KILL ZONE
~ Near Future Skirmish Gaming~


The Pipe Farm Incident
Zombies vs NBC Troopers
~ Scenarios for Kill Zone, Combat Zone, or other urban combat games ~

The Background

Star City has a problem: There is something WRONG at the AinstyCo pipefarm. The computers sent a leak warning to the head office, but repeated calls failed to get a response from either the night crew or the security staff. A supervisor drove out and... ...disappeared.

A panicked call from a Law Cruiser has resulted in the deployment of local troops to deal with the situation.

What happened

There has been a chemical spill at the pipe farm: The chemical involved is ZombiTox, an unfortunate combination of toxic wastes that are having a terrible effect upon those people exposed to them. They become rotting, zombie-like creatures, who seek to feed on the flesh of the living. (How original!) Worse news, the leak must be contained, or it will contaminate Star City's water supply.

The Forces

Humans 500 points worth of troopers or Law enforcers: NBC suits (10 points each) are a good idea.

Assault Cannons, Flamers, and Grenades are not allowed, because of the risk of explosions, fires, toxic smoke, etc.

Zombies 20 Zombies (see below)

Objectives

Humans Check and secure valves at the three far corners of the site. Kill the Zombies.

Zombies Kill the humans.

Terrain

An industrial area, cluttered with small buildings, vehicles, pipes, chemical tanks, and noxious spills. The whole is surrounded by a wall or chain-link fence. This scenario was originally written with Ainsty Castings' Pipe Farm castings in mind.

The spills are toxic, and any non-zombie contacting them runs a risk of exposure to ZombiTox, unless wearing an NBC suit.

Setup

The Zombies set up first: 5 in each corner and the rest wherever they want in the industrial area.

The Troopers/Humans enter through the gate. (At lower left on the map.) The Humans have initiative and move first on the first turn. Dice for initiative thereafter.

Special Rules

The Leaky Valves

Checking & fixing each of the three valves takes a single trooper two turns. He can take no other action. If interrupted, he must start over.

Night

Because the threat is so immediate, the mission cannot wait until morning. All darkness rules apply.

Oops!

Any auto miss with weapons fire risks causing a further leak, which must be patched. Roll 2D6, a roll of 2 causes a leak. (Each takes 1 D6 turns to repair: The materials are at hand.)

More Oops!

Exposure to ZombiTox is bad. Any troops moving into contact with ZombiTox must roll for effect each turn he is in contact.

ZombiTox Exposure

Roll a D6 | 1-4 OK | 5 Collapse | 6 Join Zombies!

Victory

If the leaks are stopped, all is well, and it's a Human victory. Even if the Zombies are not all killed, more troops WILL arrive at daybreak.

If the leaks are not stopped, a pipe will burst before the troops arrive: You can then play:

The Star City Incident
Coming Soon?

Zombies

Cost: 25 points each.

They operate as individuals and do not have leaders. They are attracted by the smell of living humans, and will seek to eat them. (NBC suits do not mask the human scent.) They are cunning, and will not mindlessley advance into weapons fire. They will seek instead to creep up under cover and spring out to attack. They do not co-operate well, and lack the cunning to congregate and launch mass attacks.

All Zombies are assumed to have 'assault' orders, and have 2 dice and +3 in close combat. They may not use guns or missle weapons. They are treated as if they have light armour.

They are however, spotted and targeted as if they had 'Keep Down' orders.

They move through terrain like Scavengers, and can climb any building or structure in the farm at half speed. They can also make 'pounce' attacks from above. Because they tend to scream as they attack, it will not be a surprise. They don't get a free attack.

Because they are not really alive they do not 'suppress': The Zombie is instead knocked down and must stand next turn in the 'remove suppression' phase.

Notes

This scenario is based upon conversations held with Mike Brooks of Ainsty Castings, and was originally created with his Pipe Farm castings in mind. While they are not neccessary to play the scenario, they provide a great farmework with overhead ramps and the like, and make for a very tense scnario with great Zombie mobility.

A version of this scenario was played at Reading, Newcastle, and Newark 2001 with Mike's own quick-play rules.

The lead illustration is copyright to Ainsty Castings, and is used with their permission.


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Last Updated January 22, 2005 by Timothy N. Peterson