Ok, if you've seen the "other" forum then you already know about this. If your new and haven't been to see "there", then here's the after action report. :)
Twinkle twinkle fallen Star An Apocalypse Z adventure
By Bill Knight
Apocalypse Z is a game by Exploding Goat Games
http://www.explodinggoatgames.com/
Synopsis (Summary):
A week ago, billionaire investor Steven Gusset left a nearby ranch by private plane in the early morning.Moments after take off, Gussets plane had engine problems and crashed shortly there after.
Six hours later, the Civil Air Patrol (CAP) began a search of the area where the plane was believed to have gone down.After four days of intense search with dozens of aircraft, National Guard troops were brought in to help with the search.
Helping with the efforts, the search engine company Oogle offered to help, using their new satellite imagery and Oogle This software.
Wreckage from a dozen different planes was found, most more than a decade old.Finally, the right plane was found along with the mangled body of the co-pilot was found; though, identification was difficult due to animals have gotten to the body.
Searchers intensified their efforts in that area.Then, one of the search parties went missing. A day later, other searchers found the missing party, or at least parts of them.It seems a bear, or other large animal had mauled them.
Oogle quietly approached the government and released to them satellite imagery showing a group of humanoids chasing another one down through the woods, and attacking, and dismembering it with their hands. Two more sets of satellite photos showed the events happening twice more to different figures. The imagery date, time, and location matched up with the timing when the search party had gone missing.
Shortly after the classified meeting with Oogle representatives, civilian governmental efforts in the search for Steven Gusset were called off.It was announced that several private efforts would be made to continue the search.The U.S. military also advised that it would continue the search using it as a live training exercise for their SAR (Search and Rescue) units.
Meanwhile, at MacDill Airforce Base in TampaFlorida, US Special Operations Command conducted a meeting with agents from the Homeland Security Department.It was agreed that a unit from 13th Special Operations Brigade would be sent into investigate the situation.
Player Background:
As soldiers in the 13th Special Operations Brigade, your company was activated for a search and destroy mission.Your superiors have briefed you on the possible presence of biological/genetic creations that have either been knowingly released in the area, or have escaped from an unknown facility in the area of the crashed plane.
Current speculation is that a search and rescue squad, looking for a downed pilot and passenger, was destroyed by the possible BGCs.Your unit will be searching the last know area of the downed plane, the SAR group, and the BGCs.
Your mission is multi-part.You have seen the information provided by Oogle, and know that half the SAR group have been found, in pieces.You are to find the other half of the group, 3 people.The missing billionaire, Gusset.Finally, to confirm or deny the existence of the biological/genetic creations and destroy them if possible.
The Truth:
The Parasol Corporation purchased the closed silver mine with the intentions of converting parts of it into a new research facility.Publicly they claimed it was part of their ongoing commitment to environmental research in mine, and ground water reclamation processes.Lessons they hope to export to developing nations.
In reality, one of the Parasol private soldiers involved in transporting equipment and specimens to the new facility, had been exposed to a mutagen on recent mission; unbeknownst to him, or his Parasol superiors.
When the mutagen virus finally took full effect on the soldier, he was riding in the back of a transport leaving the area of the new lab.Being in the last vehicle, he was able to slip out without being noticed. The personnel on the truck believe the soldier stayed behind at the new facility with the other newly assigned people there.The people at the lab believe the soldier returned to his original duty station with the transport crews.
The accidental biogenetic creation has taken refuge in one of the nearby old mines, venturing forth only to hunt down hapless hikers or campers and further increasing the number of biogenetic creatures.
The soldier has mutated into a Soldier Zombie Unit and his victims have all mutated into Basic Zombie Units.Currently, there are 14 zombies (1 soldier, 20 basic).
Currently Parasol is monitoring the search activity, but has no idea that something connected to them is currently loose in the area and killing whomever they come across.In fact, it wont be until after turn 6 before Parasol has been notified by their contacts in the U.S. government about the suspected BGCs and military search for them.Assuming the humans live long enough to radio in for help.
The lost billionaire Steven Gusset has not been found by the zombies, nor will he.He is lost completely for this mission.His co-pilot, who had stayed with the plane wreckage, was found by the zombies and promptly eaten.The three remaining members of the Search and Rescue squad had become zombies.
The Players:
As in all good zombie movies, the heroes are under gunned, and under-strengthened. Why should we make liars out of the movies?
The human player will have one squad of seven soldiers.Use the stats for the Infantry soldiers.Each squad member also gets a 9mm pistol in addition to their regular weapon (MP5 or M16) and 2 fragmentation grenades (use concussion grenades stats, but all damage is inflicted upon the targets in the lethal zone).
All soldiers carry one anti-virus shot.If bitten, and killed, they can roll a d6 and on a 4+ its assumed they were able to use the anti-virus in time to prevent infection.They can only react for rest of their turn.If bitten and killed again, then they are dead, dead, and dead.
The players team will be fast-roped into the area via helicopter at the game start.If needed, the players can be extracted by the helicopter using the STABO harnesses built into their web gear.If rescued this way, the game is over and the mission has to be re-started from scratch due to contact being lost with the zombies.If called for an emergency extraction, it will take three turns before the helicopter can return, as it is dropping off other teams elsewhere.
An option is to have a second squad on stand-by that can come to the aid of the players squad if needed and they do not want to extracted.It will take three turns for the helicopter to fly in the rescue squad.The second squad will be controlled by the players once they touch ground.This has to be agreed upon before the game starts.
The Opposing Forces:
The zombie player will control 14 zombies, 1 soldier zombie and 13 basic zombies.
The human player will control 8 human soldiers, with one possible squad in reserve.
The Twist:
The players dont know about this till it just kinda, sorta happens.Ooops.
At the start of the third turn, whether theyre engaged with the zombies or not, the players team will encounter some campers, 4 to be exact, that are running through the woods.They will be panic and crying that some monsters attacked them and ate one of their group.
In good Hollywood fashion, the campers will be college kids.The campers will need to make a panic check each turn or run off, if theyre attacked.If no attack, no panic check.A panic check is a roll on a d6 and getting a 4 or better.The players should be reminded that they are here to protect human life and it would look bad if they didnt try to help the hysterical kids.In other words, dont let them run off into the woods alone and be eaten alive!
The 2nd Twist:
Oh, and the players dont know about this till it happens.I forget to mention it to them.My bad.
Should the team still be alive and fighting it out by turn 10, then they will be surprised by the appearance of a Parasol Combat Team.The PCT will work in conjuction with the players to eliminate the zombies.The Parasol Combat Team consists of 5 soldiers with the SWAT team stats and equipment plus two thermite grenades apiece (only to be used on destroying the evidence of the zombie bodies).
The PCT will not take hostile action against the players team unless the player attempts to capture one of the zombies.The PCT will not allow that. They will not admit that the creatures are Parasols and have been ordered not to allow any of the zombies to fall into government hands. If they have to, they will attempt to kill the players team.
The PCT will be using 4 wheel ATVs to get around on and can double up with players team if needed.
How did things go down:
This was a quick game between me, acting as the GM, and 1 player (Redcat).
Turn 1
The helicopter pilot advises the team that their thermal sensors show multiple humanoids moving to the west of the teams insertion point (the red X on the map).
The player (Redcat) fast ropes his team of Special Operations soldiers into the woods east of Silverburg.They spent the first action setting up a secure zone, and the second action observing the area around them.
Turn 2
Using our hidden location rules that we agreed upon, I activate two zombies I had placed in the area.I actually placed three groups of two zombies in the areas I figured the human team would insert at.
The two zombies stopped chewing on the raccoon carcass and briefly watched the departing helicopter, then took both action turns rushing towards the team.Well call these guys Z1.
For the turn, Redcat had the squad take two full movements in the direction indicated by the departing chopper.As they stop, they see drunken, jerky movement in the woods ahead, but are unable to get a clear visual.
On our my hidden location/movement slip, I note that zombie unit Z2 is now moving north towards the human team, while zombie unit Z3 is now moving north and west to intercept them as well.
Turn 3
The Z1 zombies make their move and thanks to the Brains trait giving them +1 movement, they are able to get close enough to Redcats squad. Using their second action, the zombies attack with a roll 5 and a 6.Lurching out from the trees, they attack and bite two of the soldiers.Desperate to get away from the undead, the soldiers roll their armor saves.A 5 and 3.The lucky one smacks his M16A4 upside his zombies head.The second soldier isnt so lucky as his throat is bitten into.He also fails his anti-virus save with a 3, but will not come back as a zombie (Procreate roll was a 1).
The team uses their reaction to fire upon the creatures.Redcat rolls the dice: 3, 5, 4, 3, 4, 2, 5.Four hits.The zombies roll their armor save: 5, 1, 3.Bad luck there.One of the zombies is merely jerked about as the bullets impact its body, while the second zombie gets his head blown off and jerked around.
The 7 remaining human soldiers decide to unleash a whole lot of pissed-off-ness on the remaining zombie.With their first action, they unload: 4, 2, 4, 1, 6, 3, 6.Oh yeah, four hits baby!The zombie rolls its save: 2, 2, 2, 1.The zombie goes down with a case of blasted brain.
At this point, I pop the 1st twist.The group of college kid campers (say that three times real fast) come storming out of the woods.The soldiers check themselves in time and dont plaster the kids across the forest floor.
Redcat groans at the thought of now having to babysit the college kids and not get killed.
Turn 4
I note on my hidden movement sheet that Z2 and Z3 continue up towards the soldiers.I also move my main zombie force Z4 from the mine towards the humans.
Redcat moves his team south, which I hadnt expected and runs smack dab into Z2.The team opens fire along with two of the kids whove been given the weapons of the dead soldier.By luck, they just happened to be ROTC (the kids will use the stats for Milita members) .Soldiers: 6, 5, 1, 4, 2, 3, 5.The college kids: 2, 2.
The zombies roll armor saves: 4, 6, 2, 4.Booooya! And make all saves and since zombies arent suppressed (see Undead trait)..heh he..yeah baby.
And since the zombies have the special rules of counter charge, they do so.They roll: 1, 5.The soldier in the front rolls a 3 for his armor save and fails and also fails his anti-virus shot.Hes dead, Jim.
Redcat rolls for a panic check on the college kids: 5, 4, 6, 3.One of the kids bolt.
Turn 5
The zombies press their first attack: 3, 2.The humans fend them off.On the second action, the zombies roll: 1, 1.Apparently, they must have been vegans before death since they cant seem to sink their teeth into their prey.
The team reacts with hand to hand actions, trying to push back the zombies: 6, 2, 5, 4, 7, 4, 2;and the kids get 4, 2, 2.One of the zombies goes down like a tree falling in the forest.Its head snapped.The other rolls its armor save: 6, 6, 6, 6, 1.Redcat is pissing and moaning that he needed this sixs earlier.The zombie fails its final roll and joins its comrade.
Now, cursing, the team heads after the kid using their first action. The kid makes her panic check: 4 and the others do too: 4, 4, 5.
The team uses their second action to head west, towards the mine.The team Sergeant radios for the second squad to join them.
Z3 has taken its two movement actions and now can be seen across a clearing by the soldiers.Z4 still is moving to join them.
Turn 6
The zombies from Z3 move across the clearing. Its the shortest route, and Im not counting on the soldiers to kill them in time.Next turn, well be having steak tar tar.
Redcat remembers the new rule about taking a ready action and getting +1 on the next shot.The soldiers and two kids draw aim first action, and fire on the second: 3, 4, 6, 3, 6, 7, 6 and the kids: 4, 6.
One of the zombies goes down with a bullet ventilating its brain housing group.The second rolls for armor save: 3, 3, 4, 6, 3, 1.Ugh, it too hits the clearing floor.I wasnt expecting Redcat to remember that rule.Bummer.
Turn 7
Z4 continues east.
The soldiers push westward with two move actions.
Turn 8
This is a big turn.
Z4 takes two move actions. The second turn puts them just outside the 10 range I need for the Brains +1 move bonus.That is irksome.
The humans take a fire action: 6, 5, 5, 4, 3, 3, 2, 2, 2.Ha, they should have taken the ready action and aimed.The zombies roll their armor saves: 5, 2, 2, 1.The soldier zombie and two others make their save. The last zombie underling takes around through its eye and drops dead.
The soldier zombie reacts with a shot of his own and rolls a 1. The others counter-charge towards the humans but cant reach them.
Smirking, the humans take a second fire action: 6, 5, 4, 4, 4, 4, 3, 2, 1.I groan inwardly, thats some nice shooting.I roll for the armor saves: 6, 3, 2, 1, 1, 1. Ack!My soldier zombie saves along with two others, but three of my others go down for the count.That leaves me 3.
My zombies react.The soldier zombie fires his pistol: 5.The Sergeant goes down with a gunshot wound.The two remaining zombies counter charge and now get close enough to attack: 5, 5.Nice.The two soldiers roll for their saves:5, 3 (no save on the anti-virus).One lives, one dies.The dead one doesnt procreate.
At this point Redcat jumps up and down hooting and hollering as he reminds me that 2nd squad has just arrived.
2nd squad arrives via helo and fast ropes down.
Turn 9
The zombie soldier fires again: 1.Man, this guy sucks. I should have given him a bazooka, then maybe he could hit a barn or something.
The remaining two continue their attacks: 5, 3.The soldier rolls his save: 5, and he makes it.
The soldiers and kids take their reactions:6, 6, 6, 6, 4, 4.Well, thats not good.I roll my zombies armor saves: 5, 3, 3, 2, 2, 1.One of the zombie hikers is shredded.
Redcat chortles evilly as 1st squad unloads:6, 5, 5, 5, 3.I roll my saves: 6, 5, 5, 3.
I choose to react with all three zombies charging: 4, 4, 3.The two lucky soldiers roll their saves: 6, 4 and fails his anti-virus but he also wont come back as a zombie.
The squad takes their second fire action: 5, 5, 4, 4, 3.Cringing, I roll the saves: 6, 5, 2, 1.My zombie soldier is out.
My remaining zombie reacts: 6.Ha!But the soldier rolls a 6 save.
Redcat can barely contain his glee as 2nd squad joins the fun and fires: 6 6 5 5 4 3 2 1.I roll the save: 6, 6, 5, 5, 4.Oh yeah.Were not out of this yet.
My zombie reacts and lurchs at the closet member of 2nd squad and miss horribly with a 1.
2nd squad takes their second fire action: 6, 6, 6, 6, 6, 4, 2, 1.Wow!I roll saves figuring this is it: 6, 5, 4, 3, 3, 3.OMG, my last zombie isnt dead yet.
My zombie reacts and lunges at the soldier again: 4.The soldier rolls a 4 and dies on the spot but wont come back as a zombie.My procreation rolls suck.
Turn 10
As the sounds of a second helicopter can be heard approaching, the zombie press its attack: 6.The soldier rolls a 1 and drops with its throat shredded and will come back as a zombie the next turn.
The 1st human squad fires: 6, 5, 4, 4, 3, 2.My zombie howls at I roll his save: 4, 4, 4, 3.
I have him react: 5.Ha!But the soldier saves with a 6.
1st squad takes their second fire action: 6, 5, 4, 3, 3, 1.I roll the save hoping I can last one more turn: 4, 2, 1. With a sigh, my last zombie falls.
The Parasol helicopter circles, taking the scene in.Seeing the last of the zombies go down, they turn and fly off.
After all that:
Were whipped.That was way to much back and forth die rolling.We head for some beers.I did notice that we forgot the panic checks and anti-virus checks once things really got going.But, what the hey, we had a blast.
Nice Scenario and battle report. I'm attempting to get my hands on this one. Keep up the good work.
Edit: As soon as I get my hands on it, I'm going to attempt to do a World War Z type games. Yonkers especially. The audio book has Mark Hammel as the reader for that segment. Pretty good narration. (although I recommend actually reading the book because the audio book is abridged)
The Hamburg fight would be cool too. Imagine having to fight civillians when you are ordered to pull out and leave them to the zombies.
-- Edited by CCotD at 02:02, 2008-08-13
-- Edited by CCotD at 02:04, 2008-08-13
__________________
As I grew up, I was told I could be anything I wanted. So I became an Asshole.
I still need to get the full set of rules myself....soon as my wife gives me the green light.
Haven't read WWZ yet. *hangs head in shame*
So far we've used the playtest rules for modern day, Resident Evil, style games and a couple of World War II games. Of course, we made a "smart" zombie to go with it so we could have undead german tankers. It's pretty awesome to see a Panther tank tooling around with a zombie driving it.
Right now where using the demo Apocalypse D rules for a Jurassic Park type game. Just need to get a few more modern day figures (using 1/72nd scale).