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    3

    provide a sheltered living environment. These cities would run

    autonomously and with no outside access or centuries, allowing

    the populations to live and evolve saely and peaceully, while

    maintaining the body o human knowledge and experience.

    In 2048, the rst underground city project begins construc-tion in Silicon Valley, Caliornia.

    Earth 2050-2065:

    dEstruction

    Nation-states and economic powers gradually come to accept the

    grim uture presented by the Apocalypse Scenario, and proceed

    to implement its prescribed survival plan. Projects vary according

    to the technologies and budgets available. Many underground

    cities are nanced by one o the Three Powers o the Apocalypse.

    Taking advantage o the situation, opportunistic entrepreneurs

    go so ar as proposing ready-made underground cities to the less

    technologically advanced countries, demanding exorbitant ees.

    China polarizes the world; some nations join Greenpiece in its

    boycott o China, while others continue to import needed mate-rials rom China or the construction o their cities.

    In 2052, Greenpiece announces that they have offensivemilitarycapabilities, and threatens waron China i it does notstop producing K-Mix. Greenpiece expands its construction o

    foating cities and military bases throughout the worlds oceans

    and seas.

    2053: Ninety percent o the remaining oil reserves arecontrolled militarily by industrialized countries. The Shadow

    Forces have nothing let to lose. They multiply their terroristattacksagainst every capital city o those countries. Their eorts

    continue until A-Day (Apocalypse Day).

    2055: The rst underground city is operational in SiliconValley.

    2057: Oil reserves dry up. The industrialized countries pres-sure China to export K-Mix, something it has been unwilling to do

    until now. Greenpiece is appalled by the request and threatens

    to bombChinas K-Mix reneries i it sells the compound to theworld. China reuses to sell K-Mix.

    2060: The CIA nally gets hold o the secret K-Mixormula and, unbeknownst to China and the world, the U.S.

    start secretly building K-Mix production acilities.

    2061: The U.S. ocially announces the discovery and immi-nent exploitation o a new source o energy, biological in nature

    like K-Mix, but reported to be 100 times less polluting.

    2062: Greenpiece requests samples o the USs new energyuel so they can test its pollution rate independently. The US

    government denies the request, pointing out that Greenpiecehas no legal authority over it or its people.

    2063: Ten underground cities are estimated operational.

    2064: Diplomatic relations degrade rapidly betweenGreenpiece, China and the United States. Greenpiece accuses

    China o having sold their K-Mix ormula to the U.S.,

    and China accuses the U.S. o stealing tradesecrets. Both accuse the U.S. o having lied

    about their so-called discovery and its

    reduced toxicity.

    A Greenpiece report reveals that pollution rates on the Amer-

    ican continent ollow a pattern identical to that o the K-Mix

    when it was rst exploited by China. Greenpiece accuses the U.S.

    o collaborating with China to push the world into self-inflicteddestruction.

    15 April 2065:The U.S. accuses Greenpiece oowning weapons of mass destruction, in direct contradictionwith its charter to save the world. Undeterred, Greenpiece

    conrms its possession o biological weapons and threatens to

    use them i the U.S. does not cease the exploitation o its newenergy source.

    1 May2065: a-day

    The Shadow Forces, taking advantage o the global conusion,

    launch their entire arsenal o chemical, biological and nuclearweapons on key targets within the U.S. and China, primarily

    K-Mix reneries and military bases. They immediately broadcast

    a message seemingly originating rom Greenpiece, in which

    Greenpiece claims responsibility or the attacks.

    Given Greenpieces recent threats and the violence o theattacks, China and the U.S. do not question the authenticity o

    the message and immediately retaliate in full forceagainst theGreenpiece Territories and all known foating cities.

    In less than one hour, a third o the planets surace receives 85%

    o the destructive orce available on our world. Many areas will

    remain contaminated, radioactive, or otherwise uninhabitableor centuries...

    Greenpiece never launched any weapons o mass destruction. To

    this day, nobody knows i they ever actually owned any.

    2 May2065: day1 ofthE

    post-apocaLypsE caLEndar

    It is estimated that only about twenty underground cities have

    managed to reach completion. Inhabitants are selected based

    on military grade, civilian skills, technical expertise, reproductive

    potential, and level o nancial contribution.

    yEars 0-500 p.a. (post-

    apocaLypsE): Earth rEborn

    The micro-populations remain underground or three to fivecenturies, waiting or a reduction in surace contamination.Some populations come out prematurely, resulting in deaths

    rom radiation poisoning, chemical contamination, bacterialinections, or other inectious diseases. Those individuals who

    survive undergo mutations that spread rom generation to

    generation.

    In 500 years, the populations have evolved and the cultures oeach have transormed in isolation. The most practiced skills and

    technologies are transmitted rom parents to children; whereas

    others all into obsolescence and disappear. Five centuries later,

    there are no more races or nationalities. There are only men

    and women driven by desperation and an insatiable desiretodiscover the world that their ancestors let behind centuries ago.

    They wish nothing more than to see the rebirth of Earth, toexplore the lands, looking or the technologies and the knowl-

    edge they have lost. Anxiously, 500 years later, the inhabitantsof the Earth emerge.

    Unortunately, it is as much in the nature o Man to conquer and

    destroy as it is to build, and this Earth Reborn may well suer aschaotic and somber a ate as the one it endured at the hands o

    humanity 500 years earlier.

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    Agent James Woo

    Faction: NORADAge: 37

    James Woo is a specialist in espionage and stealth. He is nimble, ast, clever, and can move with-out being detected. His skills and knowledge make him the ideal asset to gather inormation and

    retrieve ancient knowledge.

    He is also an outstanding engineer and accomplished scientist, making him particularly useulon the ground during reconnaissance missions.

    His thirst or knowledge, and his constant need to uncover and decipher ancient artiacts,push him ever urther in the exploration o the devastated land.

    More than a soldier, Woo is considered to be an archaeologist o the pre-Apocalypseperiod. His encyclopedic knowledge o pre-apocalyptic technologies is invaluable, but itmakes him a high-value target or enemy actions.

    4

    In 2006, the Pentagon relo-cates its NORAD operations rom

    the heart o Cheyenne Mountain

    to nearby Peterson Air Force Base,

    estimating that the reduced risk in

    intercontinental nuclear attacks no

    longer justies the cost o oper-ating the underground acility. The

    Cheyenne Mountain acility is

    renamed Cheyenne Mountain Directorateand is maintained ina low-level state o readiness in the event that the protection it

    oers might be needed again in the uture.

    In 2049, the Pentagon reactivates the Cheyenne MountainDirectorate acility and initiates project NORAD City.

    The objective: build an underground city below Cheyenne

    Mountain.

    The requirements: provide shelter to 5000 inhabitants; acilitymust be autonomous and sel-sustaining or several centuries.

    The 5000 people on the list are preselected and the list is updated

    annually. It includes an elite roster o the best generals, ocers,

    soldiers, scientists, and engineers, accompanied by their spouses

    and children to ensure procreation and the preservation of the human race. NORAD Citys amous Survivor List prominentlyeatures the name o the current President o the United States.

    The city is completed in 2056. Unortunately, the Presidentnever reaches NORAD City on A-Day. Given the rapid escalation

    o events, only 4590 people make it to the city.

    For the duration o their underground exile, the people o

    NORAD, consisting mainly o military personnel, ear attacks

    against their city as well as the emergence o new conficts

    ater the time of Rebirth, the expected time when the peopleo underground cities will nally surace again. Thereore

    they spend their time underground actively maintaining and

    enhancing theirmilitary arsenaland combat readiness.

    Years 0-250 p.a.

    In the atermath o the Apocalypse, people in the city start

    doubting the exact origin o the massive attacks against the

    United States that led up to A-Day. The leaders ear possible

    enemy reprisal against their city in response to the USs attackon A-Day. With their very survival at stake, the NORAD citizens

    develop a climate o paranoia, which they maintain or over two

    centuries, transmitting their ears rom generation to genera-

    tion.

    As a result, the citys available skill set rapidly specializes in the

    elds o military tactics and technology, at the expense oother elds.

    In year145, the rst surace-capable prototypes, the CombatWalkers, appear. They are airtight surace reconnaissance units,equipped with radiation and biological shielding, requiring

    only a volunteer soldier at their helms. Unortunately,

    surace contamination levels are still much too high or the

    current shielding and decontamination technologies. Thereore

    their deployment remains on hold.

    Inside the city, the death rate is on the rise due to madness,suicide, and the emergence onew illnessescaused by a lack osunlight and resh air.

    By year 250, NORAD Citys population is reduced to 3450,those men and women who are the strongest both mentally and

    physically.

    Years 251-500 p.a.

    Around263 p.a., the new illnesses are under control. Psycho-logical symptoms now only aect 5% o the population. Morale

    is at its highest, and the birth rate explodes, resulting in the rst

    baby boomo the post-apocalyptic era.

    In 310 p.a., the city is slightly overpopulated with 5350inhabitants. Surace detectors still indicate extraordinarilydangerous levels of radiation. The scientists in

    charge o surace world analysis will not yet approve any recon-

    naissance missions. They expect that another 150 years must pass

    beore any such missions can be attempted. The news demoral-

    izes the population...

    The ollowing decades proceed under the guidance o Arch-priest General McNeal. Hoping to increase population morale,he creates a religiousorder dedicated to the cult of Rebirth.

    He declares December 24, 460 p.a. as theDay of Rebirth. He inspires the people o the city to prosper,procreate, and prepare the uture generations or the glorious

    coming o Rebirth. More than 80% o the population become

    ollowers o the Rebirth Generation aith.

    Archpriest General McNeal dies in 335 p.a.

    Following the ideals o Archpriest McNeal, the population

    continues to increase or 150 years. The city must be built out

    to accommodate this increase. The Combat Walkers, which have

    remained unused until now, are retrotted with giant drillingmachines, allowing them to drill underground galleries, andthus expand the city.

    By 450 p.a., NORAD City houses 7470 inhabitants. Theunderground exploration technology develops exponentially,

    allowing expansion and exploration o the Earths crust on a

    large scale.

    Morale is at its highest in year 460. Christmas this yearwill be very special with the Day o Rebirth. Unortunately, on

    Christmas Eve, the Scientic Council delivers the worst possible piece of news: surace contamination levels are still too high.More time is needed beore sae exploration o the surace can

    begin.

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    Colonel Nick Bolter

    Faction: NORAD

    Age: 42Coming rom a long lineage o generals, Nick Bolter is a natural-born leader. He is rou-

    tinely assigned the leadership o very diverse commando missions, including reconnaissancemissions to the most remote and unexplored locations.

    Gited with an unbreakable spirit and unparalleled charisma, he is a living symbol o bravery and strength, inspiring blind aithin his men. He, in turn, believes strongly in his men and makes it an absolute priority to ensure the survival o every membero his team.

    In the last ty years beore NORADs planned resuracing, scientists and biologists put in place an enhanced nutrition plan toprepare the uture generations or survival in the outside world. They develop biologically-enhanced nutritional supplementsto give to all children s tarting rom birth. Nick Bolter was the rst to receive this treatment and continued taking the treatmentthroughout his childhood. He grew much aster than other children, developing exceptional strength and stamina. At 15, he

    was already 6 3 and had the body o a 30-year-old bodybuilder.

    Colonel Bolter is not only in outstanding physical shape, he is also a weapons specialist, amiliar with all typeso weaponry, and is oten bristling with weapons and equipment on his missions.

    5

    That night, out o despair, a third o the population lashes outin riots. They accuse the Scientic Council oheresyagainst theholy word o Archpriest General McNeal and his prophecy o the

    Day o Rebirth, and suspect the Council o trying to keep the

    population under its own control. One hundred ninety people

    manage to escape NORAD City that night, never to be heard from again. The rest o the population is somewhat appeasedby the Scientic Councils reassurances that there are only 40

    years let to wait.

    OnAugust 1, 498 p.a., the rst military reconnais-sance mission ocially leaves NORAD City to explore the suraceand send back reports every six hours. They will not be allowed

    to return to the city or ear o contamination. Each volunteer

    soldier is equipped with a drill-retrofitted Combat Walker.They enter the surace rom the section urthest removed rom

    downtown NORAD City, to limit the risk o exposure. Ater 48

    hours o exploration and survival tests, the marines get out o

    their Combat Walkers or the rst time.

    For the next two years, the Alpha Squadcontinues to operatewithin a 10km radius o the city, reporting no illnesses or unusual

    symptoms.

    Consequently, the city votes in a law allowing citizens to volun-

    teer or surace missions. The requency and objectives o the

    missions are tightly controlled and regulated by the NORAD

    City high command, under the leadership o General Arthur

    McNeal VIII.

    Reconnaissance and exploration missions become more

    numerous, pushing the NORAD squads to urther points on the

    ex-North American continent, looking or lost knowledge and

    technology, and seeking other survivors...

    During the ve centuries that the NORAD action has spent under-

    ground, it has developed the ollowing competencies: enhancedweaponry, fighting techniques, discipline, sustained morale,motivational skills, industrial and computer technology.

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    Lieutenant Monica Vasquez

    Faction: NORADAge: 25

    Monica Vasquez was awarded a medal o honor at the early age o 17. During her militarytraining, her target shooting scores shattered all previously held NORAD military records,regardless o gender. She is now NORADs elite sniper.

    Her avorite sport is track. She systematically outruns her ellow soldiers in every competition.

    Beyond her outstanding physical perormance, Vasquez is also highly educated and particularly wellversed in the elds o chemistry and medicine.

    Her extraordinary observation skills and intuition make her an ideal scout in many situations.

    She is naturally curious, quick on her eet, agile, yet able to move silently, and is oten assigned toimportant missions by the NORAD high command.

    In addition to this impressive resume, Vasquez soon discovers that her attractive physique will give her a sig-nicant advantage when dealing with some o the Salemites more prurient abominations.

    Combat Walker Mammoth MK II

    Faction: NORADManuacturing date: 495 p.a.

    The rst Combat Walker prototypes appear in 145 p.a. Their initial purpose is to enable suraceexploration while shielding their pilots rom radiation. Unortunately, the surace radiationlevels remain too high or the protection oered by the Walkers, and the machines are putin storage or several centuries.

    They are later retrotted with giant drilling machines, which allow them to drill under-ground galleries to expand the city.

    During the 5th century p.a., new Combat Walkers are built to prepare or suraceexploration, in anticipation o the coming Day o Rebirth. They are named Mammoths,a reerence to the other era o great change that was the Ice Age.

    The rst Mammoth model, the MK I, is completed in 455 p.a., ve years beore the dateprophesized by ArchPriest General McNeal. Hal o the Mammoth MK I are taken byescapees during the revolt o December 24, 460 p.a.

    Thirty years later, with renewed hopes o nally conquering the surace,NORAD scientists and engineers develop yet a new Combat Walker model,the Mammoth MK II. The new model is equipped with weapons and is rein-orced with military-grade shielding to be ready or potential skirmishes.

    The turret eatures a 180-wide shooting angle. This models primaryweakness is thereore in the rear, although its strong shielding aords itsome protection.

    Drill-equipped transport vehicles, simply called Drillers, are manuactured to carry the CombatWalkers to the ground. Each can hold one Mammoth MK II and its pilot, who sits in the cockpit, while drilling its way

    slowly upward until it emerges at the surace. Once the transport vehicle suraces, it opens like a fower, allowing theCombat Walker to step ree.

    On August 1st, 498 p.a., only six Mammoth MK II and their corresponding transport vehicles are operational. Four o themare used or the very rst exploration mission. NORAD will not have sucient time to produce additional units beore theyencounter the Salemites or the rst time.

    6

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    7

    2060: In a climate ogrowinginternational tension, constructiono one o the last underground

    cities begins in Salem, Massachu-

    setts. The project is unded by the

    Commonwealth o Massachusetts,

    local billionaires, and a scienticcommunity o renowned biolo-

    gists, surgeons, and neurologists.

    The site is located underneath the

    citys largest cemetery.

    In 2065, Salem Underground, as the local media call it, isnot completely operational by the time A-Day comes around.

    It is habitable but lacks numerous acilities. It is thereore only

    able to accommodate 3000 inhabitants. Salem Undergrounds

    Survivor List includes its numerous nancial contributors,local VIPs, as well as the entire scientic community involved in

    the project. About 200 people are oered ree placement on the

    list in exchange or key skills and core competencies in the eldso cybernetics, chemistry, psychology and other scientic eldsessential or long-term survival.

    Five people on the list are secret collaborating practitioners o

    the occult sciences, a act they have kept hidden rom other cityorganizers and members. Salems mayor, Jason F. Kendall, is one

    o those ve people. He selected the site under the cemetery or

    its occult signicance and recommended that the city o Salem

    donate the land to the project.

    OnApril 20, 2065 p.a., all 3000 selected survivorsare present at the site. Given the rising tensions around the

    globe, they decide to lock themselves up in the city and nishwork on the missing inrastructure. They never get the chance

    to come out again astheholocaust strikesonly 11 days later.

    The mayor o Salem assumes leadership o Salem Underground.

    He nominates our ministers to his cabinet. The nominated

    individuals are immediately conrmed by popular vote. I the

    mayor dies, it is planned that one o his cabinet members will be

    elected by popular vote to replace him. The Salem Underground

    is a peaceul, collaborative community, undamaged by confict

    or animosity. But, unbeknownst to the community, all o Kend-

    alls cabinet members are occult collaborators.

    Years 0-10 p.a.The rst ten years ater A-Day are spent nishing construc-

    tion o the city, which is still missing 20% o its acilities. Kendall

    inspires the population to work towards a uture or their chil-

    dren and to have pride in their ability to sustain a community o

    3000 survivors. The community is unctioning well, nding clever

    and original ways to complete construction even when stocks o

    raw materials become critically low.

    Meanwhile, the Occult Circle of Five develops a secretollowing. Kendall and his associates recruit geneticists, archi-tects, biologists, and chemists, by oering them attractivehigh-level positions and opportunities or vital research. They

    are given the all-important charter o ostering communitywell-being and planning or uture generations. The

    more reluctant recruits, who question whether

    the occult is compatible with science, are

    persuaded by additional benets and

    privileges, which are provided by the

    supporting billionaires who brought much o their luxurious

    liestyles with them. Eventually, almost all o the citys scientists

    are members o the secret society.

    By the end o the rst decade, the scientic community is entirely

    devoted to Kendall and his administration. Nobody else is aware

    o the existence o the Circle o Five.

    In year 5, a mysterious, violent illnessappears. The causeseems to be viral. The survival rate is less than 10%. The medical

    doctors arehelplessagainst the disease. Some blame the unn-ished state o the city and suspect a possible biological contam-ination rom the surace due to a weakness in the contamina-tion shield. But then, why is it that the entire population is not

    contaminated?

    In an attempt to contain and study the disease, doctors order

    regular examinations o all citizens every two months. The

    Crematoriumis orced into overtime. By the end o the decade,230 people perish rom the disease, causing growing panic.

    During the construction, certain areas o the city are secretly

    built by recruited scientists and engineers close to Kendall, and

    are kept away rom the publics eye. These areas are located

    on the other side o the Crematorium, a place which, or most

    people, marks the end o the city. They are told that there is one

    more room beyond the Crematorium that serves as the resting

    place or the ashes o deceased loved ones. But in act, it serves

    as the sole access to the secret areas.

    Years 10-20 p.a.

    In a display o anger at the ailure o medicine to nd a cure

    or the virus, Kendall pushes to turn to the occult sciences orpossible solutions, and asks the scientic community to nd

    creative solutions to ensure the communitys survival.

    Three hundred people now work secretly or Kendalls admin-

    istration, many o them in the secret areas, which they have

    dubbed Labtown. There, scientists build an unusual andadvanced laboratory rom the ground up. Questionable scien-tific experimentsare attempted on sick test subjects to increasetheir survival rate. They combine the elds o chemistry, biology,

    genetics, cybernetics, and indesperation, a dose o the occult.They fail miserably. However, on one memorable day, a post-mortem test subject on its way to the Crematorium miraculously

    exhibits signs o

    electrical activityin the upper limb muscles,

    resulting in an involuntary and sudden jerking o the arms that

    causes quite a right to the lab technician.

    Ater examination, there is reason or cautious, although twisted,

    optimism. Even though the virus remains unstoppable, the scien-

    tists conclude that, with urther research, it may be possible to

    revive dead people. Not the solution they were hoping or tomaintain population levels, but a orm o survival nonetheless.

    By the end o year 20, Labtown employs 450 scientists, allmembers o the secret society. They take shits in their work

    schedule so as not to draw attention rom the rest o the popula-

    tion. Kendall orders tunnels to be dug to recover cadaversandskeletons rom the Salem cemetery over their heads, providingan endless supply of remains on which to experiment. He isalso able to access cryptsknown to be strong centers o occultenergy.

    Experiments continue, combining sciences, medicine, and the

    occult, but deliver no signicant progress.

    Years 20-30 p.a.

    Kendall comes to believe that the cause o the ailed experi-

    ments is the age o the cadavers and skeletons recovered, the

    spark o lie having let them too long ago to create a successul

    experiment. Fresher bod iesare needed. Some scientists balk atthe suggestion, but others side with Kendall, hypothesizing that

    the presence o the virus might be a contributing actor. Kendalleventually convinces everyone.

    On October 15 o year 21, the Secret Scien-tic Community (SSC) votes to start experimenting on Salem

    Undergrounds dead. A process is put in place whereby bodies

    sent to the Crematorium or incineration are instead frozenandrerouted to Labtown, and ake ashes are returned in exchange

    or the amilies to see. The Crematorium thus provides a perect

    cover or the SSCs operation.

    Experiments on the dead multiply. New techniques develop

    combining the sciences and the occult.

    In 29 p.a., the SSC manages to reanimate Franck Einz, amechanic o impressive stature who died just two hours prior.

    Beore a panel o awed scientists,his body folds over, then sitsup on the operating table, tilts to the side, and collapses on the

    foor. The entire event lasts only our seconds but gives immense

    hope to Kendall and his team.

    The Omega Virus, as it is now called, remains unstoppable: 300people die o the disease in this decade. But, at least, the bodies

    can be used or research.

    By year30, Salem Underground is reduced to 2200 inhabitants.

    Years 30-40 p.a.

    Kendall dies o old age in year 35. The community is deeplyaected by the loss.

    In 37 p.a., Erwin McGregus, a ormer journalist, uncovers theexistence o Labtown and exposesthe Crematorium subteruge.The SSC acknowledges the acts but insists it is motivated only

    by the quest to nd a cure or the virus. Angry, the generalpopulation demands a justication or the secrecy.

    In the next three years, a growing climate of distrustenvelopsthe city. The Omega Virus claims an ever-growing number o

    victims: 200 people die o the virus between years 30 and 37; 200

    more between years 38 and 40 alone. Erwin McGregus numbers

    among those in year 38.

    Years 40-45 p.a.

    Salem Undergrounds population now numbers only 1790 inhab-

    itants. At this rate, the city will be aghost townin less than twogenerations. Public opinion becomes divided. Those who now

    believe that scientic and occult experimentation on the victims

    o the Omega Virus is justied are called the Occults by theirdetractors; and those who oppose the experiments on an ethical

    basis are the Rebels.

    In the year 42, civil war erupts between the two camps,lasting only three days. 390 Rebels and 190 Occults lose their

    lives in the ght. The Rebels are deeated, captured, and

    regrouped in a separate section o the city where they

    are kept under close guard. They are now called the

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    Proessor John Kendall Jr

    Faction: SalemiteType: HumanAge: 63

    John Kendall is the most prominent o the Salemite scientists, andis a descendant o Jason F. Kendall, ounder and rst leader o SalemUnderground.

    Kendall holds the Oce o President o the S.S.C. (Secret Scientic Commu-nity). He is recognized by the community as a master, not only in the occultsciences, but also in chemistry, biology, and surgery. His skills in electronicsand cybernetics are also envied.

    The proessor is determined to push the limits o reanimation technology, atall costs, and regardless o the ethical consequences. He perorms horricexperiments on the living as well as the dead, displaying unbound cruelty anda stunning lack o compassion. Kendall is in constant need o test subjects.

    NORAD citizens have given him such nicknames as the Occult Butcher, orthe Cybernetic Necromancer. In truth, they are earul o his terriying experi-ments and the hordes o zombies he creates around himsel.

    Kendall dreams o a world where he is in total control o a decimated planet

    populated only by zombies. With their help, he dreams o exterminating thelast o the human survivors, and then reanimating them as zombiesto better control them, a program indicative o his diseasedmindset...

    8

    Banished. Victims o the civil war are rozen and stored oruture experiments.

    Between years 42 and 45, progress in reanimation tech-nology allows people who die less than 48 hours prior to be rean-

    imated or periods o up to 15 minutes beore collapsing again.

    June 15, year 46: An SSC scientist uncoversevidence o virus stockpiling by some o the leaders o the Occult

    movement. The evidence also includes a report entitled The

    Coming of the Age of the Occult: Immortal Souls, ImmortalBodies.Computer les catalog every victim o the virus sinceyear 0, along with the ollowing mention next to each victims

    name: virus injected on..., ollowed by a date. Anotherdocument reads Virus Research: A Necessary Evil on thePath to Salvation. Most members o the SSC were unawareo this inormation, which only extremist Occult membersknewabout. The community at large is in an uproar.

    Public opinion is again divided in two opposing camps: those

    who are appalled by the sheer perversion of human values,and the Occult extremists who have become so fanaticalintheir occult practices that they believe this is the best path or

    humanity.

    A new civil war erupts less than our years ater the rst one.

    Mysteriously, the Occult extremists seem to have been ready or

    the conrontation, having taken possession o the citys entire

    weapons arsenal. Some suspect that they actually instigated the

    evidence leak to clearly identiy their allies and enemies.

    This second civil war lasts only a day, resulting in a tripling o the

    Banished population, now renamed Test Subjects, or Subjectsor short. They are inventoried as part o the ExperimentalSupplybank.

    In year 49, Salem Undergrounds population numbers 970inhabitants, including 450 Subjects and 520 Occults. Labtownscryogenic archives are 870-cadaver rich and are ready to beused in many kinds o experiments. Franck Einz, the rst truly

    successul test subject, is stored in these archives.

    Years 50-60 p.a.

    Experiments continue at an unrelenting pace. Cadavers are

    exploited multiple times. Live Test Subjects are sometimes

    employed or comparative analysis.

    The Omega Virus is no longer injected into people. Coinciden-

    tally, no new cases o the virus are reported...

    With the diminishing supply o resh dead bodies, experimen-

    tation on live Test Subjects becomes increasingly tolerated,

    encouraged even. The Subjects are subdued, enslaved,tortured,and are without hope.

    In 60 p.a., scientists manage to keep a body reanimated or11 hours and 25 minutes, thanks to a new serumadministeredwithin two hours ater death.

    Years 60-345 p.a.

    The years and the generations go by, but no signicant progress

    is reported on increasing the length o reanimation. However,scientists are able to reanimate the same body more than once

    with additional serum injections. They conclude that, to

    stay reanimated, bodies need a constant supply o the

    serum, pejoratively dubbed Zombie Serum by theSubjects. Rather than trying to perect the serum,

    scientists work with engineers to develop a sel-sucient, auto-

    mated serum delivery system.

    In 247 p.a.,Franck Einz becomes the rst reanimated subjectto be equipped with a life-support pack eaturing the serumdelivery system. He stays alive or two years, resupplyinghis equipment as necessary. In that time, Franck exhibits only

    slight levels o intelligence. He is then returned to the cryogenic

    archives.

    For the next ty years, scientists address the intelligence issuewith promising developments in artificial intelligence tech-nologycombining cybernetics, electronics, and neurology.

    By262 p.a., most o the Subjects are used up. Only 850 inhab-itants remain in Salem Underground, the large majority o them

    are Occults. The cryogenic archives are lled with cadavers in

    various stages o experimentation.

    In the early 300s, reanimated bodies are equipped withlie-support packs and the rstneuronic helmets, allowing themto reach the IQ o a one-year-old child.

    In the ollowing decades, research continues in cybernetics andartificial limb systems, as well as in the rising eld o post- mortem surgery, making it possible to construct an enhancedbeing rom parts o various cadavers or optimum perormance.

    In 345 p.a., neuronic helmets give reanimated bodies the IQo a our-year-old child.

    Year 346 p.a.

    Franck Einz undergoes a complete transormation. He has become

    the SSCs avorite Test Subject, having been genetically-modied

    and cybernetically-enhanced, taken apart and put together again

    rom many dierent parts. He is not only more powerul, but

    also more intelligent, than all the other Subjects. He is equipped

    with a lie-support pack containing a one-week supply o serum,a state-o-the-art neuronic helmet, and a cybernetic arm giving

    him supernatural strength. His IQ is that o a nine-year-old child.

    For the next ve years, the SSC ocuses on enhancing the AI

    programming built into the neuronic processors with the objec-

    tive o sending Franck on a solo reconnaissance mission to the

    planets surace.

    Year 351 p.a.

    Einz is now as intelligent as an average adult. On August 1st,

    351 p.a., he is sent to the surace or a 24-hour reconnaissance

    mission. Upon his return, he is decontaminated, studied, andanalyzed to assess the risks o surace exploration. He also brings

    back chilling videoso the devastation on the surace.

    Years 352-400 p.a.

    By the end o the century, Francks IQ exceeds that o most o

    the citys inhabitants, thanks to signicant AI developments. The

    SSC renames him Franck Einstein. He is regularly sent out tothe surace or urther exploration and to collect raw materials

    and artiacts.

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    Franck Einstein

    Faction: SalemiteType: Reconstructed BeingAge: around 500 years

    Franck Einstein has been assembled over centuries rom vari-ous body parts and organs extracted rom deceased or, insome cases, live humans. His brain remains that o Franck

    Einz, a mechanic with an impressive body rame, who haddied in 29 p.a.

    Frank Einz has long been the preerred subjector all o S.S.C.s key experiments and, dueto limited resources, their only subjectwith articial intelligence. He hasbeen altered, operated on,and otherwise enhancedmany times over. Today,he is a genetically andcybernetically-enhancedsurgical jigsaw puzzle.

    Franck has evolved overthe centuries to become theideal tool or surace exploration, with no risk to human lives. For more than150 years, he has been sent on numerous surace missions rom which hebrings back vital inormation and artiacts rich in teachings or the S.S.C.

    His stamina, his overwhelming ghting power in close combat, his intel-ligence, and his immunity to any ailments (he is already dead, ater all)make him an exceptional asset in exploration and combat missions. Hestill participates today in many such missions.

    Francks brain is linked directly to a neuronic helmet eaturing the best

    articial intelligence technology available. Thanks to this electronicsmarvel, his IQ is almost as high as that o Proessor Kendall, althoughFranck remains under the rm control o Kendall, Deeler, and Hol-lister. That is the theory, anyway...

    Might there be something let o Franck Einzs original thoughts,impulses, eelings, soul? Unortunately or them, the Salemitesare about to nd out...

    Jessica Hollister

    Faction: SalemiteType: HumanAge: 33

    Jessica Hollister is in charge o the security o Salem Underground. Sheis also the Salemites chie o police and military leader. She is knownor her severity, viciousness, cruelty, and her passion or rearms. Her

    authority has never been challenged. Soldiers ollow her orders unques-tioningly, oten or ear o reprisal at the mere suggestion o the slightestdisagreement with her ideas.

    Jessica is a anatical daredevil who systematically rushes to the rontline toght the enemy personally. She is equipped with numerous weapons and is

    loaded with ammunition. She avors rearms, but she can also handle a blade,and she does well in hand-to-hand combat.

    Hollister is merciless and eared as much by her enemies as by her own troops.When she nds hersel in need o stress relie, she enjoys abusing poor Cherokee

    Bill. She might regret it one day...

    9

    Year 448 p.a.

    Franck Einstein is unbeatable at chess.

    November 16, 477 p.a.

    On a contamination analysis mission, Franck reports

    that, or the rst time, surace living conditions are

    acceptable or humans in the Salem area.

    December 1st, 477 p.a.The rst human expedition goes out to the surace,

    comprised o our volunteers. In the ollowing weeks,

    each o the 570 Occult survivors o Salem Underground

    gets a chance to explore the ravaged land that oncewas the proud Commonwealth o Massachusetts.

    Years 478-501 p.a.

    The population progressively migrates west rom

    Salem, building dwellings and ortied centers in the

    surrounding areas. Salem Underground is not aban-

    doned; it remains the populations capital city andresearch base.

    In 500 p.a., the population grows back to 1530people, including 630 humans including only a handul

    o Subjects. The other 900 are reanimated beings used

    or deense and heavy, undesirable tasks. Later on, the

    NORAD action will come to reer to them pejoratively

    as the Zombies, while they will call the Massachusetts survi-vors the Salemites.

    In their 477 years spent underground, the Salemite action has

    developed the ollowing competencies: occult sciences, chem-istry, biology, surgery, cybernetics, artificial intelligence, torture, necromancy. Their computer science and technologylevel is above par.

    September 21, 502 p.a.

    A Salemite commando squad crosses paths or the rst time with

    a man and woman rom the NORAD action. Franck Einstein is a

    member o that squad. He is intrigued.

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    Je Deeler

    Faction: SalemiteType: HumanAge: 45

    Je Deeler is a deranged individual. He has spent most o his liesurrounded by reanimated cadavers. He has no amily. He considers

    the cadavers his only amily, his brothers. Some suspect he might

    have poisoned his parents in order to reanimate them and better control them.

    His elds o expertise include electronics, technology, occultism, and post-mortem psy-chology. I there is one person who truly understands how a zombies mind works, Je

    Deeler is that man.

    Je Deeler specializes in improving the zombie control technology. To that end, he hasengineered a piece o equipment combining occult technology and electronics.

    The equipment is attached to the ront o his body and broadcasts wavesallowing him to control any zombie within line o sight, almost as ihe were inside its body. While under his infuence, those zom-bies are more energized, they act aster and are smarter.Well, everything is relative...

    The Salemite action has mismanaged its peoplesdietary needs or centuries. As a result, the agriculture

    o their underground city is poorly developed compared tothat o other actions. The lack o proper diet has led to a surge in gas-

    trointestinal diseases in the population. Je Deeler has been particularlyaected by this problem and is a chronic suerer, leading to requent trips to thebathroom at the most inopportune times...

    Cherokee BillFaction: SalemiteType: HumanAge: 36

    Cherokee Bill comes rom a long line o Test Subjects.

    Growing up, the hardship o his lie as a Test Subjecthad been urther compounded by his autistic condi-tion: he doesnt understand the strange world around him, and nds reugein things he can control, in particular his invention o mechanical devices.

    Cherokees mechanical skills impress members o the Occult and, on his20th birthday, they welcome him among them, even sending him onmissions occasionally.

    He thrives in the new environment, becomes more open to the worldaround him, and eels happy about his inventions. Among some o hismore original creations are highly eective miniature fame-throwersdesigned as wrist attachments.

    Nonetheless, Cherokee is consistently mistreated by his superiors,sometimes even regarded as a slave, due to his Test Subject origins.Over time, he recognizes their condescension and comes to resent theircontempt.

    As the years pass, he nds himsel hoping or a dierent lie within a dier-ent community where he might be better appreciated or who he is. Therst encounters with other survivors might very well put into question hisloyalty to the Salemites.

    10

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    Jack Saw

    Faction: SalemiteType: ZombieAge: 45 when Jack Sawyer died

    Jack Saw is the reanimated cadaver o Jack Sawyerdeceased in497 p.a.who was buried under rubble during the restoration o the

    old Salem city hall. The renovated building, now dedicated to Jason F.Kendall, is currently being used by the Salemite High Command.

    Jack is reanimated within minutes o his death. His mind still has vaguerecollections o his old job and the physical tasks he used to perorm. JeDeeler studies the reduced mental activity o the reshly reanimated body,and detects signs o violent tendencies as well as a constant desire to work.He makes a proposal to the S.S.C. to leverage this excess o energy and hate byturning Jack Saw into a ghting and demolition machine. The S.S.C. approvesthe project and grats onto Saws brain an advanced, new model o a neu-ronic helmet. For his part, Je Deeler axes a cybernetic arm to Jacksbody. The arm is equipped with a tempered steel circular saw. Jack Sawis born.

    He is soon assigned to close combat missions: his rage and violence aredevastating in direct contact. He is also given many physically exhaustingtasks like demolishing walls, cutting wood, cutting doors out o existingwalls, etc.

    Saws modications prove so popular that a line o cybernetic saw-equipped zombies is created.

    Zombies

    Faction: SalemiteType: ZombieAge: variable

    These zombies are equipped with a Power Fist and lower body reinorcement.However, they do not have automatic Zombie Serum delivery systems. They

    must be given daily injections o serum in order to remain reanimated.

    The Salemites oten use these zombies as guard dogs or basic inantrysoldiers during combat. As soldiers, they cannot use weapons because

    o their very limited intelligence, but they nonetheless prove useulas deensive walls o fesh. Without the benet o a neuronichelmet, a zombies IQ is indeed quite low!

    11

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    Vasque

    zEscapetoFreedom

    12

    September 21st, 502 p.a.

    Vasquez and her partner are on an exploratory mission ar away

    rom NORAD City, unaware that they are getting deeper into

    Salemite land.

    When they cross paths with a Salemite commando squad, theytry to establish a riendly dialogue. The Salemites' answer is

    unhesitatingly and surprisingly aggressive.

    Ater decades o obsessive and deranged practices, the Salem-

    ites see anyone who is not one o them as nothing more than

    a potential test subject or their unholy experiments. Surace

    exploration is marked by the anticipation o capturing survivors

    o other actions to resupply their inventory. They are not inter-

    ested in establishing any kind o relationship with other actions;

    they just want to retrieve, control, and own as many artiacts and

    resources and as much knowledge and land as they can.

    Vasquez is captured while her partner is killed in the encounter.

    Back at NORAD command, ater days o no communication, it is

    believed that both scouts are dead or worse, tortured rst or

    inormation about the location and deenses o their city.

    Meanwhile, Vasquez is being held prisoner in a restored

    mansion, located above ground. It belongs to Salemite scientist,Je Deeler, an oddly rightening man who uses his compound to

    perorm horric experiments on human beings.

    Je Deeler orders Franck Einstein to guard Vasquez, unaware

    o the creatures growing ondness or the beautiul stranger.

    But it becomes obvious that something is wrong as the brilliant

    monsters attitude and responses to orders start changing or the

    worse: it is getting harder and harder to keep him under control

    whenever Vasquez is around. Deeler moves Vasquez to a secure

    room and locks Einstein away in a bedroom on the other side o

    the mansion, hoping that out o sight means out o mind. But

    then

    Zombies are shufing about in the park, guarding the compound

    like slow and ugly dogs. One o them, Jack Saw, is out in the

    woods, cutting wood or the winter, a task always assigned to

    him.

    Back in the mansion, Deeler is gently relieving himsel o some

    extra weight when a booming noise rom across the dining

    hall interrupts his quiet time. Franck Einsteins deaening howl

    echoes through the mansion corridors. Deeler immediately real-

    izes that Franck Einstein, crazy in love with the NORAD soldier,

    is at this very moment breaking out o his cell and going to look

    or her and thats when Deeler thinks: Time to set things

    straight with this ungrateul beast and his unnatural urges

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    13

    Scenario Setup

    Build the map using the rame as shown in the picture.The foor tile pieces shown on the map have exaggeratedround corners and inner glows or easy identication.Careully choose the doors according to their character-istics (Sliding vs. Wooden, Magnetic cards, and Defensivevalues), and place them between the proper squares, asshown.

    NORAD Forces

    The NORAD player controls only Franck Einstein at thebeginning o the scenario. Vasquez is locked up in oneo three possible bedrooms (see map). Only the Salemiteplayer knows where she really is.

    The NORAD players base CP allowance is: 10 CP.

    In this scenario, the NORAD player receives the Ini-tiative during each Initiative phase.

    Salemite Forces

    The Salemite Player controls Jeff Deeler, Jack Saw, Zom-bie 1, and Zombie 2.

    Je Deeler carries a Magnetic card. Place a Magnetic cardmarker on Je Deelers Character card.

    The Salemite players base CP allowance is: 10 CP(remember to add Jeff DeelersBonus CP o +2 asdescribed in the Initiative phase section).

    DeploymentThe Salemite player places his our miniatures on thesquares indicated by the Character pictures on the map.Je Deeler is on the toilets. Jack Saw is in the woods; thetwo other zombies are on their tombs in the Cemetery.

    The Salemite player also takes Vasquezs marker andtwo NORAD Decoy markers. He secretly places the threeNORAD markers ace down, one per bedroom, as indi-cated on the map.

    Franck Einstein is placed inside the locked bedroom, asshown on the map.

    Special Rules

    Vasquez starts the game with a Prisoner marker on herCharacter card to symbolise that she is locked up in a room.As long as she is locked up, Vasquez cannot be activatedand doesnt provide Bonus CP during the Initiative phase.When the door to a bedroom with a ace down NORADCharacter marker is opened or destroyed, or when one oits walls is broken down, reveal the Character marker inthe room. I it is a Decoy, remove it rom the map. I it isVasquez, replace the marker with Vasquezs miniature onthe map and remove the Prisoner marker rom VasquezsCharacter card.

    Starting with the next Activation round, the NORAD player

    will be able to activate Vasquez as any other Character.However, the NORAD player will need to wait until thenext Initiative phase to earn Vasquezs Bonus CP.

    Scenario Length

    The scenario ends when one player has reached his victoryconditions.

    Victory Conditions

    The Salemite player wins i Vasquez dies. The NORADplayer wins i Vasquez successully exits the map throughthe south side indicated by the arrows labeled VasquezsEscape to Freedom. As soon as Vasquez enters any squarepast the red line on that side, the game ends and theNORAD player wins.

    Hints to Speed up Map Construction

    Its easier i you sort the tiles by shape and store your gamewith the tiles always sorted. When building the map, startwith the main indoor rooms. Then proceed with the corri-dors, ollowed by the larger outdoor pieces (with grass ortrees), and nally ll the gaps with the small outdoor tiles.

    November 16th, 502 p.a.

    NORAD's Secret Service receives a peculiar intelligence report

    about a remote town in ex-North Carolina.

    Father Gilbird, the spiritual leader o the town, who is passionate

    about the pre-Apocalypse history o the area, has learned that

    the ruins around them are o an old university by the name o

    Chapel Hill. Not surprisingly, the Chapel was the rst building

    to be restored.

    The town's inhabitants are victims o Salemite oppression anddo everything in their power to resist. According

    to the report, Father Gilbird has developed

    a mystical, religious counter-agent to the

    inamous Zombie Serum concocted by the

    Salemite scientists.

    Ater Father Gilbird's colleague and best riend, Father Jackson,

    is eaten alive by Salemite Zombie troops who raided the village

    on their way to Florida, the priest perorms a powerul blessing

    ceremony on his church to provide a sae shelter or the believers

    and the villagers.

    NORAD sends its best undercover agents on a commando

    mission to protect and rescue Father Gilbird. Nick Bolter,

    James Woo, and Monica Vasquez, resh rom her escape rom

    Je Deelers compound, arrive at the village very late on the

    evening o November 20th. They meet with Father Gilbird and

    try to convince him to come back with them to NORAD City. Hisknowledge will be o great value to end Salemite oppression.

    But Father Gilbird is dedicated to his village and his parishioners.

    There is no way he will ever abandon them.

    The three soldiers share a nice, quiet dinner with Father Gilbird,

    a strong and inspiring orce-o-a-man in the middle o these

    troubled times. Ater dinner, he shows his guests to their rooms.

    O course, he cannot resist taking them to his beloved Chapel on

    the way. He explains that he has secured the Chapels doors with

    Magnetic Card locks and that he holds the only Magnetic Card

    key. This provides sucient protection against human beings,

    he assures, but not against the zombies supernatural strength.

    Then he mentions the special blessing he has perormed on the

    Chapel. It is so strong here that the Salemites evil aberrations

    would never dare enter. Ater visiting the monastery, they all

    retire to their rooms, reassured by the Fathers words.

    Naturally, the Salemites also ound out about Father Gilbird

    and the rumors about his supposed antidote to the

    Zombie Serum. They send a small raiding group with

    the objective o killing the Father and grabbing the

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    ormulas and samples relating to the counter-agenti they

    even exist. The group arrives in the middle o the night while the

    NORAD agents are in their rooms. Father Gilbird hears strange

    noises coming through the monastery corridors. He wakes up

    and goes down to the basement to investigate: not the best

    decision o his lie. He meets a gruesome death at the hands o

    a amished zombie. His horrible screams wake the three NORAD

    soldiers. Faced with this zombie invasion, their only hope or

    survival is to reach the Chapel. Unortunately, the only Magnetic

    Card providing access to all the Chapel doors was in the posses-

    sion o Father Gilbird. Hopeully, he let it in his bedroom.

    For Nick Bolter, Vasquez and James Woo, it might very well be

    the Last Hope Chapel!

    Scenario Setup

    Build the map as shown on the picture. The rame is notused during this scenario. Careully choose the doorsaccording to their characteristics (Sliding vs. Wooden,number o hits in the icon, Magnetic card), and place thembetween the proper squares as shown.

    NORAD Forces

    The NORAD players base CP allowance is: 8 CP(remember to add Nick Bolters, Vasquezs, andJames WoosBonus CP as described in the Initia-tive phase section).

    In this scenario, the NORAD player receives the Ini-tiative during each Initiative phase.

    Salemite Forces

    The Salemite players base CP allowance is: 15 CP(remember to add Jessica Hollisters and JeffDeelers Bonus CP as described in the Initiativephase section).

    Deployment

    Place a Magnetic card marker on the map in the squareindicated. On the map, the Ocers Bedroom #2 repre-sents Father Gilbirds bedroom.

    The NORAD player takes the Character markers corre-sponding to the three Characters he controls and placesthem behind his screen. He must choose and place one

    Character marker, ace down, in each o the three bed-rooms in the squares indicated on the map.

    The Salemite player takes the Character markers corre-sponding to the ve Characters he controls and places thembehind his screen. He must choose and place one Charactermarker, ace down, on the stairs coming rom the basement(See the Salemite Character marker placed inside the build-ing on the map). He then places the our remaining Charac-ter markers ace down on any outdoor squares.

    Outdoor Square: any square containing grass, dirt or atree (or example: the present scenario uses 28 outdoor

    squares).

    Note: The ace down Salemite Character markers visible onoutdoor squares in this map show an example o a valid initialdeployment. The Salemite Player does not have to ollow thisexact setup example.

    Once both players are satised with their initial deploy-ment, all Character markers are revealed and replaced bytheir corresponding miniatures. During this process, play-ers choose the acing o each miniature they control.

    Special Rules

    The three zombies cannot enter any square inside the Cha-pel. However, a zombie can execute a Close Combat orderagainst a Defender standing in the Chapel as long as thezombie himsel stays out o the Chapel.

    Scenario Length

    The scenario ends when one player has reached his victoryconditions.

    Victory Conditions

    The Salemite player wins as soon as any one NORAD Char-acter is Killed.

    The NORAD player wins as soon as twoNORAD Characters are in the Chapel.

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    NORADs Exit Route

    15

    April 18th, 503 p.a.

    Proessor John Kendall Jr. is already amous throughout the

    Salemite community or his work on the Zombie Serum. But now

    his ame is about to reach greater heights due to the creation o

    a Deadly Virus, a highly eective new potential weapon which

    kills within seconds ater exposure.

    The proessor comes to Salem Underground to show o his

    discovery to the S.S.C. (Secret Scientic Community). Ater a

    successul demonstration, he returns to his private mansion with

    the virus to perect the project, escorted by Salemite Chie o

    Security, Jessica Hollister, and two o Kendalls most relentless

    Zombie bodyguards. On the way back, however, they all victim

    to an ambush by a small squad o NORAD agents. Evidently,

    NORAD is aware o the proessors creation. The squads orders

    are simple: eliminate John Kendall Jr. and bring back the Deadly

    Virus intact. The proessor is not a warrior but he is a particu-

    larly clever man. He quickly realizes that he must release the

    virus in order to survive! His plan is to inject himsel with theonly dose o antidote in existence, which he keeps hidden in his

    private Chemistry Lab, and then release the Deadly Virus, killing

    everyone in the area except himsel. Unaware o his plan, Jessica

    Hollister and the zombies protect him as best they can, while he

    makes or the lab. For the sake o a world just reborn, lets hope

    he never reaches that damned lab

    SalemiteForces

    Pr. John Kendall: equipped witha Magnetic card marker and a Deadly Virus marker

    Jessica Hollister: equipped with a Light Bolter Zombie 1: equipped with a Knie

    Jack Saw

    Salemite Base CP allowance:10 CP

    The Salemite player receives theInitiative in each Initiative phase.

    Scenario Setup

    Build the map respecting all elements shown on the map(including door types, Defensive value, and Magnetic cards).

    NORAD Forces James Woo: equipped with a Grenade Launcher

    Vasquez: equipped with a Sniper Rife

    Nick Bolter: equipped with a Heavy Machine Gun

    NORAD Base CP allowance: 8 CP

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    Deployment

    The Salemite player places the miniatures o the our Char-acters he controls on the squares indicated on the mapby the corresponding Character markers. Each Characteris assigned to a specic square. The Salemite Player mustrespect this deployment, though he can choose the acingo each o them.

    The NORAD player does the same with the miniatures o

    the three Characters he controls.

    Special Rules

    Pr. John Kendall will not give the Deadly Virus to any-body (whether Salemite or NORAD) until death! He canhowever transer his Magnetic card to someone. I JohnKendall dies, any non-zombie Character entering thesquare occupied by his Dead body can pick-up the DeadlyVirus. Zombie Characters cannot stay on John KendallsDead body. I John Kendall is Killed in Close Combat, hisAttacker can pick up the Deadly Virus marker and/or any

    other Equipment.

    Scenario Length

    The scenario ends when one player has reached his victoryconditions.

    Victory Conditions

    The Salemite player wins as soon as Pr. John Kendall entersany square o the Chemistry Lab, or when all NORAD Char-acters are Dead.

    The NORAD player wins as soon as any NORAD Charac-ter exits the south side o the map marked NORADs ExitRoute, crossing the red line on that side o the map, whilecarrying the Deadly Virus.

    Any other situation is a draw.

    December 29th, 503 p.a.

    Weeks ago, the Salemites ound a highly valuable ancient relic.

    They brought it back and placed it saely in a building they call

    the Vault, located in a remote Salemite-controlled location.

    Jessica Hollister is currently in charge o a battalion guarding

    the artiact. The precious item has been stored in the Secret Sae

    Room, and not even she knows what she is guarding. Her orders

    are simple: prevent anyone rom entering the Secret Sae Room

    and stealing whatever is inside. She also receives instructions

    that not even Salemites may enter the room, no matter what,

    unless a breach o security occurs that could endanger the items

    saekeeping. O course, Jessica Hollister wonders what secret o

    such importance could hide behind these steel doors. Her curi-

    osity is consuming her, but as a good soldier dedicated to her

    action, she would never think o disobeying orders.

    Meanwhile, NORADs Secret Service ollows clues to track down

    the legendary historical item. The path they ollow leads them

    to the Vault. It appears impenetrable, and as i that were not

    enough, Jessica Hollister and her troops are now deending

    the place. A rontal assault would be tantamount to suicide. So

    NORAD decides to launch a diversion attack in a Salemite village

    north o the Vault. They hope that Jessica Hollister will send

    most o her troops to stop the invasion. And thats exactly whathappens. Poor Jessica Hollister so predictable. Meanwhile, a

    small NORAD commando group, ully equipped with explosives,

    attempts to break into the Vault. Their mission: bring back the

    artiact kept inside at any cost!

    Finally realizing that the attack in the north is a decoy and that

    she is now all a lone in the Vault with Je Deeler, Jessica Hollister

    starts to panic. She needs to come up with ways to deend

    the Secret Sae Room. First, she looks or a way to booby-trap

    the access points to the sae inside the building. But then she

    remembers that the place is ull o dead bodies stored here

    or experiments. Why not use them? There has got to be some

    Zombie Serum somewhere in the Chemistry Lab. She rushes tothe lab beore the NORAD commando breaks in. She nds the

    Zombie Serum but it is not in a state ready or transport. So

    she starts looking or syringes. She nds a drawer ull o

    them, but in the rush and panic, she drops the drawer

    to the foor and they shatter into thousands o pieces;

    only one remains intact. Damn it! She is desperate, and her lack

    o scientic training makes her eel useless, so she calls Deeler to

    the rescue. He runs to the Lab and lls the last remaining syringe

    with a dose o Zombie Serum. Hollister orders him to create as

    many Zombie soldiers as possible, relling the syringe each time,

    while she looks or some high-tech deensive equipment. As

    they rev up or the battle, Hollister shouts: The contents o this

    sae must be protected by all means necessary, even i it should

    cost us our lives!

    Scenario Setup

    Build the map including all elements shown on the picture(being careul to use proper door types, Defensive values,and Magnetic cards).

    NORAD Forces

    James Woo: equipped with an M7 Colt, Medical Kit, andTime Bomb

    Vasquez: equipped with a Revolver, Kevlar Armor, Mor-phine, Motion Detector, and Plastic Explosive

    Nick Bolter: equipped with a Heavy Machine Gun, Tar-geting Lens, and Mines

    NORAD Base CP allowance: 8 CP (Add each Char-actersCP Bonus).

    The NORAD player receives the Initiative in eachInitiative phase.

    Salemite Forces

    Jeff Deeler: equipped with Zombie Serum, ZombieControl Device, Morphine, Knie, and a Magnetic cardmarker

    Jessica Hollister: equipped with a Taser, Jet-Pack, Mines,

    Titanium Claws, and a Magnetic card marker

    Salemite Base CP allowance: 10 CP (Add eachCharactersCP Bonus).

    Deployment

    The Salemite player places histwo miniatures on any two validsquares inside the building. He can-not deploy any Character on out-

    door squares. He also chooses eachCharacters acing.

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    NORADsExitRoute

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    The NORAD player places his three miniatures on thesquares indicated by their Character markers on the map.Each Character is assigned to a specic square. The NORADPlayer must respect this deployment and has no choiceabout his Characters starting positions, except that hechooses the acing o each o them.

    Special Rules

    Zombie Serum

    Careully read the detailed description o theZombie Serum in the Equipment card glossary. TheGlossary rules apply with one modication: when

    the Zombie Serum is used successully, instead o removingthe card rom your Character, place an OFF marker on it,representing the act that the syringe is empty. The Char-

    acter carrying it will be able to use it again once he rellsit (see below).

    Chemistry Lab (Reflling the Syringe)

    Unique to this scenario, the Chemistry Lab provides theollowing IPS ability:

    This means that a Character carrying an empty ZombieSerum syringe (the Zombie Serum card with an OFF markeron it) and standing in the Chemistry Lab, can rell it or1 CP minimum, using an Interact order section. The Char-acter perorming this order uses his own Scientic valueto perorm the rell test and adds 2 yellow dice since he is

    standing in the Chemistry Lab. I the number o test pointsrolled equals or exceeds 2, then the syringe is relled withZombie Serum. Remove theOFF marker rom the ZombieSerum card.

    This Special Ability comes in addition to the original IPSability printed on the Chemistry Lab foor tile.

    The Secret Sae Room

    Salemite Characters are not allowed to enterthe our squares o the Secret Sae Room. Theyare not allowed to open or destroy the Mag-netic card door that leads to the Sae room,

    nor are they allowed to destroy any wall leading to theseour squares.

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    Once the NORAD player has either opened the Sae dooror destroyed any wall leading to these our squares, theabove restrictions become null and void.

    The U.S. Constitution

    At the beginning o the scenario, placethe US Constitution Equipment card aceup on the side o the board. The U.S.Constitution is considered to be in the

    crates inside the Secret Sae Room, asindicated by the red arrow. In order topick up the U.S. Constitution, the crate

    must rst be destroyed using the normal rules to destroyFloor Elements. Once the crate is destroyed, any Characterpassing through its square can pick up the U.S. Constitu-tion at no cost, while respecting the Weight Limit.

    I a Character is carrying the U.S. Constitution, its control-ler can keep up to 6 Order tiles behind his screen at theFinal phase, and draws tiles during the Initiative until hehas up to six Order tiles behind his screen.

    Hint

    How can a resh zombie created by Je Deeler get outo the Zombie Lab (locked by a Magnetic Card Slidingdoor) and still return the Magnetic card to Je Deeler soJe Deeler does not remain locked inside? Let us assumethat Je Deeler is standing in ront o the door with theMagnetic card. The zombie is activated. He moves and

    passes through Je Deeler, takes the Magnetic card,opens the door, gives the Magnetic card back and movesthrough the open door. All these actions are done usingMove orders. Taking and giving the Magnetic card costnothing, opening the door costs 1 Movement point. Thedoor will only close at the end o the Zombies Activationround, and at that time, Je Deeler will still be holdinghis Magnetic card.

    Scenario Length

    The scenario ends when one player has reached his victoryconditions.

    Victory Conditions

    The Salemite player wins as soon as the 3rd zombie is cre-ated, no need to have a miniature available, the game

    ends immediately when the 3rd Zombie is created. Also, itis not required to have 3 zombie miniatures on the map inorder to win; it is enough to have created three zombies intotal. The Salemite player also wins i there are no NORADCharacters alive on the map.

    The NORAD player wins when a NORAD Character exitsthe east side o the map marked NORADs Exit Route,crossing the red line on that side o the map, while carry-ing the U.S. Constitution or i there are no Salemite Char-acters alive on the map.

    December 28th, 504 p.a.

    One year has passed since the NORAD troops broke into the

    Vault. Ater the attack, the Salemites gave up any attempt to

    reestablish control over the acility which is now under ull

    NORAD control. The Salemites have since decided to establish

    a new stronghold closer to Salem Underground called Fortress

    Primus. The new ortress is surrounded by a 15-oot tall wall and

    guarded by an entire army division.

    Lately, the Salemites have been storing all their discoveries,

    research, and most o their condential les in the Fortress.

    NORAD has been doing surveillance on the site or weeks. They

    plan a decisive attack on the one-year anniversary o the Vault

    mission, hoping to strike a blow to Salemites morale. They want

    to send a message to the Salemites that they will not be allowed

    to transorm the New America into Zombie Land. NORAD shall

    prevail!

    Once again, NORAD knows that a massive rontal assault would

    ail. NORADs Secret Service proposes an alternative plan, one

    that makes it possible to retrieve much o the secret knowledge

    and technology stored in the stronghold with minimal casual-

    ties.

    The plan is quite simple but presents considerable risk to the

    agents assigned to inltrate the Fortress. First, a commando

    squad is sent to the areas main power plant. As the plant is not

    heavily guarded, they have no problem eradicating any resis-

    tance there. Once the plant is secure, they shut down power

    to the entire valley, including Fortress Primus, which must

    then rely on its own power Generator. But the Generator willnot last orever, and NORAD knows it. A ew hours ater the

    global shutdown, a group o technicians disguised in Sale-

    mite uniorms arrives at the Fortress gates. They are in

    act NORAD agents, Monica Vasquez, Nick Bolter, and

    James Woo.

    With the power down, the disguise is suciently convincing to

    ool the Salemite guards into letting them in. Now, the objective

    is to penetrate Fortress Primus itsel, nd weapons and equip-

    ment (since they had to enter unarmed), and most o all Retrieve

    the secrets hidden deep in this impenetrable stronghold

    Scenario SetupBuild the map including all elements shown on the picture(being careul to use proper door types, Defensive values,and Magnetic cards).

    NORAD Forces

    Nick Bolter: equipped with a Technical Toolbox

    James Woo

    VasquezNORAD Base CP allowance: 10 CP (add each Char-actersCP Bonus).

    The NORAD player starts with 5 Mission Points /Morale Points (MP). Place the NORAD MP markeron space #5 o the score track around the rame

    (as shown on the map picture).

    Salemite Forces

    Jeff Deeler: equipped with Deadly Virus and Gas Mask

    Jessica Hollister: equipped with a Toxic Gas Capsule anda Magnetic card marker

    Pr. John Kendall: equipped with the Laptop Computerand a Magnetic card marker

    Salemite Base CP allowance: 8 CP (add each Char-actersCP Bonus).

    The Salemite player starts with 10 Mission Points/ Morale Points (MP). Place the Salemite MPmarker on space #10 o the score track around

    the rame (as shown on the map picture).

    The Salemite player receives the Initiative in eachInitiative phase.

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    The NORAD player prepares the Search deck (see Searchsection: Scenario Setup in the rules).

    Scenario Length

    The scenario lasts 6 turns. The score track on the boardrame is also used as a turn track. At the beginning othe game, place the turn marker on space #1 o the scoretrack, showing that this is the rst turn. At each Final-phase, advance the turn marker to the next number. The

    scenario ends at the end o the 6th turn.

    Victory Conditions

    A player earns Mission Points when he successully achievesone o his objectives.

    Both sides can score additional MP using special Equip-ment or the Floor Elements Special Abilities.

    Example: i the NORAD player manages to steal the LaptopComputer rom the Salemite Player, he can score MP i one ohis Characters successully analyzes the computer he is carry-ing.

    At the end o the scenario, the player with the highestnumber o Mission Points is declared winner.

    Retrieve an equipment card: When one o the Charactersyou control exits the map on any side while carrying thementioned Equipment, you immediately earn the corre-sponding MP.

    Salemite Objectives MP Earned

    Successully launch the Missiles in the Missile Room +10 MP

    For each zombie generated +4 MP

    Each time the Laptop Computer is successully analyzed (see Equipment glossary) +4 MP

    For each NORAD Character killed +5 MP

    For each Spy Point converted into a Mission Point (except when obtained with a Search order) +1 MP

    NORAD Objectives MP Earned

    Retrieve the Jet Pack (can be ound in Technical Rooms) +5 MP

    Retrieve the Zombie Serum (can be ound in Science Rooms) +5 MP

    Retrieve the Wiring Plans (can be ound in Technical Rooms or Ocer Sections) +5 MP

    Retrieve the Magnetic Disrupter (can be ound in Technical Rooms or Ocer Sections) +8 MP

    Retrieve the Secret Files (can be ound in Ocer Sections) +8 MP

    For each Spy Point converted into a Mission Point +1 MP

    June 30th, 505 p.a.

    Cherokee Bill has been the avorite target o Jessica Hollisters

    bullying or years now. She enjoys assigning him the most unde-

    sirable and perilous tasks knowing that i he complains he will be

    sent back to the Subjects. In her eyes, he is nothing more than

    a uture laboratory test subject. For now, though, his mechanicalskills sometimes come in handy.

    What she does not know is that Cherokee Bill is more than a

    socially-challenged, talented mechanic; he is also a NORAD

    double agent...

    Bill has accepted the abuse rom Hollister in order to gather

    inormation which he transmits to NORAD headquarters. The

    more abuse he accepts, the more Hollister uses him, and there-

    ore the more Intel he can gather.

    Over time, his role has expanded beyond that o a simple

    observer: over the past ew years, Cherokee Bill has secretlyinfuenced the enhancement and reprogramming o Franck

    Einsteins articially-boosted intellect. He has even taught

    treachery and spying skills to the clever monster.

    Today, Cherokee Bill receives a coded message that a NORAD

    commando will soon attack Salems Town Hall rom under-

    ground, using Drillers and Mammoth MK IIs on a knowledge and

    technology pillage mission. Cherokee Bill and Franck Einstein

    are to prepare or the invaders arrival and make themselves

    available i help is needed, but the message does not include aspecic date or the operation. Days and nights go by, with no

    signal rom NORAD. Cherokee Bill begins to think that the oper-

    ation has been aborted and that they have been orgotten

    Then, in the middle o one night, the foor and walls o the Town

    Hall start to tremble. The thundering sound o metal hitting

    concrete and rocks shakes the building rom its deepest oun-

    dations and again a second time... and nally a third time,

    each time louder than the last. Three Drillers are coming into

    the building rom below ground... and theyre big! Hollister is

    the rst to get up. She realizes that this overwhelming surprise

    attack, rom the inside and while everyone is sleeping, could

    cause panic with her troops. To prevail, she must keep themmotivated and skillully manage their morale. She quickly rallies

    her troops, but sees no sign o Cherokee or Franck: something

    is wrong.

    She runs to the Communications Room to activate the Radio

    Scrambler, eavesdropping on NORADs conversations while

    scrambling all their outgoing messages. That is when she real-

    izes that NORAD had the same idea; theyve used a portable

    scrambler to mess with the Salemites radio requencies and spy

    on them at the same time.

    This time, the war will not only involve bullets and blades, but

    also spying and counter-spying. There is nothing she hates more

    than ghting an enemy she cannot see or traitors she used to

    consider allies

    Scenario Setup The NORAD player also receives the ollowing Equipment

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    Scenario Setup

    Build the map including all elements shown on the picture(being careul to use proper door types, Defensive values,and Magnetic cards). The scenario requires the three Drillertiles shown on the previous page (select them careullybased on which walls are broken on each tile). When build-ing the map, place the three Driller tiles ace down in anyo the three spots indicated on the map.

    NORAD Forces

    James Woo

    Vasquez

    Nick Bolter

    The NORAD player also receives the ollowing Equipmentcards that he attaches to the Characters he controls in anyway he likes: Radio Scrambler (NORAD background), LightBolter (NORAD background), Rife (NORAD background) ,Shotgun (Salemite background).

    From now on, only icons will be pro-vided or starting MP and base CPallowance. Reer to previous sce-

    narios i needed or explanatory text.

    Salemite Forces Special Rules Victory Conditions

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    Jeff Deeler

    Jessica Hollister equipped with a Magnetic card marker

    Pr. John Kendall: equipped with a Magnetic card marker

    Cherokee Bill: equipped with a Magnetic card marker

    Franck Einstein

    From now on, only icons will be providedor starting MP and base CP allowance.Reer to previous scenarios i needed or

    explanatory text.

    DeploymentThe Salemite player takes the Character markers corre-sponding to the ve Characters he controls plus two Sale-mite Decoy markers and places these 7 markers behind hisscreen. Then he dispatches all markers ace down on themap, one on each bed as pictured on the map.

    The NORAD player takes the Charactermarkers corresponding to the threeCharacters he controls. He collects theDriller sections o the map and placeseverything behind his screen. The three

    Drillers are slightly dierent. He chooseswhich Driller he wishes to place in each

    o the three spots dedicated or the Drillers on the map,and places them there ace down. Then he places his Char-acter markers ace down, one on each Driller, in thearrangement o his choice.

    The Salemite player reveals all his markers, removes allDecoy markers rom the map and replaces all Charactermarkers with their corresponding miniatures. He alsochooses the acing o the miniatures he controls.

    Only then does the NORAD player reveal all Driller sec-

    tions at which point he chooses their orientation. He alsoreveals the Character marker placed on each Driller. Thecorresponding miniature must be placed in this Driller

    section on any one o the our squares with the ac-ing o the NORAD players choice.

    p

    Salemite Ground

    Since this scenario unolds on Salemite ground, the Sale-mite player cannot convert Spy Points into Mission Pointswhen these Spy Points come rom a Search order. SpyPoints obtained in a dierent manner can be convertedinto MP (or example: Spy Points coming rom the SatelliteCom Room or rom Radio Scrambling). The Salemite can still

    use Spy Points to sort the rst cards o the Search deckas described in the Spy Points section (the Salemites arein their own building, so they are expected to know a bitabout where some Equipment is stored!).

    Search Deck

    Once each player has taken the Equipment cards he is enti-tled to, the Salemite player prepares the Search deck(seeSearch section: Scenario Setup in the rules, except that theSalemite player is the one who shufes the cards, and theNORAD player decides whether he wants to cut the deck).

    Scenario Length

    The scenario lasts 6 turns. The score track on the boardrame is also used as a turn track. At the beginning othe game, place the turn marker on space #1 o the scoretrack, showing that this is the rst turn. At each Finalphase, advance the turn marker to the next number. Thescenario ends at the end o the 6th turn.

    y

    Immediate Victory

    At any time, i a player is the only one controlling Charac-ters on the map, he immediately wins the scenario.

    Time Victory

    I an immediate victory did not occur beore the end o

    the 6th turn, at the end o the scenario, the player withthe highest number o Mission Points is declared winner.

    For the NORAD, the main objective o the mission is to Spyon the Salemites and bring back as much secret inorma-tion as possible, hit-and-run, quick-and-dirty style. There-ore, in this scenario, each Spy Point can be used to gain2 Mission Points.

    The Salemites must prevent that and try to eradicate theNORAD beore they steal too many secrets

    Both sides can score additional MP using special Equip-ment or the Floor Elements Special Abilities.

    Example: i a player nds the Laptop Computer, he can score+4 MP i one o his Characters successully unlocks the LaptopComputers secrets. There are also a lot o other ways to scoreSpy Points in the game when interacting with certain Equip-ment or Floor Elements (Secret Files, Sat Com Room, RadioScrambler, Communication Room.)

    The more you re-play this scenario, the more youwill discover new tactics and different ways to

    score Mission Points.

    Salemite Objectives MP Earned

    All Characters on the map are controlled by the Salemite PlayerImmediateVictory

    Each Spy Point can be converted to +2 MP (not i obtained with a Search order)+2 MP

    NORAD Objectives MP Earned

    All Characters on the map are controlled by the NORAD PlayerImmediateVictory

    Each Spy Point can be converted to +2 MP +2 MP

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    July 16th 505 P.a.

    Ever since Pr. John Kendall Jr.s discovery o the Deadly Virus

    two years ago and its demonstration beore the S.C.C., the Sale-

    mite community leaders have looked or ways to leverage this

    weapon into an insurmountable advantage against NORAD.

    They have devised a plan: rst, the virus will need to be tested

    in a live situation. The chosen target is a place called Capital

    Headquarters: a NORAD army base hidden deep in a Minnesota

    orest. The Salemites have recently ound out that the base has

    a deadly Mammoth MK II, NORADs righteningly eective war-

    machine dreadnought, on the premises.

    The proessor proposes combining the use o the Deadly Virus

    with the Zombie Serum: rst use the Zombie Serum to create

    zombies out o the dead dug up rom the local cemetery, then

    inject the Deadly Virus directly into their blood to make them

    carriers. The mission is to send contaminated zombies to the

    Capital Headquarters and evaluate the impact o the contami-

    nation directly on site

    The Deadly Virus might just be the weapon that the Salemites

    need to counter the dangerous threat posed by the high-tech

    Mammoth MK II. The outcome o this live experiment will hope-

    ully provide the Salemite community the advantage they are

    looking or

    Scenario Setup

    Build the map including all elements shown on the picture(being careul to use proper door types, Defensive values,and Magnetic cards).

    NORAD Forces

    Nick Bolter: equipped with a Light Bolter, Morphine,and a Magnetic card marker

    Mammoth MK II: equipped with a Magnetic card marker

    Vasquez: equipped with a Sniper Rife and a Magneticcard marker

    Salemite Forces

    Jeff Deeler: equipped with Rife w/ Bayonet, Gas Mask,Zombie Serum, and Deadly Virus marker

    Jack Saw

    Pr. John Kendall: equipped with a Gas Mask and aDeadly Virus marker

    Deployment counter. Characters wearing a Gas Mask do not receivet Th Vi h t td

    NORAD Ground

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    The Salemite player takes the Character markers cor-responding to the three Characters he controls plus twoSalemite Decoy markers and places these 5 markers behindhis screen. He must deploy all his markers ace-down onany outdoor squares.

    Once the Salemite player is done, the NORAD playerdirectly places his three miniatures on any valid squaresinside the building. Reveal and replace Salemite Charactermarkers with the corresponding Miniatures.

    Then both players can decide to change the acing o theminiatures they control, but they must stay in the squarein which they were placed.

    Special Rules

    The Cemetery

    In this scenario, the Cemetery can provide an innite num-ber o cadavers to generate zombies. Do not place EmptyGrave markers on the Cemetery when zombies are cre-

    ated. On the other hand, the Morgue can only provide 2zombies and only i not destroyed.

    Contaminated Zombies

    When Pr. John Kendall creates a zombie, i he is still carry-ing the Deadly Virus marker, he automatically injects theDeadly Virus into the zombies body. Theres no test or CPto be spent in order to do this. As a matter o act, allzombies generated in this scenario are contaminated rightrom the start (this includes Jack Saw). Zombies created byJe Deeler using the Zombie Serum are also contaminatedsince Je Deeler also carries the Deadly Virus.

    When a zombie enters a new, uncontaminated indoorfoor tile, place a Wound counter on the foor tile to indi-cate that the room is now contaminated. The Salemiteplayer earns +2 MP or each foor tile contaminated thisway as long as the foor tile consists o a minimum o 4squares.

    Final-Phase: Spreading theContamination

    At the beginning o the Final phase, the Deadly Virusspreads rom all contaminated rooms to all adjacent

    rooms but only through open or broken doors and walls.The Virus does not spread through closed doors. Place aWound counter on each new foor tile contaminated thisway. Repeat this process, starting rom each newly con-taminated room until every accessible room is contami-nated. The Salemite player earns +2 MP or each foor tilecontaminated this way as long as the foor tile is at least 4squares big. The Virus does not spread to outdoor squares.

    Note: Spreading the Contamination only occurs at the Finalphase , not during the Activation phase. Also, foor tilesremain contaminated until the end o the game, so keep allWound counters in place on contaminated foor tiles.

    Final-Phase: Deadly VirusEects

    Each Character standing in a contaminated roomat the end o the Final phase receives one Wound

    counters. The Virus has no eect on outdoor squares.

    Zombies automatically receive one Wound counter dur-ing the Final phase no matter where they are standing orwhat they are carrying. The Virus is in their blood and isslowly killing them o (again!) rom the inside!

    The Deadly Virus Markers

    Pr. John Kendall or Je Deeler can decide torelease the Deadly Virus they are carrying once they are inthe building. This can be done or 1 CP placed on an Inter-act order. The Virus is always released successully, no needto perorm any test. Simply place a Wound counter on thefoor tile occupied by the Character releasing the Virus anddiscard the Deadl