rathole run for the cure

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    Rathole Run for the CureWith the zombie plague in full force hopes for Ratholes salvation are dwindling. A

    Medicae specialist has approached the haggard gangs with a dangerous request. In his

    laboratory he claims to have a cure for the plaque. The main problem is that his lab

    lies in the worst zombie infested are of the town. His lab had been breached by the

    mindless monsters, forcing him to run for help. There would surely be great reward for

    anyone able to liberate this serum from the bowels of the shambling masses. The

    question remains; are the local gangs up to the task.

    Terrain

    Set up the terrain in the normal mannerin a 4 x 4 table, placing a building in thecenter to represent thedoctors lab. In the exact middle of the field on the ground

    level place a marker to represent the serum container.

    GangsMultiple gangs may take part in this scenario. Each gang may pick five of their number

    to send on this dangerous raid, the other members are busy defending their holdings

    from the zombie hoard.

    SetupOnce the serum marker is set up, place the zombies within 8 of the marker. The

    starting number of zombies is equal to the number of attacking fighters. Once the

    zombies have been placed the attacking gangs are deployed anywhere on the field that is

    outside of 12 of any zombies.

    Due to the danger of the approach no vents or tunnels may be used.

    StartingThe Gang members automatically take the first turn. The gangs alternate turns with

    the zombies acting as a united force, however, a leaders leadership may only be used by

    his own gangers. Gangers may help members of other gangs come up from pinning.

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    Zombies!The zombies are treated as the Plague zombies described under the Scavvie gang in

    Outlanders (pg. 27-28) and follow all the rules for transmitting plague etc.

    When the gangs arrive, the zombies are found milling about the lab looking for

    specimens to devour and are not expecting an attack. The zombies are move 2d6 in a

    random direction, rolling separately for each. They will not walk off buildings or

    gantries but will stop at the closest edge and drool. This wandering state lasts untilthe zombies are within 8 inches of a gang fighter, at which time they will move 2d6

    Inches towards the nearest fighter.

    The sound of the fight will bring more zombies from the surround area in search of an

    easy meal. These zombies are alerted by gunfire. Each Player round where there are

    shots fired in the shooting or hand to hand phase will draw more zombies to the fight.

    Roll d3+2 to determine the number of new zombies. These zombies move on from a

    random table edge but do not move randomly, instead heading toward the closest gang

    fighter.

    Once the first gunshot rings out, the zombies in the center begin to move toward the

    closest gang fighter as they are alerted to the presence of victims.

    The SerumThe serum may be picked up and carried by any gang fighter in the same manner as a

    loot counter. The main difference however is that a zombie will not pick it up from a

    fighter carrying it who it takes out in hand to hand combat.

    Ending the gameThe goal of the players is to get the serum and get it out of the area by moving into

    contact with the table edge. Once the serum is picked up an alarm in the lab is set

    off which can be heard by every zombie in the area! Once the alarm goes off the gangs

    have only six turns to move off the table edge with the serum. After that time the

    area is overrun with zombies and it must be abandoned.

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    ExperienceFighters who take part in the scenario and survive earn experience as follows.

    +5 Leader of the gang whos fighter carries the serum off the table.+5 Leader of any gang if the gangs succeed in getting away with the serum.+5 per wounding hit that puts a zombie down or out (not flesh wounds)+D6 Survives.Specialif the gangs manage to get the serum off the table they do not have to roll to see if

    their injured are affected by the plague( they have first dibs after all).

    Fighters must re-roll the injury result of captured, accepting the second result.

    Reward: each gang, If they succeed in the mission receives a reward of 40 after taxcredits and may re-roll any dice rolls when determining income from their territories

    (the second result stands) as they are treated as local heroes!.