| KILL
ZONE ~ Near Future Skirmish Gaming~ |
| Briefing for Human player You are in an isolated farmhouse about 7 km from town, near a graveyard and the dead are walking the streets. you must hold out until help arrives (turn 16). You have limited ammo and weapons but have found knives and chains (clubs from breaking furniture) in the farmhouse.
Briefing and Rules for Zombie player You have been awaked from the slumber of death. You need to break your fast, and a cup coffee and piece of toast is not enough. You need the brains of those still living. What remains of your senses have brought you to a lonely farmhouse where a feast awaits! 3D6 zombies setup at least 24" away from the farmhouse. (see terrain notes below). Night : The game takes place at night on a dice throw of 5 or 6 on a D6. Reinforcements : At the start of each turn (except the first) 1D6 + 1 zombies arrive at any corner of the table. (Dice randomly) Orders : Zombies are only allowed the assault order. Shooting : Zombies are only allowed to throw sticks and stones. Range 3" 1D6 hit on a 6, damage 1 D6, cover and armour count as normal. Movement : Zombies must move by quickest route towards the nearest human and assault, may not use cover unless this is fastest route to dinner. To 'Kill' Zombies (I know, they're already dead): a score of 9 is needed to kill (headshot required), They are suppressed on a score of 8 (knocked off feet), need a 6 on 1D6 to remove suppression. (No modifiers) Whilst suppressed a zombie will crawl 3" towards the nearest human. Terrain Notes. Farmhouse has no significant cover within 18" of building. If your table is too small to allow 24" between the table edge and the farmhouse place some fencing, or similar obstacles, which don't offer significant cover to slow down the zombies. Each obstacle is equivalent to 6" movement. Note This scenario would work just as well solo, randomly determining the start position of each zombie group as they arrive. |
| Kill Zone Scenarios | KILL ZONE |