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SCENARIO:
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GOAL:
Find the four power supply units (PSUs) and get to the evac point.
FEATURING:
35 tiles, all modern zombies (including three standard abominations, two skinner abominations, a toxic abomination, and a berserker abomination), four cherry-picked Invader abominations (xenium horror, driller, stomper, and widowmaker), and four turrets and four robots. Both modern survivors (75+) and Invader heroes (61+) were available to play.
SIDE QUESTS:
A chaos drone (2 wounds) is at the doorway of a tower, blocking its entrance. Once activated via an interact action, it moves 2 zones toward the nearest locked door and opens it, spawning its rooms if possible. If all doors have been opened, it moves and "sticks" to the closest survivor. If the survivor enters a group of other survivors, the chaos drone randomly selects one of them to tag along with.
A shield drone (2 wounds) is at the doorway of a tower, blocking its entrance. Once activated via an interact action, all ranged attacks are blocked within the shield drone's zone. The shield drone continuously moves in a straight line until it either hits a wall and stops, or goes off the map and is permanently lost. A player in its zone may spend an action to redirect its path.
A pinball-inspired minigame, which players can spend 1 action to play a game of pinball. The rules are simple: The player rolls 3d6 (a die for each ball) and tries to get an 16 or higher. For each roll of 1, that ball is lost and the 1 is negated entirely. For each roll of 6, the player gets to roll another d6 and add it to the total. As long as a 16+ is achieved, the player wins the Pit Fighter Gloves from Black Plague, becomes the Pinball Wizard and gets to wear a fancy wizard hat for the remainder of the event. However, after all the noise from the pinball machine, the arcade tile immediately explodes, pushing the character 1 zone away (random direction) and spawns a super abomination, the Tunneler.
SPECIAL RULES:
•Towers cost one interact action to climb up/down. Characters on them are removed from line of sight, and can target diagonally.
•Cars are limited on movements. The first time they're entered, the player rolls 2d6 to see how many movements it gets before running out of gas, popping a tire, the engine seizes, etc.
•The Humvee only gets 1d6 + 1 movement and has a maximum capacity of three (1 driver, 1 passenger, 1 gunner). The turret can be operated by the gunner with the following profile: 1-4 range, 5 dice, 4+ accuracy, and 3 damage.
•Cars are explode-able for this mission. It cost 1 interact action to prime a tripwire car bomb. After zombies stop in that zone, the car detonates as a Molotov and the car is removed from the board permanently.
•Ultrared weapons can only be drawn by destroying a machine with a melee attack (effectively ripping its weapon off), or searching within a destroyed machine zone (limit one search per destroyed machine).
•Soldiers (Invader) cannot enter vehicles but can kick down doors with an interact action (generating a noise token). They can only search police cars, armories, and gun shops. Also, they can only draw from Invader's weapons cards.
•On the board there are eight triple-blind objectives. Four are the correct PSUs that will also trigger a random Invader abomination spawn. The other four randomly activate one of the four machines.
•All machines were given 3 damage, 3 wounds, and 4 shots. The two turrets were given 1-4 range and the two robots were given 0-3 range. All machines follow the target priority list, zombie targeting logic, and each zombie counts as a noise token (just like survivors).
•Orbital Strikes: Upon entering a specific room, the team will receive a single-use orbital strike which can be one of the following:
—Beam: A laser is fired down to clear a path for the survivors. Along a straight street, each actor in the targeted zone receives 2 damage on a 2+. Buildings end the path.
—Blast: An ion cannon focus-fires an area. All actors within a targeted street zone are killed, as if hit by a Molotov.
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