the first


turn after dropping anchor.

If not anchored and not under power - It


will drift 3" down river each turn of activation
whether active or not.

STARTING AND STOPPING


When the boat is stopped it may accelerate to half of
its normal speed.

TURNS This column tells you how many times a

When active a powered boat may reduce its speed


by half its current speed.

boat can make up to a 90-degree change of direction


when they are active. Power boats must move at
least half their current speed before making a second
turn in the same activation. When a (1) appears in
the Turns column, the boat may only make one turn if
moving over 16 inches.

When active a manually powered boat may reduces


its speed by 4".

2009 ED TEIXEIRA TWO HOUR WARGAMES

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


count cover if inside a boat and as fast moving if
REVERSING DIRECTION
moving over 8. Driver and passengers will take the

appropriate Reaction Tests and respond accordingly.

Boats may not move backward.

TURNING
Boats may make one turn (change direction up to 90
degrees) whenever desired during their movement. A
second turn may be made by power boats but must
move at least its current speed before doing so.

Drivers of any boat that scores a duck back


or retire will veer 45 degrees away from the
threat and move at full current speed directly
away.

Drivers of any boat that are stunned, Out of


the Fight or Obviously Dead will cause the
boat to reduce its speed by half each turn,
continuing on its current course, until
someone else takes control.

Manually powered boats may do up to a 180 degree


change of face. To do so the boat must be stopped
and the passengers cannot do anything else during
that turn of activation. They may react normally.

SHOOTING AT BOATS

GETTING IN AND OUT OF


VEHICLES

There is a chance that a shooter can disable a power


boat with ranged weapons fire. This is done in the
following way.

Characters may enter or exit a boat from land at a


reduction of 2 to their movement.

Roll 1d6 and add the Target of the weapon to


the result.

Characters may enter into or exit from a boat from


the water at a reduction of half their move.

If the result is an eight or higher the boat has


been hit and may possibly become disabled.

Roll 2d6 versus the Impact of the weapon


fired and consult the Disabled Boat Table.

COMBAT
Boats can be involved in combat in a variety of ways.

ATTRACTING ZOMBIES WITH


BOATS

RUNNING OVER SWIMMERS

Power boats make noise and noise attracts zombies.


When a power boat is running at half speed or less-

In this form of combat the driver of the boat is trying


to run over one or more swimmers. Only power boats
can use this form of combat.

The driver of the boat rolls 2d6 versus his Rep and
consults the Running Over Swimmers Table.

Mark the spot where a running boat starts the


turn.

RAMMING BOATS

Mark the spot that the running boat finishes


the turn.

Place 1d6 representing 6 shots on each spot.

Double the number of d6 rolled if moving


over 16" that turn.

If attempting to start a power boat and failing,


place 1d6 representing 6 shots on the spot.

There may come a time when one character wishes


to attack or ram his boat into another boat. The driver
of the attacking boat rolls 2d6 versus his Rep and
consults the Wanting To Bash Table.

BOAT BASHING

Any zeds attracted by boat noise will be placed on


the shore.

Show time! The boats have bashed and now it's time
to see the damage.

Each side rolls 1d6 for each point of Bash


Value of their boat, modifies the total, and
consults the Boat Bash Damage Table.

SHOOTING AND BOATS


Players may fire at the driver or passengers in a boat
if they have a LOS. Drivers and passengers will
2009 ED TEIXEIRA TWO HOUR WARGAMES

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


PARALYSIS

CHUPACABRA

When the Chupacabra is encountered it will try to


confront one enemy. The beast will look its enemy in
the eyes and attempt to disable it by a combination of
melodic hissing, its piercing red eyes, and heavy
sulfur stench. If successful the target will become Out
of the Fight. To see if the Chupacabra is successful
we use the following procedure.

The Chupacabra can trace its origins to Medieval


Europe and were thought to be reminiscent of
gargoyles found there. It was theorized that the stone
gargoyles served as a warning that Chupacabras
were in the area.
There is also a line of thinking that they are a hairless
dog that sucked the blood from goats which is where
the name comes from as the name translates literally
from the Spanish as "goat-sucker".

1. The Chupacabra must be within 6" and face


to face with the target. There can only be one
target.

There is also the theory that they are actually aliens


from outer space brought back to earth by NASA.

2. Immediately the Chupacabra and its target


will roll dice as if in a physical melee.

Some people in the island of Puerto Rico believe that


the Chupacabras were a genetic experiment from
some United States' government agency, which
escaped from a secret laboratory in El Yunque, a
mountain in the east part of the island when the
laboratory was damaged during a severe storm in the
early 1990's.

a. If the Chupacabra wins the "melee"


then the target is incapacitated and
falls to the ground Out of the Fight.
b. If the target wins the "melee" or if it
ends in both sides having zero
successes the target has broken
away from the hold of the
Chupacabra. If the target is active it
can now charge or fire. If the
Chupacabra is active it will charge
into melee on a d6 score of its Rep
or less. If higher it will runaway with
the target allowed an in Sight test.

Whatever their origins they are real and here's how


they work in THW.

DEFINING THE CHUPACABRA


There are a few things that define the Chupacabra.
Keep in mind that this is not the hairless dog goat
sucker but more likely the genetic experiment gone
wrong!

SUCKING THE BLOOD OF THE VICTIM


If the target becomes Out of the Fight whether
through paralysis or actual melee, the Chupacabra
will sink its long fangs into the throat of the
defenseless victim and begin draining it of all its
blood. The Chupacabra will continue to drain the
victim of blood each turn of activation. The
Chupacabra does not have to be active to continue
doing this. For each turn of activation the victim is
being drained reduce its Rep by one point. When the
Rep of the victim has been reduced to zero the victim
is dead.

This version of the Chupacabra is a humanoid shape


that stands from 3 to 4 feet tall. It is bi-pedal and has
two spindly arms with long claws at the end. It is
lizard-dark in color with rainbow colored spines
running up its back. It has a humanoid face with long
fangs and piercing red eyes (two of them).

REPUTATION
Chupacabras will be Rep 4 (1-4) or Rep 5 (4-6).

Stars cannot use the Cheating Death benefit versus


this process.

MELEE

Saving The Victim

Melee with a Chupacabra isn't necessarily


dangerous, if you can fight back.

If the Chupacabra is allowed to suck the blood from


its victim without interruption the victim will die. But if
the Chupacabra is attacked while draining the victim
it will break off the process and fight a melee or a 1d6
result of its Rep or less or retire away if the score is
higher.

WEAPONS
Chupacabras can only do damage in melee. They
have an Impact of 1 and will roll 1d6 per each point of
Rep when in melee.

If it wins it will return to the victim. If it loses then the


victim may be saved.

2009 ED TEIXEIRA TWO HOUR WARGAMES

The victim will take the Recover From Knock


Down Test at its current new Rep.

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE

If it scores a result of stunned then it can take


the After The Battle Recovery Test on page 6.

If it scores an Out of the Fight it will remain


so until returned to camp where it will recover
at 1 point of Rep per week.

If it scores an Obviously Dead it is just that,


obviously dead from blood lost.

Chupacabras have come to view humans as food.

CHUPACABRA REACTION TEST


REASON

Fast
Move

MOVEMENT

PASS 2D6
All move up
to 2X normal
distance.

Chupacabras may move up to 8" and may also


attempt to Fast Move as per their Reaction Test QRS.
They also possess the following ability

Leap The Chupacabra can leap up to 6"


high from a standing start or 8" straight
ahead elevated at a height of 2".

In Sight

HOW CHUPACABRAS APPEAR


Chupacabras will appear as outlined in the PEF
section on page 4.

CHUPACABRA ACTIVATION
Chupacabras activate as if they were human.

CHUPACABRAS ACTIONS
Unless dictated by the PEF section it will attempt to
move face to face with a human and close to within
6" of its target.

Being
Charged

REACTIONS

Recover
From
Knock
Down

Chupacabras will take the following Reaction Tests.

In Sight.

Being Charged.

Recover From Knock Down.

COVER
Chupacabras will use cover when given the chance.

DAMAGE
Chupacabras will take damage as a normal human.

FRIENDS AND FOES


Chupacabras ignore zombies.
Chupacabras will cooperate and can be found in
groups of 1d6 unless otherwise specified.
2009 ED TEIXEIRA TWO HOUR WARGAMES

Move to
within 6" if
face to face
and within
range.
If to the rear
of the target
will charge
instead if in
range.
If not in
range will
retire
instead.
Prepare for
melee.
Stunned Figure
cannot act
or react until
having spent
one full turn
of activation
doing
nothing.

PASS 1D6
Those in
cover
move up
to 1.5X
normal
distance.
Others
move up
to 2X
normal
distance.
Move to
within 6" if
face to
face and
within
range.
If to the
rear of the
target will
charge
instead if
in range.
If not in
range will
retire
instead.
All will
retire.

PASS 0D6
Those in
cover
move
normal
speed.
Others
move up
to 1.5X
normal
distance.

All are out


of the
fight.

All are
obviously
dead.

All will
retire.

All will
retire.

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


GANGER LIST
Gangers look out for themselves and its a constant
battle for gang leaders to stay in control.

TOTAL
WEAPON
3
Pistol
4 (1-3) Pistol
4 (4-6) BA Pistol
5
BA Pistol
6
Machine Pistol
7
Submachine gun
8 (1-2) Submachine gun
8 (3-6) Shotgun
9
BA Pistol
10 (1-3) BA Pistol
10 (4-6) Machine Pistol
11+ Assault Rifle

Gang
RECRUIT
Special
2
3 or 4
5 to 8
9 or 10
11 or 12

TYPE
Star
Boss
Hard Case
Banger
Punk
Wannabee

REP
5
5
5
4
3
2

To determine what each figure is armed with roll 1d6


and add it to their Rep.

GANGER REACTION TESTS


* = Star May choose to pass 2d6, 1d6, or 0d6
REASON
PASS 2D6
Fast Move (Ldr) All move up to 2X normal distance.

In Sight

Rally (Ldr)*

Those out of ammo or range will


Duck Back.
Otherwise fire.
Chargers carry on.
Retrieving wounded carry on.
Outgunned will Duck Back
Others snap fire.
All will charge into melee and will
not take Received Fire test if fired at
while charging.
Those that can fire will snap fire and
melee normally.
Those that cannot fire will melee
normally.
All carry on.

Man Down *

All carry on.

Leader Lost*

All halt. New Leader chosen when


next active.
All stunned and may not act or react
until having spent one full turn of
activation doing nothing.

Received Fire
(Ldr) *
Wanting To
Charge (Ldr)*
Being Charged
(Ldr)*

Recover From
Knock Down

2009 ED TEIXEIRA TWO HOUR WARGAMES

PASS 1D6
Those in cover move normal
speed.
Others move up to 1.5X normal
distance.
If out of ammo or range will halt
in place.
Otherwise snap fire.
Chargers halt and snap fire.
Retrieving wounded carry on.
Those in cover snap fire.
Others will Duck Back.
Those in cover snap fire.
Others will charge into melee.
Those charged to the rear will
melee but with penalties.
All cannot fire but will melee
normally.
Those in cover will carry on.
Otherwise retire.
If no others carrying on within
4 then duck back.
Otherwise carry on.
All halt. New Leader chosen
when next active.
All are out of the fight.

PASS 0D6
Those in cover
remain in place
instead.
Others move up to
normal distance.
All may not fire.
All will retire.

All halt and may not


fire.
All will retire.

All will Hunker


Down.
All will retire.
All will retire.
All are obviously
dead.

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


SURVIVOR LIST

TOTAL
WEAPON
4 (1-5) Pistol
4 (6) BA Pistol
5
BA Pistol
6 (1-2) Machine Pistol
6 (3-6) Shotgun
7
Shotgun
8 (1-4) Submachine gun
8 (5-6) Bolt Action Rifle
9
Bolt Action Rifle
10 (1-3) Semi-Automatic Rifle
10 (4-6) Semi-Automatic Rifle
11+ Assault Rifle

This represents the good guys. Those folks that have


been placed into horrible circumstances yet have
retained their moral values and are not afraid to do
the right thing while caring for themselves and others.

Survivors
RECRUIT
Special
2 or 3
4 to 9
10 to 12

TYPE
Star
Veteran
Experienced
Newbie

REP
5
5
4
3

To determine what each figure is armed with roll 1d6


and add it to their Rep.

SURVIVORS REACTION TESTS


* = Star May choose to pass 2d6, 1d6, or 0d6.
REASON
PASS 2D6
All
move
up
to
2X
normal distance.
Fast Move

(Ldr)

In Sight

Rally (Ldr)*

Hold fire against zombies at over 6"


range.
Those out of ammo or range will
Duck Back.
Otherwise fire.
Chargers carry on.
Retrieving wounded carry on.
Outgunned will Duck Back
Others return fire.
All will charge into melee and will
not take Received Fire test if fired
at while charging.
Those that can fire will fire and
melee normally.
Those that cannot fire will melee
normally.
All carry on.

Man Down *

All carry on.

Leader Lost*

All carry on. New Leader


immediately steps up.
All stunned and may not act or
react until having spent one full turn
of activation doing nothing.

Received Fire
(Ldr) *
Wanting To
Charge (Ldr)*
Being Charged
(Ldr)*

Recover From
Knock Down

2009 ED TEIXEIRA TWO HOUR WARGAMES

10

PASS 1D6
Those in cover move normal
speed.
Others move up to 1.5X
normal distance.
If out of ammo or range will
halt in place. Otherwise snap
fire.
Chargers halt and snap fire.
Retrieving wounded carry on.
Those in cover snap fire.
Others will Duck Back.
Those in cover snap fire
instead.
Others will charge into melee.
Those charged to the rear will
melee but with penalties.
Others cannot fire but will
melee normally.
Those in cover will carry on.
Otherwise retire.
If no others carrying on within
4 then duck back.
Otherwise carry on.
All halt. New Leader chosen
when next active.
All are out of the fight.

PASS 0D6
Those in cover
remain in place
instead.
Others move up to
normal distance.
All may not fire.

All will retire.

All halt and may not


fire.
All will retire.

All will Hunker Down.


All will retire.
All will retire.
All are obviously
dead.

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


2

SWIMMING

(Taken versus the Rep of the figure)

+1d6 if being helped by another figure of = or higher Rep.

# OF D6
PASSED
2
1

2
# PASSED
D6
Pass 2d6
Pass 1d6
Pass 0d6

2
# Dice
Passed
Pass 2d6

Pass 1d6

Pass 0d6

RESOLVING PEFS
(Taken versus Rep)

# Dice
Passed
Pass
2d6
Pass
1d6

RESULT
May cross to the other side this activation.
Place the figure on the other side of the
river in a straight line.
Reach halfway across the river and stop.
Must retake the test when next active. If
started the activation in the middle of the
river then count this result as if passed
2d6.
Holy crap! You get swept 12" down river
(in this case south). Place the figure in the
middle of the river and stop. Must retake
the test when next active. If started in the
middle of the river then the figure drowns
and washes ashore 12" down river on the
east (1-3) or west (4-6) bank.

Pass
0d6

If PEF moved into


the section
PEF has gained the
upper hand.
Parties blunder into
each other.
If in woods then
place each side
6" apart with
both sides
being in cover.
If in clear area
then place each
side 12" apart
with both sides.
If on the river
then place each
side 12" apart.
Player has gained
the upper hand.

If player moved
into the section
Player has gained
the upper hand.
Parties blunder into
each other.
If in woods then
place each side
6" apart with
both sides
being in cover.
If in clear area
then place each
side 12" apart
with both sides.
If on the river
then place each
side 12" apart.
PEF has gained the
upper hand.

Lack Of Sleep

(Taken vs. Rep)

SLEPT 6 OR
7 HOURS
No effect
No effect
-1 to Rep

SLEPT 4 OR
5 HOURS
No effect
-1 to Rep
-2 to Rep

1
SLEPT 2 OR
3 HOUR S
-1 to Rep
-2 to Rep
-3 to Rep

PEF MOVEMENT

(Taken versus the PEF Rep of 4)

Result
PEF moves one section, even
diagonally, directly towards the closest
player character. If enter player
occupied section then go to resolve the
PEF.
Roll 1d6.
If score 1 to 3 then PEF moves one
section, even diagonally, directly
towards the closest player
character. If enter player occupied
section then go to resolve the PEF.
If score 4 to 6 then PEF will remain
in place.
PEF moves one section away from the
closest player character towards the
south. If this means they would exit the
board they will. They will not return.

WHAT IS IT?

(Taken, based on the # of previously resolved PEFs.)

Die Score

Previously
Resolved PEFs:
0 PEF
1 PEF
2 PEFS
3 PEFS
4 PEFS

A
A
A
A
A

B
A
A
A
B

B
B
A
B
B

C
B
B
B
B

C
C
C
C
C

C
C
C
C
C

5 PEFS
6 or more PEFS

A
A

B
B

B
B

C
C

C
C

C
C

Now roll on the appropriate PEF Resolution Table to


determine what you've encountered.

2009 ED TEIXEIRA TWO HOUR WARGAMES

11

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


1

(Result read normally)

ON RIVER

IN OPEN

IN WOODS

1
2
3
4

Gangers
Gangers
Gangers
Survivors

Zombies
Gangers
Gangers
Gangers

Zombies
Zombies
Survivors
Survivors

5
6

Survivors
Survivors

Survivors
Survivors

Survivors
Survivors

PEF
Chupacabra
Feral Dogs

Gangers

PEF RESOLUTION "B"


(Result read normally)

Javelinas

#
1
2
3
4

ON RIVER
Chupacabra
Javelina
Javelina
Feral dogs

IN OPEN
Chupacabra
Javelina
Rattlesnake
Zombie

IN WOODS
Chupacabra
Chupacabra
Chupacabra
Javelina

5
6

Feral dogs
Feral dogs

Feral dogs
Feral dogs

Rattlesnake
Feral dogs

1
#
1
2
3
4
5
6

NA

PEF RESOLUTION "A"

Rattlesnake

Survivors

PEF RESOLUTION "C"


(Result read normally)

ON RIVER
Boat
Boat
Gutted horse
Campsite
Vehicle tracks
Trail

2
# Dice
Passed
Pass 2d6
Pass 1d6
Pass 0d6

IN OPEN
Boat
Gutted horse
Campsite
Vehicle tracks
Trail
Trail

Zombies

IN WOODS
Bled out javelina
Bled out javelina
Dead zed
Trail
Trail
Trail

AFTER THE BATTLE RECOVERY


(Taken vs. Rep of all OOF figures)

Result
Recover and continue the adventure.
Recover and continue but at 1 to your
Rep until return to camp where you can
fully recover.
OOF becomes OD.

2009 ED TEIXEIRA TWO HOUR WARGAMES

12

GAINING THE UPPER HAND

(Treated on a per case basis)

Result
The Chupacabras will choose one
character each, at random, and
attempt to paralyze him (page 14).
1 + 1/2d6 feral dogs will immediately
charge into melee. Players must take
the Being Charged Test at -1 to Rep if
the dogs are encountered in the
woods.
The Gangers will take the In Sight
Test with 3d6 instead of 2d6 but
counting only the two best results.
1/2d6 javelinas will immediately
charge into melee. Players must take
the being charged test at -1 to Rep if
the javelinas are encountered in the
woods.
One player figure, diced for at random,
is bit by a Rattlesnake (Rep 4). Once
the player character is determined roll
on the Ranged Combat Table. If a hit
is scored the player has been bit, if not
the snake, missed or the bite did not
penetrate and drops to the ground.
The Survivors will take the In Sight
Test with 3d6 instead of 2d6 but
counting only the two best results.
1 + 1/2d6 zombies will immediately
charge into melee. Test for Zombie
Surprise as on page 23 of Origins or
page 44 of ATZ - Better Dead Than
Zed. Count the zombie surprise total
at 2 more than the actual total 1 if the
zombies are encountered in the
woods.

GIVING UP THE GOAT - A SUPPLEMENT FOR ALL THINGS ZOMBIE


Boat List

TYPE
Two-man Raft - manually
powered.
Small manually powered
boat
Small power boat.
Medium power boat.
Cigarette Boat

SPEED TURNS SEATS BASH


8/4
1
2
0
12/6

16
16
32

2
2
2 (1)

4
10
5

3
4
6

# OF D6
PASSED
2
1

RUNNING OVER SWIMMERS

(Taken versus the Rep of the driver)

# OF D6
PASSED
2
1
0

BV

RESULT
Driver is on target and the target must
now roll the Dodge The Boat Test.
Driver is slightly off target and the target
must now roll the Dodge The Boat Test
but counting 1 Rep higher.
Driver has missed completely. Move the
boat half its current speed past the
target.

Pass 0d6

Boat Bash Damage

(Taken vs. Bash Value of the boat)

Only roll all d6 once and count successes

# SUCCESSES
Score 2 or
more than
enemy

RESULT
Target has evaded the boat. Move the
boat half its current speed past the
target.
Target is hit and rolls on the Ranged
Combat Table counting half of the boats
Bash Value, rounded down, as the
Impact.
Target is hit and rolls on the Ranged
Combat Table counting the boats Bash
Value as the Impact.

Disabled Boat

(Taken vs. the Impact of the weapon)

# PASSED D6
Pass 2d6
Pass 1d6

Driver is on target and rams into the


target boat. Go to the Boat Bash Table.
Driver is slightly off target and glances
off of the target boat. Go to Boat Bash
Table.
Driver has missed completely. Move the
boat half its current speed past the
target.

A score of 1, 2, or 3 is a success
A score of 4, 5, or 6 is a failure.

DODGE THE BOAT

RESULT

+3d6 if T-Bone the target (strike it on the side at a 90


degree)
- 1/2 of the boat BV if glanced into contact.

(Taken versus the Rep of the target)

# OF D6
PASSED
2

WANTING TO BASH

(Taken versus the Rep of the driver)

Score 1 more
than enemy

RESULT
Boat is disabled and reduces speed
by half next activation then to zero
on next.
Boat is hit and may only move at
half speed until repaired.
No effect.

Same number

2009 ED TEIXEIRA TWO HOUR WARGAMES

13

RESULT
Loser is struck with devastating
result.
Winning boat continues past half its
current speed
o If the larger BV boat won
- The smaller BV boat
breaks apart. All occupants
will roll on the Ranged
Combat Table counting the
winning boats Bash Value
as the Impact.
o If the smaller BV boat
won - All the occupants of
the larger BV boat are
tossed overboard. All
occupants will roll on the
Ranged Combat Table
counting half of the winning
boats Bash Value, rounded
down, as the Impact.
Loser is struck and all occupants
are tossed overboard.
Winning boat continues past half its
current speed.
No appreciable damage. Move
attacking boat to the right (1-3) or
left (4-6) and past half its current
speed.

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