Ambush Z - juego miniaturas con zombies 28mm...
Ambush z
An Ambush Alley stAnd-AlOne GAme
Notices:
While every effort has been made to prepare an accurate, thorough and error-free document, your comments and suggestions regarding improvements to this user’s manual are appreciated. Please forward suggestions and requests for clarification to
[email protected].
Copyright:
Ambush Z, © Ambush Alley Games, 2008. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Shawn Carpenter.
Reproduction of this document without permission of Ambush Alley Games is expressly forbidden.
This product is a work of fiction. Any similarity to actual people, organizations, places or events is purely coincidental.
Images:
Game photos ©2008 Shawn Carpenter unless otherwise noted. Other photos courtesy United States Department of Defense public domain archives.
Cover Art & Layout:
Dixie McCartney
Ambush Z Games:
Ambush Alley Games ©2008 Shawn Carpenter, Robby Carpenter, Peggy Carpenter.
Playtesters:
Piers, Cyril, & Skip from the Newbridge Gaming Club
Publication History:
Publication
Ambush Z 1.0.0
Printed October 21, 2008
Last Revised: October 20, 2008
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Version
Date
May 21, 2008
Special Operations vs. The Walking Dead
Table of Contents Introduction. ....................................vi Background Briefing. ........................ 1 Sequence of Play Choose a Scenario............................................3 Draw Quirk of Fate Cards..................................3 Set Up The Table...............................................3 Place Zombie Hot Spots....................................3 Set Up Living Units...........................................4 Set Up Zombie Units.........................................4 Zombie Reinforcements....................................4 Infection Level.......................................................4 Types Of Zombie Reinforcements...........................4
First Living Unit Activates.................................5 Zombie and Possessed Units Interrupt Living Actions..................................5 Continue Activating Living Units.......................5 Check for Zombie Random Movement..............5 Move Any Remaining Dexters or Possessed Units........................................5
Basic Unit Definitions & Attributes The Living and the Walking Dead......................6 Living Forces....................................................6 Professionals (Military & Police)............................6 Military Units and Special Operations Teams..........6 Police & SWAT......................................................6 Military and Police Dog Teams...............................7 Survivors...............................................................7 Whiskey Charlies (Worthless Civilians)..................7 Headhunters..........................................................8 Scarcity of Supplies...............................................8 Troop Quality & Morale..........................................8
Zombies............................................................9 Zombie Unit Characteristics...................................9 Movement................................................................. 9 Starting and Maximum Troop Quality......................... 9 Morale...................................................................... 9 Awareness Range..................................................... 9 Zombie Vision......................................................... 10 Bonus Defense Dice................................................ 10
Zombie Unit Types...............................................10 Odies (Oscars)........................................................ 10 Zulus (Zeds)............................................................ 11 Romeos.................................................................. 11 Dexters................................................................... 12 Zombie Dogs........................................................... 13 Traumatic Zombies.................................................. 14 Dexter Controlled Units (Possessed & Remotes)...... 14
Troop Quality and Morale Ratings...................15 Merging Units.................................................15 Unit Cohesion..................................................16 Split Units............................................................16 Leaders...............................................................16
Differentiating Between Special Figures.........17 Alternate Basing.............................................17
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Table of Contents Basics of Play The (Nearly) Universal Mechanic...................18 Line Of Sight (LOS).........................................18 Line Of Fire (LOF)...........................................18 Interruptions and Reaction Tests....................19 Zombie Interrupt Check........................................19 Living Reactions to Interruptions..........................20 Interruptions by Fire.............................................21 Interruptions by Movement..................................21 Resolving Chains of Interruptions.........................21 Interruption Aftermath..........................................22 Reaction Tests and Quirks of Fate........................22
Overwatch.......................................................22
Movement Default Movement Rates.................................23 Moving Units on the Table...............................23 Halted, Hidden or on Overwatch.....................23 Cautious Movement........................................24 Rapid Movement.............................................24 Out of Contact Movement................................24
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Fire Combat Resolving Fire Combat....................................25 Defense...............................................................25 The Defense Cap..................................................... 25 Cover Dice.............................................................. 25 Armor Dice & Zombie Toughness Dice..................... 26 Examples of Determining Defense Totals.................. 26
Firepower............................................................27 The Firepower Cap.................................................. 27 Optimum Range...................................................... 27 Support Weapon Dice............................................. 28 Examples of Firepower............................................ 28
Special Weapons and Armor...........................29 Anti-Zombie Weapons (AZW)...............................29 Anti-Zombie Armor (AZA)....................................29 Close Combat Weapons......................................29 Handguns............................................................... 30 Night Fighting.......................................................... 30 Splitting Fire............................................................ 30
Making the Attack Roll.........................................31
Close Combat Close Combat Quality Checks.........................32 Resolving Close Combat.................................33 Fleeing Close Combat.....................................33
Special Operations vs. The Walking Dead
Table of Contents Casualties & Dependents Casualties.......................................................34 Who Got Hit?.......................................................34 First Aid Checks for Living Units...........................34 Medics & Special Forces Units.............................35 Revenant Anti-Virus (RAV)...................................35 Revenant Checks.................................................... 35 Turned Casualties.................................................... 35 Hot Shots................................................................ 35 Improvised Hot Shots.............................................. 36
Casualty Evacuation (Casevac)............................36
Dependents.....................................................37 Disposing of Dependents & Casualties...........37 Firing at Units With Dependents & Casualties....................................................37 Close Combat Against Units With Dependents & Casualties................................................37
Morale........................................... 38 Morale Checks................................................38 Whiskey Charlie and Headhunter Morale Checks..38 Morale Effects.....................................................38 Professional Morale Checks.................................39 Combat Stress....................................................39 Background Stress Level.....................................39 Positive Leadership & Stress................................40 Stress Tests........................................................40 Losing Confidence...............................................40 Regaining Confidence..........................................40
Special Rules Buildings.........................................................41 Zombies and Buildings.........................................41 Living Units and Buildings....................................41 Barricaded and Fortified Buildings........................41 Defending a Barricaded Building..........................41 Defending a Fortified Building...............................42
Solo and Co-Op Gaming Solo and Co-Op Game Turn Sequence............43 Hot Spots in Solo Games................................43 Zombie Motivation..........................................44 Zombie Actions and Action Triggers................44
Common ORBATs Professional Military.......................................45 Australia..............................................................45 Royal Australian Regiment....................................... 45
United Kingdom...................................................45 British Army............................................................ 45 British Royal Marines.............................................. 46
United States of America.....................................45 USMC..................................................................... 46 US Army Light Infantry............................................ 47 Reaper Teams......................................................... 48
Professional Paramilitary...............................48 Police SWAT Teams................................................. 48 Private Security Teams............................................ 48 Private Military Contractors...................................... 49
Worthless Civilians.........................................49 Anti-Government Militia........................................... 49
Scenarios Scenario 1: Outbreak!.....................................50 Scenario 2: The Thin Blue Line.......................52 Scenario 3: Fallen Angels...............................54 Scenario 4: House of Pain...............................56 Scenario 5: Damnation Alley..........................58
Vendors of Choice........................... 60 Quirk of Fate Cards. ....................... 61
Special Weapon Teams...................................42 Sniper Teams......................................................42
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Introduction Ambush Z is the first non-historical expansion for the Ambush Alley game system, but it is unlikely to be the last. We’ve got several unconventional cards up our sleeves that we intend to spring on you over the next year or two, some of which are definitely of the “bump in the night” variety. For us, Ambush Z represents the flexibility of the Ambush Alley game engine, proving that what might at first glance seem a highly specialized system can actually be used to simulate action on a wide variety of battlefields. Although Ambush Z is meant to be a somewhat light-hearted romp through familiar horror movie territory, a lot of thought has gone into the special rules provided. Ambush Z games are just as fast and furious as a standard Ambush Alley game – but a lot creepier! We originally intended for this expansion to address Spec Ops vs. zombies only and leave the “survivors vs. zombies” to all the games that have covered that ground in the past. The more we thought about it, though, the more it became clear to us that leaving out frightened survivors armed with a hodge-podge of weaponry would prevent Ambush Z players from taking advantage of a lot of zombie movie scenarios – not to mention all those great civilian zombie fighter figures! The emphasis is still on Special Forces operators taking it to hordes of walking dead, but players who want to try their hand at surviving the time of the dead with a rag-tag band of Whiskey Charlies can certainly give it a go!
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Background Briefing The Revenant Plague’s origin will probably be the source of heated academic debate and overheated conspiracy theories for the next century or more. The nefarious virus has been isolated, of course, but its source remains the mystery that launched a thousand theories. The most common theories are familiar to anyone alive today: The virus hitched a ride to earth on a meteor that touched down in Mexico’s Chiapas, Syria’s Bekaa Valley, or in the Kharj Valley near the border of Afghanistan and Pakistan. The virus was a warning from God, who was fed up with the excesses of the Western world or the excesses of the Eastern world’s response to West’s dissolution. Or both. Aliens, whose invading starships will arrive any day, unleashed the virus to thin the human population and make it easier to enslave. The big money is on The Power, though. In the nations that suffered the most from the plague, “The Power” represents the nations that helped them the most – First World powers like the USA, UK, France, and Germany. In those First World nations, “The Power” refers to the biggest bogeyman of any democratic people – their own government. John Schofield, THE SUSPICION THAT WOULD NOT DIE
The Revenant Plague was like a bomb with multiple fuses, each burning at its own rate. The first few cases in the USA were initially discounted as medical anomalies which had been grossly exaggerated by the local press. Thanks to the care used in handling the potentially contagious “victims” of the plague, the spread of the disease was extremely limited, giving the CDC time to examine it and, to their horror, understand it. Matters were quite different in the Third World. The Revenant Plague struck the overcrowded, medically deprived villages and cities of un-developed nations like a thunderbolt, and the fearful masses fleeing outbreaks were like sparks spreading a wildfire. Still, reports of walking dead preying upon the living were easy to write off from regions already notorious for the abundance of UFOs crossing their skies and blood-sucking animals draining their goats. For the first few days the troubling news from places like Mexico, Peru, Thailand, and Pakistan were written off as mass hysteria. The subject received more attention from the hosts of late night talk shows and stand-up comedians than from the press. The needle that burst the First World’s bubble of complacency came in the form of a documentary program gone horribly wrong. The crew of a popular
Special Operations vs. The Walking Dead
weekly television show devoted to tracking down mythical monsters around the world captured the first film footage of Revenants, as the CDC would name what everyone else called by their more obvious title: zombies. The shaky footage, reminiscent of so many horror films, was soon airing every fifteen minutes on major news networks around the world. It became the seminal image of the early days of the outbreak. The television show’s front man is standing on a dusty Mexican street interviewing three Chiapas Indians who claimed to have seen a prehistoric monster in a nearby lake. A crowd of curious onlookers mill around the front man and his translator. As the interview progresses, heads at the back of the crowd begin to turn. Faint screams can be heard in the distance and the crowd becomes more agitated. A louder shriek fills the air and the camera jerks away from the interview and pans down the street. Panicked men and women run past, pointing behind them. The scene blurs as the camera zooms in to reveal dozens of shambling figures surging up the street. As the camera stabilizes, a fleeing man stumbles and falls. He is instantly torn limb from limb by his pursuers. The voice of the cameraman can clearly be heard saying, “Holy shit! Zombies!”
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Background Briefing Suddenly the reports of “medical anomalies” became more ominous to TV audiences in the First World and they cried out to their governments for protection. The USA took the lead in developing an effective response to the Revenant Plague. CDC scientists announced that outbreaks could be contained by destroying the Revenants, the zombie-like carriers of the virus. While difficult to kill, they could be taken down by sufficient trauma to the head or torso. The virus could only survive for a brief period in “neutralized” carriers. Kill the zombies, kill the zombie plague.
rescue survivors and “neutralize” Revenants. Thanks to the expertise of the CDC and America’s military, the plague was virtually exterminated in the United States within a year. Similar results were achieved in Europe and Japan. In much of the rest of the world, madness reigned. Most developing nations lacked the resources or stability to mount an effective campaign of containment. Their cities became citadels of resistance or festering dens of plague infected Revenants. Without aid, most of mankind was doomed to extinction.
In the US, military forces were mobilized to respond quickly and decisively to any outbreak of the Revenant Plague. Special Forces units were often used as “Quarantine Teams,” which entered infected areas to
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Special Operations vs. The Walking Dead
SEQUENCE OF PLAY The Sequence of Play is described below. It references subjects that will be covered later in the rules, but provides a look at the game’s overall structure.
Turn Sequence 1. Choose a Scenario. 2. Draw Quirk of Fate Cards as dictated by the scenario. 3. Set up the table per the Scenario. 4. Place Zombie Hot Spots. 5. Set up the Living units on the Table per the Scenario. 6. Set up Zombie units on the Table per the Scenario. 7. On turns AFTER the first, Zombie Player rolls on the scenario Reinforcement table to determine the number and type of reinforcements that arrive. Roll for Hot Spot they arrive from.
Choose a Scenario
Ambush Z is a scenario driven game. The victor isn’t determined by totaling up points of troops lost or by playing till one side is obliterated. Instead, the victory conditions of the scenario being played determine who gets bragging rights and who is left cursing their dice. Players can either pick one of the provided scenarios to play or they can create their own.
Draw Quirk of Fate Cards
“Quirk of Fate” is a term used to describe the tendency for things to become confused and unmanageable on the battlefield. Quirk of Fate cards simulate this effect by providing an opportunity for unpredictable challenges or opportunities to arise. Scenarios generally dictate when and how many Quirk of Fate cards should be drawn and the Living Player may have to draw extra Quirk of Fate cards, as dictated by his various Reaction rolls. See Reaction Tests and Quirk of Fate for details.
Set Up the Table
8. Living Player activates his first unit (announce if moving/firing, firing/moving, going on Overwatch, or Hiding).
Each scenario contains a description of how the table should be set up, including the location of key roads, buildings, and other terrain features.
9. Zombie units may Interrupt.
Table sizes in Ambush Z vary from 2'x2' to 4'x4'.
10. Repeat steps 9 & 10 until all Living units have been activated. 11. Once all Living units have been Activated, Check for Random Zombie Movement. 12. The Zombie player may now move any Dexters or Possessed units that haven’t Interrupted. 13. Repeat Steps 8 through 12 until one side has met the Scenario Victory Conditions.
Special Operations vs. The Walking Dead
Place Zombie Hot Spots
At the beginning of the game, place 5 Zombie Hot Spot counters on the table. Some scenarios will specify areas of the board where the counters must be placed, others will leave their placement entirely to the player’s discretion. Some scenarios may use board edges and forego the use of Hot Spots all together. Hot Spots indicate locations from which Zombie units may arrive. Each Hot Spot counter is labeled with a number from 1 to 5. No Hot Spot may be placed within 6" of another on the table.
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SEQUENCE OF PLAY Set Up Living units
The scenario will indicate how many units the Living player will receive, what their composition will be, and where they’ll be placed on the table. Set up the Living as the scenario dictates. Normally, all Living units will be set up on the table at the beginning of play, but some scenarios will call for units to be held off the table for later deployment.
Set Up Zombie units
The Zombie player usually doesn’t have very many units on the board at the beginning of the game, but they will be continuously reinforced during play, based on the Infection Level of the scenario. Zombie units are placed on the table as described in the scenario. This may sometimes place Zombie units within range and line of sight of Living. Beginning play with units “in contact” is not unusual in Ambush Z
Zombie Reinforcements
Ambush Z scenarios never require an Infection Level Check at the end of the turn to determine if zombie reinforcements arrive – zombie reinforcements ALWAYS appear at the end of each turn (unless otherwise dictated by the scenario).
Infection Level Just as normal Ambush Alley scenarios have an Insurgency Level, Ambush Z scenarios have an Infection Level. The higher the Infection Level, the greater the risk of encountering zombies in abandoned buildings or attracting them with gunfire. Any time a Living unit enters a building other than those they begin play in or are traveling to, they must roll a D6 and compare it to the game’s Infection Level. If their roll is less than the Infection Level, the building contains zombies. Roll on the scenario’s reinforcement table to determine what the type and number of zombies are. Hot Spots Unless stated otherwise in a Scenario brief, five Hot Spots are placed on the table by the zombie player at the beginning of the game. Secondary Hot Spots In addition to the five ordinary Hot Spots placed at the beginning of the game, the Zombie player may place an additional Hot Spot at the beginning of each turn after the first. These are known as “Secondary Hot Spots.” Secondary Hot Spots are numbered from 1 to 6 and may be placed anywhere on the table that is not currently within Line-Of-Sight (LOS) of human forces. Secondary Hot Spots are placed in numerical order – i.e., the first is 1, the second is 2, etc. If there are duplicate numbered Hot Spots on the table (i.e., there are two ‘2’ spots), and the zombie player rolls a number with two Hot Spots associated with it, they may pick which Hot Spot from which they wish their reinforcement unit(s) to appear.
Types of Zombie Reinforcements
Zombie reinforcements take one of three possible forms: Automatic Zombie Reinforcements, Reinforcements attracted by gunfire, and “Pop-Up Zombies.” Each type of reinforcement is described below: Automatic Zombie Reinforcements At the end of each turn, make a roll on the scenario’s Zombie Reinforcement Table to determine what unit or units arrive. Roll a D6 to determine what Hot Spot each
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SEQUENCE OF PLAY reinforcement unit arrives at. On a roll of 6, the zombie player may choose which Hot Spot he wishes a unit to arrive from. Zombies & Gunfire Zombies always move towards the nearest gunfire. Even more dangerously, gunfire often “awakens” dormant zombies. Each and every time a unit fires a weapon, whether in ranged or close combat, roll a D6. If the die roll is less than the scenario’s Infection level, make an immediate roll on the Zombie Reinforcement Table and place the new zombie units on the table. Roll a D6 to determine what Hot Spot each unit appears at. On a roll of 6, the zombie player may choose which Hot Spot he wishes a unit to arrive from. Pop-Up Zombie Mobs Some die roll results on the Zombie Reinforcement Table call for the appearance of “Pop-Up Zombies.” Pop-Up Zombies are not placed at Hot Spots. Instead, the Zombie player may place them anywhere on the table as long as they are not within LOS of any human unit.
First Living Unit Activates
One of the characteristics of Living vs. Zombie conflicts is a pattern of action and reaction: Living tend to move with purpose, discipline and according to a coordinated plan, while Zombies tend to react to the Living force’s actions.
Ambush Z reflects this by giving the Living Player the initiative in every turn. Each of the Living Player’s units will be activated, one after the other, while Zombie units attempt to interrupt their actions and throw them off mission. The Living Player may pick which unit he wishes to activate first. Once activated, a unit may either Move and Fire or Fire and Move.
Zombie and Possessed units Interrupt Living Actions
Zombie and Possessed units may attempt to Interrupt any Living unit they see activated. Each Zombie and Possessed unit may only Interrupt once per turn.
Continue Activating Living Units
Continue activating Living units and resolving Zombie Interruptions until all units have been activated.
Check for Zombie Random Movement
Any Zombie unit that is not currently in contact with or moving towards a Living unit is subject to random movement. Roll a D6 for each “loitering” Zombie unit. On a roll of 1-4, the Zombies continue to mill around in place. On a 5 or 6, move the Zombie unit their full movement in a random direction. Roll 1D8 on the chart below to determine the direction:
1 2 3 4 5 6 7 8
Random movement cannot take a zombie unit off the table. If a random move would indicates that a zombie unit would move off the table, simply end it’s movement at the table’s edge. If the zombie unit is already at the table’s edge, it will mill around in place rather than move.
Move any Remaining Dexters or Possessed units
Once all Living units have been activated, any Dexter or Dexter controlled units (called “Possessed” units) that have not attempted to interrupt the Living in that turn may be moved (and fired, if appropriate). Play continues until one side has completed its Victory Conditions.
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BASIC UNIT DEFINITIONS & ATTRIBUTES The Living and the Walking Dead For the purposes of Ambush Z, all units fall into two broad categories: They are either Living or Zombies.
Living Forces Living forces fall into two broad categories: Professionals and Survivors. Professionals are generally military or police forces who are struggling to contain and/or eradicate the Revenant zombie threat. Survivors are hapless escapees of the Revenant Plague – although some are less “hapless” than others . . .
Professionals (Military & Police)
“Professionals” are human forces that are actually trained to work together against a common foe. Professionals understand small unit tactics and know how to work as a team. They know how to care for their gear, which is less likely to fail them, and they’re less likely to panic due to their experience in tight situations. Regular military units, Special Forces units, police squads, SWAT units, and some private security forces are considered “professionals.”
Military Units and Special Operations Teams
Most military units, and especially Special Forces/ Spec Ops units, are well equipped with weapons and protective gear. At the very least they will have assault weapons and body armor. Some specialized units may be equipped with Anti-Zombie Weapons (AZW) and Anti-Zombie Armor (AZA).
Military units are always well supplied with Revenant Anti Virus (RAV) unless otherwise stated by the scenario notes. They also possess night vision devices and radios that allow military units to communicate with one another. Most Military units have a Troop Quality of Trained (D8) and a Morale of D10. Particularly experienced Special Forces teams may have Troop Qualities of Veteran (D10) or, very rarely, Elite (D12). Special Forces units are highly motivated and generally have a Morale of D12. Private military contractors operating in hot zones are usually similarly equipped and possess similar Troop Quality and Morale ratings.
Police & SWAT
Law enforcement officers are trained in basic small unit tactics and SWAT officers have advanced training and access to more formidable weaponry. Police and/ or SWAT officers are often found shepherding groups of survivors in Hot Zones that have not yet been cleared by military forces.
Some law enforcement agencies were issued small amounts of RAV before the Revenant Plague reached full intensity, but most police or SWAT units will not have access to the serum unless a scenario states otherwise. Police are unlikely to have night vision devices or weapons more potent than Small Arms. Regular police officers will generally have access to shotguns and assault rifles, while SWAT officers can usually lay hands on sniper rifles. SAWs and grenade launchers (other than the non-lethal variety) are not part of civilian law enforcement’s arsenal. Police and SWAT units have a Troop Quality of Trained (D8) and a Morale of D10 unless otherwise stated by a scenario.
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BASIC UNIT DEFINITIONS & ATTRIBUTES Survivors
Civilian survivors are often encountered by special forces operators on missions. Such meetings usually complicate things, changing a simple search and destroy mission into a rescue mission. Viewing most civvies as mission threatening baggage, operators refer to most of them as Whiskey Charlies: Worthless Civilians.
Military and Police Dog Teams
Military and police units are sometimes supported by dog teams. Initially, dogs were used to detect humans and other dogs infected by the Revenant Plague. It was discovered early on that dogs could “sniff out” an infected person with nearly absolute accuracy.
Since dogs react aggressively to the scent of Revenant infection, they were soon dragooned into service assisting “clean-up teams” in hot zones. The dogs proved invaluable in urban clean-ups by alerting their handlers to the presence of Revenant zombies in buildings, thus taking much of the uncertainty out of the building clearance process. In game terms, dogs can unerringly determine if a building or other concealing terrain contains Revenant zombies. Make a die roll for zombie occupation before any units enter the building. If zombies are inside, units associated with the dog team may decide to clear the building or bypass it completely. If a unit is clearing a building that a dog unit has alerted on, the unit receives +1 to its building clearance die roll. Dogs have the same Troop Quality and Morale as their handlers. They may only fight in Close Combat, having no ranged weapons. Some military dogs are equipped with body armor.
Special Operations vs. The Walking Dead
Not all civilians require rescue, however. Some survivor groups are well-armed, well-organized, and eager for some pay-back against the hordes of blood-ravening zombies. Occasionally these survivor groups even come to the rescue of Special Forces operators when their missions have gone terribly wrong. Special Ops troops refer to such militant survivors as “Headhunters” due to their tendency to destroy zombies by blowing off their heads.
Whiskey Charlies (Worthless Civilians)
Most civilian survivors live up to the militaries’ disdain and are fully qualified for the title “worthless.” Their normal response to a zombie threat is blind panic and flight – often directly into the rotting arms of the very creatures they’re fleeing.
Whiskey Charlies are rarely armed and even when they are, they tend to be ineffectual in combat. In short, Whiskey Charlies live to be rescued by Special Ops teams or eaten by packs of zombies. In game terms, Whiskey Charlies will always flee from zombies. They will run 1D8 + 6" in a random direction, as indicated by the chart below (roll 1D8):
1 2 3 4 5 6 7 8
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BASIC UNIT DEFINITIONS & ATTRIBUTES If Special Operations units or Headhunters are within sight, Whiskey Charlies will flee directly towards them rather than in a random direction. If the Whiskey Charlies reach the Special Ops unit or Headhunters, they will immediately put themselves under their protection. They become the unit’s Dependents. Professional and Headhunter units with Whiskey Charlie Dependents may not make Rapid Moves, but their Troop Quality is unaffected (note that this differs from the standard Ambush Alley rules). If Whiskey Charlies are barricaded in a building or other fortified position, they will not flee unless zombies break into the building. Whiskey Charlies have a Troop Quality and Morale of D6. They are rarely armed with firearms, and must rely on improvised hand-to-hand weapons and their fleetness of foot to defend against zombie attacks. Some scenarios may indicate that Whiskey Charlies are armed with Small Arms, in which case they may use ranged combat. Whiskey Charlies who become casualties while in the care of a Spec Ops or Headhunter units use the appropriate First Aid Chart to determine the nature of their injury. Injured Whiskey Charlies who are not under the protection of a military or Headhunter unit are automatically KIA. Whiskey Charlies who are not Dependents of a military or Headhunter unit NEVER have Revenant Antivirus available to them (unless the scenario states otherwise).
Headhunters
Headhunters are survivors who are actually capable of holding their own against Revenant zombies, whether defending a strongpoint or mounting aggressive raids.
Headhunters are usually comprised of civilian survivors who have come under the leadership of someone with good tactical skills, but they’re also sometimes drawn from groups of people who have some background in violent action, such as street gangs or militiamen. At least one famous Headhunter gang was composed of a group of historical re-enactors! For the most part, Headhunters behave in the same way as Special Forces or other military units, but they are subject to some special rules described below:
Scarcity of Supplies
Headhunters are almost always short of supplies, especially medical supplies and ammunition!
Headhunters automatically become “Low on Ammo” any time they roll more 1’s than successes on a Firepower roll. A unit that is Low on Ammo loses a die of Firepower. A unit may suffer repeated “Low on Ammo” results – if they’re reduced to zero Firepower, they may no longer make ranged attacks. To reflect the scarcity of key medical supplies, Headhunters casualties roll on the standard First Aid table (not the Medic/Spec Ops First Aid table) and only have Revenant Anti-Virus available on a roll of 6+ on their Troop Quality Die.
Troop Quality & Morale
Headhunters usually have a Troop Quality of D6, but they may have as high as a D8 if the scenario calls for it. Their Morale is usually D8, but may be higher as dictated by the scenario.
A Special Ops team defends a structure from the infected.
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BASIC UNIT DEFINITIONS & ATTRIBUTES Zombies Walking dead, cannibalistic disease victims, alien possessed automatons, fast or slow, smart or stupid, whatever the rationale or characteristics, we all know a zombie when we see one! Ambush Z tries to take a fairly generic approach to the subject by providing players with rules for some of the more common zombie archetypes. We provide explanations for each zombie “breed’s” existence against a Revenant Plague backdrop, but with minor alteration, they could be used in any zombie “universe.”
Zombie Unit Characteristics
Most normal human units only have two characteristics of importance to the game: Troop Quality and Morale. Zombie units have a slightly different set of characteristics and rules that go along with them.
Movement
Different types of zombie units have different movement rates, as noted in their descriptions. Zombie movement will either be restricted to a total number of inches they may move in a turn or will be the same as that of normal live human units. Zombies with movement stated in inches (Odies and Zulus) may occasionally put on a burst of speed if a tasty target presents itself. If either type of unit announces that it is charging to Close Combat a living unit, they may move an additional number of inches equal to a single die roll of their current Troop Quality die type.
If zombie Troop Quality has not increased by the beginning of Turn 3 through a roll on the reinforcement table, it automatically goes up one die type. If zombie Troop Quality has not increased by the beginning of Turn 6, it is automatically raised one die type. Zombie Troop Quality can never increase more than one die type in a single turn. If zombie Troop Quality has increased by a die roll between Turns 1 and 3, the automatic increase at the beginning of Turn 3 does not occur. If zombie Troop Quality has increased between Turns 4 and 6, the automatic increase at the beginning of Turn 6 does not occur. Maximum Troop Quality indicates the highest die type that can be attained by a particular type of zombie.
Morale Zombie units are never called upon to make Morale Checks and have no Morale characteristic. Awareness Range Zombies are not the most observant creatures on this earth. Unless something attracts their attention with a loud noise, bright flash, or the sweet, sweet smell of blood, zombies generally content to mill about mindlessly as they decompose. A zombie unit’s Awareness Range represents the distance at which they are likely to notice living prey. Any living unit moving or firing within a zombie unit’s zone of awareness will be noticed automatically.
Starting and Maximum Troop Quality
Unlike living troops that have a more or less fixed Troop Quality, Zombie units tend to be sluggish and ineffective in the opening minutes of an engagement. As time goes by, they became more agitated and aggressive.
Close combat is unpleasant, not only because the zombies are more likely to notice their foes.
To represent this slow increase, all zombie units have a starting Troop Quality, which indicates their Troop Quality on the first turn of the scenario. When the Zombie player rolls for “reinforcements” at the beginning of each turn, there is a chance that the roll will indicate an increase in Troop Quality for his forces.
Special Operations vs. The Walking Dead
Photo courtesy Piers, Thomas, & Cyril of the NGC.
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BASIC UNIT DEFINITIONS & ATTRIBUTES Zombie Unit Types
The Revenant Plague produced four distinct varieties of “Revenants” or zombies: Odies (or Oscars), Zulus (or Zeds), Romeos, and Dexters. Each type of zombie is described below.
Odies (Oscars)
Zombies will notice movement within their LOS but beyond their Awareness Range if they can pass a Troop Quality Check. In a unit composed of a mix of zombie types, always use the highest Troop Quality for such checks. Zombies always notice regular gunfire and will move towards the last direction from which it came unless they hear nearer gunfire or notice (or have already noticed) a living unit. Zombies will always notice suppressed gunfire directed at them within their Zone of Awareness. Otherwise, they must make a Troop Quality Check to notice suppressed gunfire anywhere on the table. Once they’ve noticed it, zombies move towards suppressed gunfire in the same manner as regular gunfire. Zombies will always move towards regular gunfire in preference to suppressed gunfire – louder is always more interesting to a zombie.
The Revenant Plague virus is so pernicious that it can even occasionally reanimate human corpses that barely possess enough muscle and connective tissue to stand or move. Such posthumous infections result in revenants that look more like skeletons than anything else. In the early days of the plague, some wag coined the name “Odie” for such revenants, derived from O.D. or “Original Dead.” The military adopted the term, using it interchangeably with the phonetic for the letter “o,” Oscar. Odies are usually encountered near cemeteries, crypts, bogs, or any other places that moderately preserved or mummified corpses might be found. Odies are very slow and brittle. A single burst of gunfire or a well placed blow from a baseball bat are generally enough to reduce an Odie to a dusty pile of rags and bones.
Odies (oscars) Movement Starting Troop Quality Maximum Troop Quality Awareness Range Bonus Defense Dice/unit Bonus Assault Dice/unit
4"/Turn D6 D8 6" 0 0
Zombie Vision
Revenant zombies appear to rely on senses beyond that of normal human vision. They can sense prey in fog, smoke, or even complete darkness. They suffer no negative modifiers when fighting at night or in poor visibility.
Bonus Defense Dice Some zombie units receive bonus Defense Dice.
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BASIC UNIT DEFINITIONS & ATTRIBUTES Zulus (Zeds)
When the Revenant Virus finds a recently dead host, the result is usually a Zulu (also called Zeds). Think traditional movie zombie and you’ve got a good mental image of a Zulu: Slow, relentless, bloodthirsty, and hard to kill.
Zulus can be found EVERYWHERE. They’re the most commonly encountered revenant and are the plague’s icons. Their only imperative seems to be to find uninfected human bodies, living or dead, to infect with the Revenant Plague. If they happen to eat an arm or a leg in the process of passing the virus on, so be it. That’s gravy, so to speak. Zulus are slightly slower than living humans, but they make up for it in hardiness. Only a good shot to the brain or immense physical trauma can put a Zulu down for good. Zulus can move up to 6" in a turn and Zulu mobs receive two extra Defense dice.
Zulus (zeds) 6"/Turn D6 D10 6" +2 +1
In the early days of the Revenant Plague, most victims encountered by medical teams were still living human beings whose mental faculties had been seriously compromised by the virus. These hapless victims were often so violent and aggressive that there was no choice but to euthanize them. Within short order, of course, the virus rejuvenated its host, leading to the term “Revenant,” which was used to describe both living victims and recently revived hosts. When the US military became involved in quarantine and recovery efforts, they referred to Revenants with the phonetic for “r:” Romeo. Some survivors of infected areas refer to them more descriptively as “fast zombies.” Romeos move just like living troops. Romeo mobs receive two extra Defense dice.
Romeos Movement Starting Troop Quality Maximum Troop Quality Awareness Range Bonus Defense Dice/unit Bonus Assault Dice/unit
As living troops D8 D12 8" +2 +1
Photo by Robert Thivierge
Movement Starting Troop Quality Maximum Troop Quality Awareness Range Bonus Defense Dice/unit Bonus Assault Dice/unit
Romeos
Special Operations vs. The Walking Dead
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BASIC UNIT DEFINITIONS & ATTRIBUTES Dexters
Occasionally (and fortunately, rarely), the virus will infect a host that has some sort of genetic predisposition for a symbiotic relationship that benefits both entities. Such hosts retain much of their old intellect but are apparently stripped of all human memories or emotions. Dexters seem to be motivated purely by a desire to establish and maintain an area of contagion, spreading it as much possible and, when needed, marshaling its resources to protect it from external threats. It is theorized that Dexters possess an awareness of the entire area of contagion thanks to a hive mind-like link to other plague hosts within it. In addition to receiving information from nearby hosts, Dexters are also apparently able to direct their activities, a horrifying ability that transforms a milling mass of brainless zombies into an army of fearless, virtually unstoppable soldiers capable of following rudimentary strategies of conquest and defense. Dexters closely resemble Romeos, with whom they normally surround themselves as a sort of personal guard. They can usually be recognized by their eyes, which smolder with malevolent cunning. The very first revenants identified as Dexters were a pre-teen sibling pair, brother and sister. The boy’s horn rimmed glasses, still worn despite their shattered lenses, led the contact team to name him after a boy genius cartoon character. Like Romeos, Dexters are fast and difficult to kill or incapacitate. When cornered, they are ferocious and seem to be capable of super-human levels of violence. Dexters move like living troops and are only found in Romeo mobs. If encountered without a mob of Romeos, they still receive an extra two Defense dice. In addition to their ability to control other zombies from a distance, Dexters are also able to exert limited psychic influence over living, uninfected human beings. This influence falls into two categories: Possession and Dread. More on this later.
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If a Dexter is faced with an immediate threat, it may try to eliminate the threat directly. Cornered Dexters have been known to lead their Romeo cohorts into hand to hand combat with cleaning teams – or even charge into battle alone. In hand to hand combat, Dexters are a force to be reckoned with. Entire special operations squads have been killed (or worse) by a desperate Dexter. Even the most experienced and hardened operators go out of their way to avoid coming into close grips with a Dexter. Dexters, or the mob they’re attached to, receive two extra Assault dice in close combat. Additionally, the Dexters’ reputation as nearly unstoppable melee monsters is so intimidating that a unit being attacked by one must make a Troop Quality Check. If the unit fails, its Troop Quality die is reduced by one type (i.e, from d10 to d8). Troop Quality may never be lowered to less than a d6, however. Possession Dexters may “Possess” living human beings, but only those who voluntarily submit to it or who are too weak willed to resist. In game terms, this means only units whose Morale has been reduced to D6 may be possessed. A Dexter must be within 10” of a unit with D6 Morale to attempt to possess it. To resolve the attempt, make a Possession Check. To resolve a Possession Check, follow the steps below: The Dexter rolls 6D10 and the unit it is attempting to possess rolls its Morale dice. The Dexter and the defending unit both discard any dice with a score lower than 4. Dice are then compared as with any other attack, with the defending unit matching its dice against the Dexter’s in an attempt to match or exceed their scores. If the defending unit rolls more or the same number of successes than the Dexter, it shrugs off the possession attempt with no ill effects. If the defending unit rolls fewer successes than the Dexter, it becomes subject to Dread (see those rules, below).
Special Operations vs. The Walking Dead
BASIC UNIT DEFINITIONS & ATTRIBUTES Dexters Movement Starting Troop Quality Maximum Troop Quality Awareness Range Bonus Defense Dice/unit Bonus Assault Dice/unit
As living troops D10 D12 Line of sight +2 +2
If the Dexter rolls twice as many successes as the defending unit, it has possessed the unit and may begin using it as part of its own force on the next turn. Once Possessed, a unit remains Possessed for the duration of the game. A Dexter may take no other actions and may not guide its Minions on any turn that it attempts a possession. Remotes lacking instructions from their master will stop where they are and mill abut unless they spot a Living unit during the turn using the standard rules for normal Zombies. Possessed units who lack guidance from their master may continue to move and fire at units in their LOS. They no longer receive guidance as to the location of units outside their LOS, however, and if no Living unit is within sight, they will move to cover and await further instructions from their master. Dread Dexters cause Dread one of two ways: By attempting to Possess a unit (described above) or by simple proximity. All Living units within 6" of a Dexter, whether in LOS or not, are filled with a deep, confidence shaking dread. This Dread evidences itself in two ways: 1. Units affected by Dread lower their Morale by one die type. If they are currently D10 Morale, for instance, they would be reduced to D8 Morale.
Once a Living unit moves beyond 6" from the Dexter, the Dread effects dissipate.
Zombie Dogs
Like Rabies, the Revenant Plague is capable of infecting both human beings and dogs. So far, no non-canine animals have been found to be susceptible to the disease.
Zombie dogs run in packs and can be found roaming in and around any contagion area. They use their keen sense of smell to track down uninfected human and canine hosts, inexplicably showing a preference for humans over their fellow dogs.
Zombie Dogs Movement Starting Troop Quality Awareness Range Bonus Defense Dice/unit Bonus Assault Dice/unit
As living troops D8 18" +2 +1
2. Units affected by Dread lose one Firepower die in both Fire and Close Combat.
Special Operations vs. The Walking Dead
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BASIC UNIT DEFINITIONS & ATTRIBUTES Traumatic Zombies
Possessed units can also use firearms in the same manner as other Living units. They may also take advantage of cover and Out of Contact Movement. They are not, however, sophisticated enough to use Overwatch.
Scenarios and Quirk of Fate cards will identify Traumatic Zombies. A recently turned casualty is always a Traumatic Zombie for the unit from which it came.
Due to their telepathic powers, Dexters are aware of the presence and general location of all living beings near them. They may use these telepathic powers to steer their Possessed and Remote minions to unsuspecting Living victims. Simply put, units that are under direct control of a Dexter may be moved directly towards any Living unit of the Dexter’s choice rather than being forced to wait to see the humans or hear their gunfire. Remote and Possessed units still must make a Quality Check to find Living hiding in buildings or rubble.
Traumatic Zombies trigger the following negative effects for units attacking or reacting to them: • Reduce Troop Quality Die by one type when Reacting to a Traumatic Zombie • -1 Firepower Die when firing at/in close combat with a Traumatic Zombie • Take a Combat Stress Test when firing at/ in close combat with a Traumatic Zombie
Dexter Controlled Units (Possessed & Remotes)
A Dexter’s remarkable psychic abilities allow it to exert control over units of Zombies and weak minded or willing human slaves. The effects of this control vary, between Zombie and Living units, however, as described below. As noted before, a Dexter may control a maximum of 4 Possessed or Remote units at any one time. Any Zombie unit the Dexter is attached to does not count against this 4 unit limit. Possessed Dexter controlled living units are referred to as “Possessed” units. Possessed units behave much the same as Zombie units. Like Zombie units, they lack the initiative to do more than attempt to Interrupt the actions of Living units. They are as fearless as their dead comrades, and never take Morale tests.
Possessed units Troop Quality doesn’t increase when the Zombie Ferocity increases. They maintain the same Troop Quality throughout the game. Remotes (Dexter Controlled Zombie Units) Dexter controlled Zombie units, also called “Remotes” by field operators, benefit from their telepathic connection to their far more cunning master. Since Dexters can “see” through their minions’ eyes, Remotes are not limited by their usual Awareness Range. They can react to any Living movement or fire within their LOS. Like Possessed units, Remotes can be guided to the position of Living units via telepathic connection. Otherwise, Remotes behave in the same manner as ordinary Zombies of their type. Courtesy Piers, Thomas, & Cyril of the NGC
Some zombies are harder to put down than others. It’s a lot easier to kill a decomposing hulk of a man that it is a recently turned girl-scout, family member, friend, or little old lady.
Unlike Zombies, they are not limited by an “Awareness Range” and can automatically Interrupt any Living unit that moves or fires within their LOS.
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BASIC UNIT DEFINITIONS & ATTRIBUTES Troop Quality and Morale Ratings In addition to being categorized as Living or Zombies, each unit also has a Troop Quality and Morale Rating. These ratings help determine how effective the unit is in combat.
Troop Quality
The Troop Quality measures a unit’s level of training, expertise, and discipline. Living generally have a higher Troop Quality than zombies, but it is possible for a group of talented and motivated “amateurs” to have a high Troop Quality.
Troop Quality is broken down into the following categories: Elite, Veteran, Trained, and Untrained. Living will always have a Troop Quality of Trained or higher. Zombies may never have a Troop Quality higher than Veteran. Each Troop Quality rating has a die type associated with it. This is the type of die thrown by the unit when it makes the various Troop Quality Tests required by the rules. Troop Quality Dice Elite D12 Veteran D10 Trained D8 Untrained D6
Morale
Only Living units have a Morale value. A unit’s Morale rating reflects how motivated and eager (or resigned and fatalistic) it is to fight and continue fighting when things get dicey. Units with higher Morale ratings are less bothered by set-backs and casualties and are more likely to keep fighting in the face of hardship. Low Morale units may show their heels at the first sign of trouble.
There’s no real relationship between Morale and Troop Quality – a unit with Elite Troop Quality may have low Morale because they’ve been in the field too long or have lost their favorite squad-mate. A mob of rabble might be so inspired by charismatic leader that they’re willing to face certain death to follow his commands. The four Morale Ratings and the dice associated with them are described below: Morale Ratings Dice High Morale D12 Good Morale D10 Average Morale D8 Low Morale D6
Merging Units Units may merge to form a larger unit if desired.
Examples of Troop Qualities
To merge, units must move within unit cohesion (explained later), at the beginning of the next turn, they are considered a single unit.
Veteran Units: Highly trained Living with extensive combat experience.
Merging units are not required to have the same Troop Quality or Morale. Units with different Troop Quality and Morale ratings are referred to as “mixed units.”
Elite Units: Delta, SAS, Spetznaz
Trained Units: Living military formations, including Marines and Rangers, Police SWAT teams, remnants of the Iraqi army or secret police, “freedom fighters” with extensive training or experience. Untrained Units: Armed civilians, Police, Jihadists, Rebels, Poor quality Military units, Most third-world military units.
Special Operations vs. The Walking Dead
Mixed Units
Troops of different Troop Quality or Morale may be thrown together into a single unit. This usually occurs when two units who have been ravaged with casualties merge to form a new unit. If troops of different Troop Quality and Morale combine to form a single unit, the following rules apply:
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BASIC UNIT DEFINITIONS & ATTRIBUTES Mixed Unit Troop Quality
If a unit is composed of figures with different Troop Quality, use the Troop Quality of the majority of figures in the unit. If the unit is evenly split between Troop Qualities, use the lowest quality for the unit.
Mixed Unit Morale
If a mixed unit has members with different Morale rating, its overall Morale is set by whichever of the following factors that most closely applies to it:
If the mixed unit has a leader, it uses the leader’s Morale for all checks. If there are more than one leader in the unit, use the highest leader Morale rating for the unit. If the unit doesn’t have a leader, the unit has the morale of the majority of its members. If the unit doesn’t have a leader and there are an equal number of troops with different morale in the unit, it uses the lesser of all morale values in the unit.
Mixed Unit Range
If a unit is composed of different troops of different troop qualities, use the range value of the lowest troop quality. (Range will be explained in more detail later.)
Unit Cohesion All figures in a unit must remain within 1” of one another. A Living unit may be spread more thinly and still effectively occupy and hold defensive positions. While wholly occupying a defensive position a Living unit’s cohesion distance is expanded to 2". Units that break cohesion due to movement or terrain must regroup to restore it in their next activation.
Split Units
Units may divide into smaller elements at the start of their activation. Only one element of a unit may move and fire on the activation that the unit is split. From that point on, each element is treated as a separate unit for the purposes of movement and fire.
Split elements may merge to reform their unit.
Leaders
Leaders may move freely about the table. They are not subject to Unit Cohesion rules. However, leaders who are not within cohesion range of a unit may not act as
Left: Units with 1" Unit Cohesion. Right: Living occupying a defensive position with 2" Unit Cohesion.
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BASIC UNIT DEFINITIONS & ATTRIBUTES
its leader unless it is established at the beginning of the game (or in the unit’s notes) that he has the capability to contact units by radio, cell-phone, HUD, etc. Even ad-hoc Living units have an established chain of command or pecking order. When a leader is lost, a subordinate is there to take over his role. Positive Leaders alleviate Combat Stress Levels for the unit to which they’re attached.
Leaders Joining a Unit
A separated leader may join any unit it pleases by moving into cohesion with that unit. If the unit the leader joins has already been activated in the turn he joins it, the unit and leader may perform no further actions. Both are finished for the turn. If the unit has not been activated before the leader joins it, it may be activated later in the turn but may only fire, not move. The leader joining the unit counts as the unit’s movement.
Special Operations vs. The Walking Dead
Differentiating Between Special Figures
While not as big a problem with 20-28mm figures, it can sometimes be hard to tell the difference between 15mm figures, especially at table distance. We solve this problem by painting a colored dot on the back of the bases of our special figures: Yellow for leaders, red for support weapons. Feel free to use whatever method you wish to identify your own figures, but the colored dots have worked quite well for us!
Alternate Basing Many Ambush Z players may already have modern military figures based on multi-figure stands for use with other games. This basing method works perfectly fine with Ambush Z, so there’s no need to rebase your existing armies or replace them with new figures. Simply treat each stand as a fireteam and keep track of how many casualties it has taken.
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Basics of Play The (Nearly) Universal Mechanic Ambush Z has one (nearly) universal mechanic that applies to the resolution of a wide range of unit actions, ranging from determining hits against the enemy to digging in under fire: Roll a 4 or better. If the action calls for an opposed roll, such as firing on the enemy, Roll a 4 or better and roll higher than your opponent.
Line of Sight (LOS) All infantry units have a 360 degree line of sight. Figure facing is irrelevant. There is no “maximum visual range.” The boards on which the game is played are small enough that figures can see (and, indeed, fire) from one side to the other. LOS can be blocked by terrain features, such as buildings, high walls, deep trenches, etc. LOS is not determined on a per figure basis. LOS is traced from the rough center of the firing unit to the rough center of the target unit. If half or more of the firing unit can see the target unit, it may fire. If less than half the target unit is visible to the firing unit, it cannot be fired upon. Example: Six Zombies are moving around a building. Two come into LOS of a unit of Living. Since the Living cannot see half or more of the Zombies, they cannot react to them. Since less than half the Zombies can see the Living, they cannot charge them.
Roll a 4+ If Opposed, Roll a 4+ and Higher than Opponent’s Roll
When we look at the example above, it may at first seem silly to say that the Living can see two out of six figures in a zombie unit but cannot shoot at the unit (or at the two exposed individuals, for that matter), but it is our intention to represent a fluid combat situation. Models on the table delineate the area controlled by a unit, but do not specifically represent the static location of individuals. Figure placement simply indicates that the unit is exhibiting some control of the area they are placed in. When you embrace this idea, you’ll discover it opens a wide array of tactical options. In practice, the Zombie player will often benefit from any ploy that disrupts or otherwise slows the progress of the Living player…
Line of Fire (LOF) A unit must have a clear line of sight to a target to fire at it. If there are other units or civilians between the firing unit and the target, Line of Fire must also be considered. LOF is a line traced from the middle of the firing unit to the middle of the target unit. Any units or civilian stands within 2" of this line and at the same elevation or lower are considered to be “in the line of fire.” Units or stands that are within 2" of the LOF of a target unit at a higher elevation than the firing unit are not in the line of fire, but are at a higher elevation than the firing unit are not considered to be in the Line of Fire.
The Zombies and Living in this instance do not have clear LOS to one another.
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THE (nearly) UNIVERSAL MECHANIC
Example: A Living unit is firing at an RPG gunner on a roof top. Another Living unit is directly in front of them at street level. Since they are firing over the heads of
Ambush Z
Special Operations vs. The Walking Dead
Basics of Play Interruptions and Reaction Tests Zombie/Possessed Interruptions of Living’s Movement/Fire
The Living in the foreground may fire over the intervening Living to engage the zombies on the roof top. the intervening unit at a target above them, the street level unit is not considered to be in the line of fire. The Living unit can engage the RPG gunner. Living may not fire at a target if other Living are in the line of fire. They may fire if civilians are in the LOF, but they have a chance of hitting them (See Civilians on the Battlefield). Note, however, that some scenarios may forbid fire that might injure civilians. Zombies may fire at targets regardless of who or what is in their LOF unless a scenario restricts them. No unit may fire directly through another unit at the same elevation. Example: A Possessed unit wants to fire at some Rangers. Unfortunately, a second Possessed unit is directly between them and their desired target. The Possessed units and the Rangers are all at street level, so the second Possessed unit blocks the first unit’s fire.
When a Living unit moves or fires within Line of Sight (including movement or fire that is part of a reaction) of Zombie or Possessed units, the Zombies/Possessed may attempt to interrupt with movement or fire of their own. The Zombie player must declare all units that are interrupting and whether they are interrupting the Living unit’s movement or fire. If movement is being interrupted, the interrupting player must indicate where in the move the interruption occurs. Since Zombie units cannot use firearms or other missile weapons, they can only interrupt by moving closer to the Living unit or by moving into contact with it for close combat. Possessed units may interrupt using either fire or movement. Dexters/Possessed units may also sacrifice an interrupt action by firing on Pinned Living units. A Living unit may be interrupted by more than one Zombie unit, but each Zombie unit may only interrupt one Living unit per turn.
Zombie Interrupt Check
If a Living unit moves or fires within a Zombie unit’s Awareness Range, the Zombie unit may interrupt it automatically. In fact, a Zombie unit must interrupt the first unit that enters its Awareness Range. If a Living unit moves or fires within LOS of a Zombie unit but outside its Awareness Range, the unit must make a Quality Check. If the Zombie unit passes the test, it has spotted the Living unit and must interrupt. If the Zombie unit failed the test, it continues to mill about where it is.
Special Operations vs. The Walking Dead
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Basics of Play Note that Zombie units who have failed previous spotting checks in the turn must continue to make checks as new Living units cross their LOS. Once a zombie unit has spotted a Living unit successfully, it need no longer check to see if it spots subsequent Living units that come within LOS.
The Reaction Test
Zombies can only perform one of two actions when they Interrupt a Living unit. They may either charge into close combat if proximity permits or they must move directly towards the spotted Living unit to come within close combat range.
Living units on Overwatch or who were stationary the previous turn receive a +1 to their Troop Quality die on Reaction Tests. Living moving Rapidly receive a -1 to their die roll.
Living Reaction to Interruptions
When a Zombies attempt to interrupt a Living unit’s movement or fire, a Reaction Test is made to determine whether the Living were able to react before the interruption occurred. If the Living win the Reaction Test, they are able to fire or move before the Zombies carry out their interruption. If the Living lose the Reaction Test, they aren’t able to react until after the Zombies’ interrupt action. Living may react when: • A Zombie or Possessed unit declares an interruption against it. • A Zombie or Possessed unit declares an interruption against another Living unit within LOS (IF the reacting unit has not already been activated – see below). Living units may only react to Zombie/Possessed units that are interrupting them or by sacrificing their own activation to react to an interruption of another Living unit in LOS. A Living unit whose movement/fire has been interrupted may always react as long as it has Movement or Firepower remaining.
When a Living unit is interrupted, a Reaction Test is taken. Both involved units roll their Troop Quality die. The interrupting player must roll a 4+ and roll higher than the Living player to interrupt before the Living player can react.
If the Zombie player rolls a 4+ and the roll is higher than the Living’s roll, the Living unit has lost the Reaction Test and the interruption occurs before the interrupted unit can react. Once the interruption is resolved, the Living unit may react by returning fire. It may then complete its Activation by finishing its movement and/or fire. If the Zombie player fails to roll a 4+ or rolls lower than the Living player, the Living unit has won the Reaction Test and may either complete its movement or fire on the interrupting unit before the interruption occurs. If the Living unit’s movement was not yet complete, it may finish its movement once the interruption is resolved.
Reaction Test Results Zombie Rolls 4+ and higher than Living: Interruption is resolved before the Living can react. Otherwise: Living Player may fire on Zombies or complete their move before the Zombie’s Interruption is resolved.
Living units within line of sight of a friendly unit that is being interrupted may also react if they have not already been activated. Such a reaction counts as the unit’s activation for the turn. Overwatch units may always react to any interruption within their line of sight.
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Basics of Play Photo courtesy Piers, Thomas, & Cyril of the NGC
Interruptions by Movement
If a Zombie or Possessed unit interrupts a Living unit’s movement by moving towards it or attempting to charge into close combat, simply move the Zombie/ Possessed unit as desired.
If the unit being moved is Possessed, state at the start of the move what movement type it is using (Cautious or Rapid) and move the group the appropriate distance. The interrupted unit may react to it as described above. Living who have not yet been activated and Overwatch units may also react to the interrupting Zombie/ Possessed unit.
Interruptions by Fire
If a Living unit loses a Reaction Test when being interrupted by fire from a Possessed unit, resolve the fire immediately. Living troops who survive the attack make any required Morale checks. Check. If they are not Pinned, the Living unit may return fire and finish their movement if appropriate. If a Living unit wins a Reaction Test when being interrupted by Zombie fire, it may: Fire before the interrupting unit. Once the Living fire has been resolved, the surviving Possessed may then take their interruption fire.
Once all fire combat is resolved, the Living player may finish his movement if appropriate. Living units roll one less Firepower die when resolving fire combat for each interruption after the first. Move into cover or out of the Possessed unit’s line of sight. The Living unit may not move any farther than their regular movement. If their movement was interrupted, they may only move the remainder of their movement. Living units lose 1” of movement for each interruption after the first during their activation.
Special Operations vs. The Walking Dead
Living who haven’t been activated lose their turn if they react to a Zombie/Possessed interruption of another unit’s movement or fire.
Resolving Chains of Interruptions
The interruption/reaction process is pretty straightforward when one Zombie unit is attempting to interrupt one Living unit. During the course of play, however, it is quite common for more than one Zombie unit to interrupt a single Living’s activation. This can get a little confusing, but the following guidelines should help keep everything straight: Remember, interruptions occur at the moment a Living unit is activated. At that time, the Zombie player must announce ALL units within LOS that are interrupting the activating unit. This announcement counts as the units’ one interruption per turn, even if the interrupted unit is destroyed before they have a chance to perform any action. The only exception this rule occurs when a Living unit moves into the LOS of a unit that could not see it at the time of its activation. In this case, the Zombie unit(s) may declare an interruption as the Living move into sight. Make the Reaction Test for each interruption in turn, starting with the unit nearest the Living unit being interrupted. Do not resolve interruption or reaction fire at this time, but note which units against which the Living passed its Reaction Test and against which it failed.
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Basics of Play Once all Reaction Tests have been rolled, resolve successful interruptions first. Start with the unit nearest to the Living and against whom the Living failed its Reaction Test, then the next furthest, etc. Once all successful interruptions have been resolved, resolve all reactions against units that the Living passed their Reaction Test against. Start with the unit nearest to the Living, then the next furthest, etc. Once all successful and unsuccessful interruption attempts have been resolved, the unit may complete its activation. Remember that Living lose 1 dice of Firepower and 1” of Movement for each interruption after the first!
Interruption Aftermath
A Living unit that survives being interrupted by Zombies without being Pinned or forced to Pull Back may finish its activation as usual. It may finish its movement and fire, minus any movement penalties or lost Firepower dice accrued for reactions to interruptions.
Overwatch Only Living units can go on Overwatch. A Living unit can choose to go on Overwatch when activated. Overwatch units may interrupt the actions of any Zombie/Possessed unit in their LOS, including interruptions. Overwatch fire may not be interrupted by Zombies or Possessed units. Overwatch units lose one Troop Quality die from their Firepower for each interruption after the first. They may continue to interrupt until they run out of dice. When Overwatch fire interrupts a Zombie/Possessed interruption, make a Reaction Test as described previously. If the Overwatch unit passes the Reaction Test, they fire before the Zombies act. If not, they fire after the Zombies act. Overwatch fire takes place before the Living unit being interrupted makes their Reaction Test.
Reaction Tests and Quirks of Fate
Reaction Tests also serve as triggers for Quirk of Fate events. If the Living player rolls a “1” on their Quality Die when making a Reaction Test, a Quirk of Fate card is drawn and the effects are applied. Example: A Living unit of Veteran Quality rolls a D10 to react to a unit of Zombies who are about to charge them. The die comes up with a score of 1. The Living player draws a Quirk of Fate card and the card’s effects are read and put into effect immediately.
kuirQuirk k Quir QuirQ k f f o o of of e F FatFat eate Fate
Optional Quirk of Fate Rule
If you’d like to see more Quirk of Fate effects in your games, try this alternative rule: At the beginning of each turn make a Quality Check for the highest Quality unit in the Living force. If the Quality Check fails draw a Quirk of Fate Card!
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Ambush Z
Special Operations vs. The Walking Dead
Movement When a player decides to move an activated unit, he must declare what unit he’s moving and at what rate. If he doesn’t declare a movement rate, it’s assumed the unit is moving Cautiously. A unit’s movement type may change during the course of its move. If a unit’s Move is interrupted and it isn’t Pinned or forced to Pull Back, the player may choose to change to whatever Movement Rate they wish. If the unit’s Movement Rate increases after an interruption, remember to deduct the distance already moved.
Default Movement Rates
In the war-torn streets of most Ambush Z scenarios, people who want to survive tend to move cautiously. To reflect this, all Living and Possessed units have a default movement rate of Cautious. Zombies generally move their full movement towards a spotted Living unit. Otherwise, they mill about in place or wander about randomly.
Moving Units on the Table
To simplify movement, Ambush Z bases unit movement on the position of a unit’s leader. To move a unit, simply measure movement for the unit’s leader and then place the members of his unit within cohesion distance around him.
Special Operations vs. The Walking Dead
Halted, Hidden or on Overwatch
If the unit does not move or has been placed on Overwatch, it does not move. Stationary units or units on Overwatch are considered to be on alert for attacks and receive a +1 to all Reaction Tests. Units that are halted may also declare themselves to be Hiding. Any unit that is not Exposed may Hide. Hidden units may not move or fire. Hidden units require a Quality Check to be spotted by Zombies or other Living units. In order for a Zombie unit to spot a Hidden unit, it must be within the Zombie unit’s Awareness Range and the Zombie unit must make a successful Troop Quality Check. A successful check indicates the Zombies have spotted their hidden prey, while a failure means that they are oblivious to their presence. Dexter controlled units are always aware of the position of Hidden units. In order for a Living unit to spot a Hidden unit, it must be within LOS and the Living unit must make a successful Troop Quality Check. A successful check indicates the unit has spotted their hidden adversary, while a failure means that they remain unnoticed.
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Movement Cautious Movement
Out of Contact Movement
Living units using Cautious movement receive a +1 to all Reaction Test die rolls to reflect their training in spotting potentially dangers and likely ambush positions.
On the turn following its initial placement, a Possessed unit that has never been “seen” by any Living Units, i.e., no Regular unit (including UAVs) has had an open Line of Sight to it since its placement on the table, may move anywhere on the table as long as it can trace a path from its current position to the spot it wishes to move to without crossing any Living unit’s line of sight.
Units using Cautious movement may not move more than 6" per turn.
Zombies receive no such bonus.
Rapid Movement
Units that move more than 6" in a turn are using Rapid movement. No units may move more than 12" in a turn. Units may make a Rapid move and then fire, but may not fire and then make a Rapid move. It is much easier to dash into position and start firing than it is to disengage at a sprint. Units that have moved rapidly receive a -1 penalty to all Reaction Test die rolls and lose 1 die of Firepower. Rapid moving units are also extremely vulnerable to fire, so units attacking them receive a bonus Firepower die.
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Ambush Z
Out of Contact Movement may only be utilized by Possessed units.
Possessed units utilizing Out of Contact Movement must end their movement if they cross a Living unit’s line of sight. Once a Possessed unit has been within line of sight of a Living unit it is considered “fixed” and may not use Out of Contact movement again, even if it moves out of sight of all Regular units on the table. This unrestricted movement is meant to represent the intimate knowledge of the local terrain passed on to them through telepathic contact with their Dexter master.
Special Operations vs. The Walking Dead
Fire Combat Fire Combat occurs whenever one unit takes another under fire, whether as a direct action or as an interruption/reaction. Note that only Living units (whether survivors/spec ops or units under the mental control of a Dexter) may use Fire Combat. Zombies are restricted to Close Combat attacks. Like Ambush Alley before it, Ambush Z puts less emphasis on the specific weapons used in a firefight than on the skill and training of the combatants using those weapons. Rather than focus minutely on the individual characteristics of weapons, comparing one weapon’s range, reliability and accuracy to another’s, we assume that all classes of weapons designed to perform the same battlefield tasks are basically analogous – it is the man using the tool that makes the difference. Low Troop Quality units may be using “better” weapons than a higher Troop Quality unit, but it’s doubtful that the differences in weapon performance will make up for the disparity in training and experience. On the other hand, high Troop Quality units are familiar with their weapons and know how to take advantage of their strengths and compensate for their weaknesses.
Resolving Fire Combat To resolve Fire Combat, both units involved determine how many Troop Quality dice they have in Firepower and Defense. Each unit rolls the appropriate number of Troop Quality dice and discards any dice with a score lower than the target number (usually a 4+). The defender matches his dice to the attacker’s dice, attempting to match or exceed the score on each dice. Any of the attacker’s dice which the defender cannot match or exceed cause a casualty.
Defense
The better trained and more experienced a soldier is, the more likely he is to make the most effective use of whatever cover and concealment is available to him. We simulate this by linking a unit’s Troop Quality to its Defense.
Special Operations vs. The Walking Dead
A unit’s Defense is determined by totaling its number of figures and adding any Cover or Armor dice.
Unit Defense Defense = Number of Figures in Target Unit + Cover Dice + Armor Dice (Or Zombie Defense Bonus Dice) -1 die when charging into Close Combat Defense Cap: No Defense may exceed 10D
The Defense Cap
Units may not have a Defense higher than 10 dice, total.
Cover Dice
In the urban environment that Ambush Z simulates, wide open avenues and plazas are less common that streets strewn with debris and parked (or wrecked) cars. Most gamers don’t have enough scenic pieces to replicate this cover-rich environment on their tabletop, so we assume that any unit that is not Exposed (see the rules on being exposed under Firepower) is taking advantage of unseen terrain features.
Ambush Z
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Fire Combat Cover is not determined on a per figure basis, it is based on the position of the unit. If half or more of a given unit are in cover, the entire unit receives the benefit of that cover. Example: Six SpecOps operators move into position in the cover of some low walls surrounding a fountain. 4 of the Operators make it behind the walls, but two are left in the open. Since half or more of the Operator figures are in Solid Cover, the entire unit is considered to be in Solid Cover. Units may receive additional dice to their Defense based on any additional cover beyond the usual battlefield clutter: In Cover (+1 Defense Die): A unit does not move may declare that it is “In Cover.” Living units are automatically In Cover on any activation that they do not move and are not Exposed. Romeos and Dexters that have not moved during their activation may declare themselves In Cover by passing a Quality Check. No other Zombie types may use cover. Pinned units may also take a Quality Check to get In Cover even if they have moved. This bonus die is cumulative with other applicable Defense Dice. Solid Cover (+1 Defense Dice): Cover that has a good chance of deflecting or outright stopping bullets is considered to be Solid Cover. Some examples of Solid Cover might include concrete or adobe buildings, sand bags, stone walls, wrecked APCs, etc
Cover Dice In Cover: +1 Defense Die Solid Cover: +1 Defense Die Exposed: +1 Firepower Die for Attacker Exposed (+1 Firepower Die for Attacker): If a unit is in open ground and is not within 2" of a scenic piece representing cover of some sort, it is considered to be Exposed. Exposed units are extremely vulnerable to fire, so units attacking them receive an extra Firepower Die.
Armor Dice & Zombie Toughness Dice
Units who are wearing body armor receive additional Defense dice.
Zombies receive extra Defense dice based on their type. These bonus dice represent how difficult it is to “kill” something that is already dead.
Armor Dice Light Body Armor: +1 Defense Die Anti-Zombie Armor: +2 Defense Dice
Bonus Defense Dice By Zombie Type Odies: No bonus dice Zulus, Romeos, Dexters: +2 Defense Dice
Examples of Determining Defense Totals
Example 1: A fireteam of Rangers are moving down a street when they are fired upon. There are 5 figures in the fireteam, giving them a base Defense of 5 dice. They are also wearing light armor, so they receive a bonus die, bringing their total Defense to 6 dice. Since they are considered to be a unit of Trained quality, they will throw 6d8.
More than half the Zombies are in Solid Cover.
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Ambush Z
Special Operations vs. The Walking Dead
Fire Combat Example 2: The same fireteam above is fired upon while taking cover in a building. There are still five figures in the unit, giving it a base Defense of 5 dice. The unit is wearing light armor, so they receive a bonus armor die. They are also in a building which provides a Solid Cover bonus of 1 die. Their final Defensive is 5 + 1 + 1 = 7. They are of Trained troop quality, so they’ll throw 7d8 for their Defense roll.
Example: A unit with 15 figures and several support weapons has a base Firepower of 10d due to the Firepower cap. It is firing at a unit that that is Close Combating it and so receives a -1 to Firepower. It’s modified Firepower is 9d.
FIREPOWER
Example 3: A unit of 6 Worthless Civilians are moving across an open field. They have a base Defense of 6 dice. They are not wearing armor or in cover and receive no bonus dice. Since they are Untrained quality troops, they roll 6d6 for their Defense roll.
Firepower: Number of Figures + Special Weapon Dice = Number of Troop Quality Dice in Firepower
Example 4: A unit of 11 Headhunters are taking cover in a walled courtyard. Normally this would give them a Defense of 12 (11 + 1 for Solid Cover), but due to the Defense Cap, their Defense is lowered to 10.
-1 die for each Interruption after the first in a single Activation
Firepower
A unit’s Firepower represents its capability to bring effective fire on the enemy. As previously discussed, Ambush Z works on the assumption that the quality of the man using the weapon is more important than the minor differences between individual weapons within the same class. As a result, a unit’s Troop Quality is the most important factor in determining its Firepower. To determine a unit’s Firepower, total the number of figures in the unit armed with standard weapons (Assault Rifles, AKs, M4s, etc.). Subtract any dice lost from interrupts or Overwatch fire. The resulting total is the attacking unit’s basic Firepower. Add any Special Weapon dice to the basic Firepower dice to determine the final number of Troop Quality dice to be thrown in the attack.
The Firepower Cap
No unit may have a total Firepower greater than 10 dice.
This rule reflects the fact that there are limits to even the most highly trained unit’s fire discipline.
+1 die if in Optimum Range
-1 die in defensive fire vs. Close Combat +1 die if target Unit is Exposed or making a Rapid Move Firepower may never exceed 10d. All negative penalties are applied to the 10d cap, regardless of the number of figures in the unit.
Optimum Range
Most weapons can easily fire from one edge to the other due to the table sizes used in Ambush Z Units who are within Optimum Range of a target, however, have a better chance of causing casualties. Troops with better training or more experience have a greater Optimum Range than less experienced opponents. Optimum Range should not be confused with “effective range,” which is a term with a very specific meaning. It is the distance at which a Distance at which a weapon may be expected to fire accurately to inflict damage or casualties. The effective range for most weapons used in the game will be many times the width of even the largest tables.
Note that all negative penalties are applied to the 10d cap, regardless of the number of figures in the unit.
Special Operations vs. The Walking Dead
Ambush Z
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Fire Combat Our term, Optimum Range, refers to the distance on the tabletop at which the average trooper of a given troop quality is likely to cause a wounding hit. It is a measure of the firer’s ability to shoot well, rather than a gauge of the weapon’s innate accuracy. Optimum Range is directly linked to a firing unit’s Troop Quality:
OPTIMUM RANGES Elite Veteran Trained Untrained
D12 D10 D8 D6
12" 10" 8" 6"
Support Weapons have twice the unit’s Living Optimum Range. Vehicle mounted and emplaced Support Weapons always treat their attacks as being within Optimum Range, regardless of the distance fired. A unit only receives one Optimum Range die regardless of how many of the unit’s weapons or weapon types are in Optimum Range. A unit receives the extra Optimum Range die if any of its attached weapons are firing at targets within Optimum Range, unless fire is being split. In an instance of split fire, only the portion of the unit with a weapon or weapons in Optimum Range receives a bonus die.
Support Weapon Dice
Figures using Support Weapons add dice to their unit’s Firepower in excess of the dice received for the figures themselves:
SUPPORT WEAPON DICE Light Support Weapons: +1 Die Medium Support Weapons: +2 Dice Heavy Support Weapons: +3 Dice
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Ambush Z
Special Weapons fall into the following general categories: Light (+1 Firepower Die): Light Support Weapons are man-portable and can be operated without assistance – although an assistant gunner may be on hand to spot or pass ammunition, his services are not required to operate the weapon effectively. Light Support Weapons generally use standard small arms ammunition, but have a greater range or rate of fire than their smaller brethren. Examples of Light Support Weapons include: SAWs, Rifle Grenade Launcher, Grenade Launcher Medium (+2 Firepower Die): Medium Support Weapons usually require a crew of at least two for transport and effective operation. They are often vehicle mounted or emplaced. Other Medium Support Weapons, such as RPGs and other shoulder launched missiles, are easily portable but cause increased damage due to their explosive power. Examples of Medium Support Weapons include: HMGs, AGLs, standard RPGs Heavy (+3 Firepower Die): Heavy Support Weapons require a crew of at least two to operate. Heavy Support Weapons are rarely transported into the field by infantry and are more often vehicle mounted or emplaced. However, some of the more powerful man-portable missile systems are also classified as Heavy Support Weapons due to their devastating explosive power. Heavy Support Weapons include: Tank guns, AT missiles.
Examples of Firepower
Example 1: A Ranger fireteam of four figures is about to fire on a unit of Zombies. The team has a basic Firepower of 4. One of the figures is armed with a SAW, a Light Support Weapon that adds a bonus die, raising the fireteam’s Firepower to 5. Since the Rangers are of Trained quality, they’ll throw 5d8 for their Firepower roll. Example 2: The same Ranger fireteam described above has been interrupted by fire twice while moving into position. It now fires. Its Firepower is 5, as described above, but the two interrupts cost the unit two dice their final Firepower is therefore 3.
Special Operations vs. The Walking Dead
Fire Combat Special Weapons and Armor As the Revenant Plague raged like a wildfire through the third world, arms companies and local weapon and armor wizards bent their genius to the task of creating more and better tools to put down the zombie hordes once and for all – and to protect the warriors who carried the new wonder-weapons. While the specialized anti-zombie gear took a dizzying array of specific forms, in general, they tended to fall into one of two categories: Big ass guns or thick ass armor. Their in-game effects are described below:
Anti-Zombie Weapons (AZW)
Experience in the hot-zones proved that the quickest way to take out a Revenant was to destroy its head or cause so much damage to its mechanical structure that it was immobilized. High explosives will accomplish those ends, but can be just as hard on the humans using it if it’s deployed too near them. Standard assault weapons could get the job done but burned up a lot of ammunition in the process, which could be a serious problem for units operating far from their supply lines – as was often the case for Special Operations teams in the Hot Zones. The solution settled on by many firearms gurus was a big bore weapon equipped with state of the art recoil reduction to allow accurate follow-on shots. Other, more pragmatic and traditional designers found their solution in a much older weapon system – the venerable old pump shotgun.
With the arrival of Revenant zombies, mainstream and fringe designers were forced to share their expertise to develop armor light enough to be tactically useful but strong enough to resist the brutal power of a Revenant zombie. Units equipped with AZA roll two extra Defense dice, but make all Reaction Tests at a minus 1 Troop Quality die type (e.g., a Veteran unit in AZA would roll a d8 for their Reaction Tests instead of their usual D10).
Close Combat Weapons
Some weapons have been designed specifically for use in close quarters battle, including fire arms like the shotgun, submachine gun, or pistol and specialized melee weapons like swords, axes, and hockey sticks. Close Combat firearms have been designed to be very effective at “in your face” ranges, but the factors that make them so useful in a virtual knife fight don’t serve them so well when engaging targets at long range.
In game terms, Close Combat weapons such as shotguns and SMGs throw an extra die in Close Combat or when firing at a target within Optimum. Beyond Optimum Range, Close Combat weapons use a d6 for their Firepower Quality die regardless of the firing unit’s Troop Quality. Figures armed with melee weapons also add an additional die in close combat.
Units equipped with AZW throw an extra Firepower die (in addition to any Support Weapon dice they might have).
Anti-Zombie Armor (AZA)
Even before the Revenant Plague, mainstream armor designers were hard at work trying to develop light, durable armor that would protect troops and police officers from bullets and shrapnel. Some fringe armorers were also working on “exotic” or “extreme” armor systems designed to protect the wearer from bears and sharks.
Special Operations vs. The Walking Dead
A Reaper Team with Anti-Zombie Weapons (AZW) and Anti-Zombie Armor (AZA).
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Fire Combat Handguns
Example: A SWAT unit with a Firepower of 6 and a Troop Quality of Trained is fighting at night. The unit has no night vision capability, so its Firepower is reduced to 5 and its Optimum Range, which was 8”, is reduced to 4”. The unit’s Morale, which was D10 is reduced to D8.
A figure firing a handgun at a target in Optimum Range receives a reduction of one die type to its Troop Quality (i.e., a figure with a Troop Quality of D8 would throw a D6 when using a handgun). Troop Quality cannot be reduced below D6.
Splitting Fire
Like SMGs and Shotguns, handguns are very, well, “handy” in close quarters. They don’t throw down the volume of fire that a subgun or shotgun does, however, and so are a little less effective.
Handguns cannot fire effectively enough at targets beyond Optimum Range to engage them at all. Handguns are very effective in Close Combat, however, and figures using handguns in Close Combat receive a bonus Firepower die.
Night Fighting
Professional units generally possess night vision devices of some sort. Superior night vision devices gives these Living troops a decided edge over Possessed opponents who are not similarly equipped.
Note that a unit that fires on infantry with its small arms while using Support Weapons to engage a vehicle is not considered to be splitting its fire. To split fire, the owning player must announce what targets a unit is going to engage and how many Firepower Dice will be devoted to each target. Support Weapon dice must be allocated to one target and may not be split among multiple targets. The number of targets a unit can service is limited by its Troop Quality.
In Ambush Z we assume that most Professional Military units possess night vision devices unless the scenario says otherwise. Likewise, Possessed units never possess night vision devices unless dictated by a scenario (or if a Professional unit with night vision has become possessed during the course of a game).
Targets Engaged by Quality
As stated earlier, Zombies do not require night vision. They can “see” in darkness, fog, smoke, etc. and suffer no deleterious effects under conditions that would leave Living units virtually blind.
Elite: May engage FOUR targets
Living units fighting at night that have no night vision devices lose one die of Firepower and have their Optimum Range cut in half. Units with night vision devices suffer no such penalty. Because of the monstrous nature of their foes, Living units also dread fighting at night. All Living units suffer a reduction of their Morale by one die type, even those equipped with night vision devices (looking into the dark and empty eye sockets of charging Romeo through NODs is no picnic). Living Morale may not be reduced below D6 due to night fighting, however.
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Units normally find that it is tactically advantageous to group their fire, but there may be situations where a unit will benefit from splitting its fire.
Ambush Z
Untrained: May only engage ONE target Trained: May engage TWO targets Veteran: May engage THREE targets
Example: A Living unit taking cover in a traffic circle is being engaged from two sides by Zombies. The Living are trained, so they can split their fire between two targets. They have a Firepower of 6 (4 figures plus 2 dice for two Light Support weapons – a SAW and RGL). The player decides to split his fire exactly in half, with one rifleman and the SAW gunner engaging one group of Zombies and the other rifleman and RGL engaging the other. The Living engage each unit with a Firepower of 3.
Special Operations vs. The Walking Dead
Fire Combat Making the Attack Roll
To determine the outcome of an attack during a firefight, the attacker rolls his Firepower versus the defending unit’s Defense. The attacker rolls a number of dice equal to his Firepower and discards any dice with a score of less than 4. The defender rolls a number of dice equal to his Defense. The defender matches his Defense dice to the attacker’s Firepower dice, attempting to match each of the attacker’s dice with an equal or higher die roll. The Defender may arrange his successful dice against the Attacker’s successful dice as he sees fit.
The dice are laid out and the defender matches his dice against the attacker’s as best he can, trying to match or exceed as many of the attacker’s scores as possible. He arranges the dice as shown (underlined numbers are the Attacker’s dice): 10-X, 9-4, 7-8, 5-5, 4-4 Since the defender had no die rolls that could equal or exceed the attacker’s 10 and 9 rolls, he leaves the 10 unanswered and sacrifices one of his 4s against the 9. This allows him to put his 8, 5 and remaining 4 against the attacker’s 7, 5 and 4, negating them. End result – the defender takes two casualties, leaving a lone Romeo snarling in mindless rage behind the bulletpocked mud wall!
Any of the attacker’s dice with a score of 4 or greater that cannot be equaled or exceeded by a Defense Die indicates a casualty. Example: A fireteam of 5 Veteran SpecOps (3 with rifles, one with a SAW, and one with a Rifle GL) make a ranged fire attack on a unit of 3 Romeos crouched behind a low mud wall. The Zombies are within the Operators’s Optimum Fire Range. The Living player’s Firepower is 8 (one for each figure in the fireteam), +1 die each for the SAW and Rifle GL, which are Light Support Weapons) and +1 for Optimum Range. The unit therefore throws 8 Troop Quality dice, or 8d10. The Zombie player’s basic Defense is 3 dice (one for each member of the unit) He receives an additional die for the intervening wall (+1 for Solid Cover). The Romeos currently have a Troop Quality of Trained, so their Defense is 4d8. The Living unit (Veteran Troop Quality) rolls 8d10, noting each individual roll: 10, 9, 7, 5, 4 (he also rolled a 3, 2 and a 1, but since those are not a 4 or higher, they are discarded). The Defending Romeos (Trained Troop Quality) throw 4 Troop Quality dice for defense and notes the result of each die: 8, 5, 4, 4.
Special Operations vs. The Walking Dead
Ambush Z
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Close Combat Photo by Robert Thivierge
Close Combat with a Zombie or Possessed unit is a horrifying experience. The unnatural creatures have no fear of death, feel no pain, and are relentless in their efforts to render their opponents into a feast of human flesh. Most Living units will do whatever they can to avoid coming to actual grips with the walking dead. Any time a Zombie unit is within movement range of a Living unit, it will move to engage that unit in Close Combat. Dexter controlled Remotes and Possessed will only enter close combat if their master directs them to, but ordinary, uncontrolled Zombie units must move to engage Living units in Close Combat. Living units may voluntarily charge into combat with Zombie or Possessed units, but they normally prefer to keep their distance and let their guns do the talking.
Close Combat Quality Checks
Zombie and Possessed units never need to take a Quality Check to engage in Close Combat. Living units voluntarily attempting to initiate Close Combat with a Zombie or Possessed unit must make a Quality Check to determine if they have the nerve to follow through with their intent. If the unit passes the Quality Check (it rolls a 4+ on a Troop Quality die), it may proceed with the Close Combat. If the unit fails its Quality Check, it must remain in place and forfeits its activation. The unit may spend its activation taking cover or tending to its wounded, however. It may also still react to Zombies. Living units being attacked in Close Combat by Zombie units must also make a Quality Check. If the Living unit passes its Quality Check (by rolling a 4+ on its Troop Quality die), it may either opt to attempt to break the charge with defensive fire or flee one full Rapid movement away. Units with Dependents may not flee. Regardless of how it responds to the assault, the Living unit forfeits any other actions for the turn. Zombie and Possessed units need not take this Quality Check. They will always stand their ground and receive the charge. The transmitted blood lust of a Dexter
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overrides the self-preservation instincts of a Possessed unit, so they will not attempt to lay down defensive fire or flee from Close Combat. Resolve defensive fire in the same manner as normal fire combat, but subtract 1 die from the defending unit’s Firepower to reflect the unnerving effect of being charged and 1 die of Defense from the Assaulting unit to represent how heedless they are of danger during their break-neck charge into the enemy. Attacking units are subject to this modifier even when being fired upon as part of reactions or interruptions from units not directly involved in the Close Combat itself. If the Attacker is a Living unit and it takes casualties from defensive fire, he must make a morale check as usual. A Pinned or Shaken result aborts the assault. Pinned and Shaken units are returned to their positions prior to the assault and are subject to the usual Pinned/ Shaken effects. Zombie or Possessed units will ignore casualties and press home with their attack. If the Attacking player takes no casualties or passes his morale checks (in the case of Living units), move the assaulting figures into contact with the defenders and resolve the Close Combat. If a Living defending unit fails its Quality Check it can either stand in place and fight with no defensive fire or it can flee up to one full Rapid move and become Pinned. If the defending unit doesn’t flee, the assaulting figures are moved into contact with the defenders and the Close Combat is resolved.
Special Operations vs. The Walking Dead
Close Combat Resolving Close Combat
Close Combats are resolved in the same manner as Fire Combat, except the combat continues until one side is wiped out or flees. Additionally, neither side may claim Cover dice. The assaulting unit makes the first attack roll and casualties are determined. If the defending unit isn’t wiped out or captured, it may make an attack using its surviving figures. This process continues until one side is wiped out or flees.
Living units who survive the first round of Close Combat with a Zombie or Possessed unit may opt to flee instead of attacking in the next round. To flee, they must announce their intent and forfeit their attack for that round. They must then pass a Troop Quality Check. Success indicates they can move a full Rapid Move away from the Zombies. Failure indicates that they may not attack this round and Close Combat moves on to the next round. Living units may make repeated attempts to flee.
Photo courtesy Piers, Thomas, & Cyril of the NGC
Neither side are subject to Morale checks or effects – Zombies and Possessed have no fear of death or capture, and the Living find the idea of surrender impossible to consider. Close Combats are often bloody melees to the death!
Fleeing Close Combat
Special Operations vs. The Walking Dead
Ambush Z
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Casualties & Dependents Casualties If ANY of a Living unit’s figures are removed as casualties, the unit must make a Quality Check each time it attempts to move faster than Cautious for the rest of the game. This reflects the fact that the men in the unit are a little less eager to stick their noses into a hornet’s nest after seeing what happened to their buddy. Casualty figures are removed from play. Casualties are resolved differently for Living and Zombies. Zombie casualties are immediately removed from play, while Living casualties receive a First Aid check to determine their status.
Who Got Hit?
When a unit takes casualties, it can occasionally be important to determine who the casualty is. As in most things, when this is important varies depending on whether it is a Living or Zombie unit that has taken the hits. Unless a Zombie unit is composed of a mixture of Zombie types, it really doesn’t matter which walking corpse has just stopped walking. If it is a mixed unit, dice to determine which zombies were hit. For professional living units, it really doesn’t make a difference who was hit. If the leader was taken down, his second command will take over. If a special weapon trooper was taken down, another member of the team will take up the weapon (Professionals tend to be cross-trained on all weapons the unit might use). If a Possessed unit is being fired on and it has any special weapons troops, dice to see if they were casualties. If figure with a special weapon becomes a casualty, the Possessed unit it belonged to can no longer claim that weapon’s support dice.
First Aid Checks for Living Units
next turn, it must move into or towards such a position. Living may not make a First Aid check until they are in Solid Cover or out of LOS from all Zombies/Possessed. While tending to its wounded (or transporting them to a safe location to tend them), the unit may only react to Zombies/Possessed. It may not fire unless it is reacting to an interruption and may only move if it must do so in order to reach a safe position. If more figures are wounded while moving into cover, their status can be checked in the same turn they were wounded (in other words check last turn and this turn’s wounded all at once). If a Living casualty is found to be dead or wounded, its figure is removed from play and its owning unit is subject to Casualties penalties until it makes contact with an aid station or casualty evacuation unit. It is also important to track which units have taken casualties, because those casualties may Turn. To determine the seriousness of a casualty’s injuries, roll for each figure hit by enemy fire on the First Aid table:
STANDARD FIRST AID TABLE Roll a D6: 1: KIA. The unit gains a Casualty which may count as a victory condition for some scenarios. The figure is removed from play. 2-4: WIA. The unit gains a Casualty which may count as a victory condition for some scenarios. The figure is removed from play. 5-6: The casualty figure’s injuries are slight. Casualty returns to action at beginning of next turn.
When a Living unit takes casualties, it must spend its next turn determining the nature of their injuries. If it is not already in a position that is out of LOS from any Zombie units or in Solid Cover at the beginning of its
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Special Operations vs. The Walking Dead
Casualties & Dependents Medics & Special Forces Units
Revenant Checks
Units with Medics follow the same rules above, but the Medic’s specialized training translates into a better chance of survival for his “patients.”
If unit doesn’t possess a supply of RAV and has taken casualties from zombies in combat, it runs the risk of those casualties “turning.”
Members of Special Forces units all receive advanced life-saving training, so all Special Forces figures count as Medics.
The Revenant Virus is extremely virulent and can be transferred through the slightest scratch. It spreads more or less quickly, based on the state of the host body’s immune system. Some victims turn into Revenant zombies a few days after exposure to the virus – others might turn in a matter of minutes.
If casualties are being treated by a Medic or Special Forces trooper, roll on the table below for the Aid Check:
MEDIC FIRST AID TABLE Roll a D6: 1: KIA. The unit gains a Casualty which may count as a victory condition for some scenarios. The figure is removed from play. 2-3: WIA. The unit gains a Casualty which may count as a victory condition for some scenarios. The figure is removed from play. 4-6: The casualty figure’s injuries are slight. Casualty returns to action at beginning of next turn.
Revenant Anti-Virus (RAV)
Additionally, all potential casualties must be given a dose of the Revenant Anti-Virus or risk becoming infected with the Revenant Plague. Even the slightest scratch from a Revenant zombie is enough to transmit the disease! Units that possess RAV are assumed to give a dose of it to any potential casualties they might receive from Revenant zombies, preventing them from becoming zombies themselves. Most military units are well supplied with RAV. Units that do not have RAV and have Dependents due to combat with zombies must make a Revenant Check at the end of each turn.
Special Operations vs. The Walking Dead
To reflect this, units who have Dependents as a result of combat with zombies must make a Revenant Check at the end of each turn to determine if any of their Dependents have transformed into blood-ravening Revenant zombies. To perform the Revenant Check, simply roll a D6. On a roll of 5 or 6, one of the unit’s Dependents has “turned.” Once one of a unit’s Dependents have turned, that unit need not take any further Revenant checks until they suffer fresh casualties in combat with zombies.
Turned Casualties
Turned casualties are always Romeos. They immediately attack their former companions in close combat. Their companions may attempt to React to the attack. Firing on a former companion usually results in some hesitation, though, so Professionals suffer a minus one Troop Quality die type (If they are normally a D10, they use a D8 for the Reaction Test). Survivors suffer a minus two die type reduction. If this reduction lowers their Troop Quality die type below D6, they may only React on a die roll of 6.
Hot Shots
Some Special Forces units out on long patrols exhaust their supply of RAV. Such units usually carry a supply of “Hot Shots” to be given in lieu of RAV. Hot Shots are specially designed thermite grenades which are placed inside a wounded soldier’s mouth and then detonated remotely. A small, ultra-hot blast instantly vaporizes the casualty’s head, guaranteeing that they will not “turn.”
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Casualties & Dependents Some Special Forces units are rumored to use Hot Shots in preference to RAV, because the Hot Shot never fails while RAV fails once in every thousand or so applications. The use of Hot Shots does have a detrimental effect on morale, even among the most hard core units. If a unit uses a Hot Shot on a fallen comrade, their Morale is reduced by one die type for the duration of the scenario. This reduction only occurs after the first time a unit uses a Hot Shot. Subsequent uses have no effect on unit Morale.
Improvised Hot Shots
If special thermite grenades and remote detonators aren’t available, less refined means may be resorted to in order to prevent a wounded or dead comrade from turning. Field expedient Hot Shots have ranged from sledge hammers to shotguns. Anything that will catastrophically damage the victim’s cranium will suffice.
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Still, the Revenant Virus can do a lot with very little, so anything less than complete destruction of the victim’s head may not be sufficient to the cause. If a improvised Hot Shot is used on a casualty, the unit it belongs to must still make Revenant Checks. On a roll of 6, the casualty will turn. Assume that the turned casualty revived earlier and used its knowledge of the unit’s habits to ambush its former comrades. Improvised Hot Shots have the same effect on Morale as regular Hot Shots.
Casualty Evacuation (Casevac)
If the Living force has CASEVAC assets available (helicopters, ambulances, an on-table aid station, etc.), then a unit may lose its Casualties by moving into contact with the CASEVAC asset. Wounded are assumed to be passed over for treatment, freeing the unit up to move without transporting their casualties.
Special Operations vs. The Walking Dead
Casualties & Dependents Dependents Dependents are non-combatants that have become attached to a unit through one means or another. Dependents have the unfortunate effect of degrading a unit’s combat effectiveness and mobility. Units that are escorting POWs, VIPs, Whiskey Charlies or other non-combatants are considered to have Dependents. The special rules for some scenarios may dictate other circumstances under which a unit may acquire or dispose of Dependents. Figures representing the Dependents should be added to the unit escorting them. This allows the figures to be captured (or re-captured} by the opposition. Units with Dependents lose one die of Firepower and may not use Rapid Movement.
Disposing of Dependents & Casualties If a unit with Dependents moves to a friendly edge of the table, it can hand its POWs or casualties off board unit and negate the Dependent penalty. Casualties can also be handed off at aid stations or to casualty evacuation units, as designated by a scenario.
Abandoning Casualties
Living units may voluntarily abandon casualties or be forced to abandon them as a result of fleeing Close Combat. Living units that abandon casualties suffer a reduction in Morale by one die type (i.e., a unit with D10 Morale would go down to D8 Morale if they abandoned a casualty).
Firing at Units with Dependents & Casualties If a unit with Dependents or Casualties is fired upon, it makes its Defense roll as normal. Note that only combat effective figures contribute a defense die – in other words, casualties and Dependents do not add dice to the unit’s Defense. However, if the unit rolls more failures (scores of 3 or less on their Defense dice) than successes and it is determined that they have suffered casualties, then one (1) of the casualties must be counted against a Dependent or Casualty. Example: A SpecOps fireteam is escorting two wounded scientists to safety when it is fired upon by a Possessed unit. The SpecOp player rolls 4d8 for Defense and scores a 1, 2, 3, and 4. The Zombie player rolls 4d6 for Firepower and scores a 2, 3, 5, and 6. The Living player allocates his Defense dice and determines that the unit will suffer 2 casualties. Since more than half of his Defense dice were failure rolls (with scores less than 4), one (and only one) of those two casualties must be one of the Dependent scientists.
Close Combats Against Units with Dependents & Casualties If a unit with Dependents and/or Casualties launches or receives a Close Combat, the Casualties are not counted as combatants. Dependents, however, even the lowliest Whiskey Charlies, will still put up some sort of a defense and may add their dice to unit’s Assault and Defense dice.
This morale reduction only occurs the first time a unit abandons a casualty. The abandoning unit’s Troop Quality is not affected (this differs from the standard rule in the Ambush Alley rulebook).
Special Operations vs. The Walking Dead
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Morale Even the most highly motivated units have their limits – a unit that has been badly mauled will often take a moment to reflect on cost vs. gain. In Ambush Z, these moments of battlefield introspection are referred to as Morale Checks.
Morale Checks Zombie and Possessed units are never subject to Morale Checks or Morale effects. Living units take morale checks under certain circumstances, described below. When a unit is called upon to make a Morale Check, it must roll a Morale Die for each figure in the unit and consult the appropriate Morale Effects rules for Professionals or Headhunters/Worthless Civilians.
Whiskey Charlie and Headhunter Morale Checks
Whiskey Charlies and Headhunters take a Morale Check:
NON-PROFESSIONAL MORALE CHECK POINTS • Each time it is fired upon • Each time it takes casualties • Each time it is within 12" and within LOS of a Romeo or Dexter unit
Morale Effects
If a unit has been forced to make a Morale Check, roll a Morale Die for each figure in the unit. All rolls of 4+ are counted as Successes and all rolls less than 4 are counted as Failures. Total the number of Successes and Failures and consult the appropriate rules below to determine the results of the test.
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Morale Professional Morale Checks A Professional unit takes a Morale check:
Professional MORALE CHECK POINTS • Each time it takes casualties • Each time it is within 12" and within LOS of a Romeo or Dexter unit
Professional Unit Morale Effects
Professional units will respond in one of three ways to Morale Checks. They will either Stand, be Pinned or Pull Back. Stand Result: If a Professional unit makes a Morale Check and the number of Successes (4+) is greater than the number of Failures, the unit’s morale holds and they suffer no adverse effects. Pinned Result: If a Professional unit makes a Morale Check and the number of Failures is equal to or greater than the number of Successes, the unit is Pinned. Even the most well-trained and highly motivated unit of soldiers will take pause when suddenly reminded of their mortality in the face of enemy fire or faced with moral predicaments that take them “out of the zone.” This (usually) temporary drop in motivation is referred to as being Pinned in Ambush Z Pinned units must move to cover if they have any movement left. They may not move towards the enemy while seeking cover. A pinned unit that cannot move to cover without moving towards the enemy may attempt to Get In Cover. Pinned units may fire at enemy units during their normal activation or interrupt an enemy movement with fire. However, pinned units lose 1 Quality Die on any test they’re called on to make. The Morale Dice of pinned units are unaffected.
Special Operations vs. The Walking Dead
Pinned units become “un-pinned” at the end of the turn in which they were Pinned. If a Professional unit is “Pinned” a second time, it must attempt to Pull Back unless it is already in a defensible position. Pull Back: Living that have been Pinned may be forced to Pull-Back if they are Pinned a second time in the same turn. A unit that is forced to Pull Back will immediately move away from the last enemy unit that fired at it and take up a covered position to re-group. It can move up to 6" to find cover (regardless of how far it has already moved), but must move into the nearest covered position. Units that are forced to Pull Back must spend their next turn regrouping. They can fire or go on Overwatch while regrouping, but they may not move. At the end of the turn they are re-grouped and may move as desired on the following turn. A unit that is regrouping following a Pull Back may be Pinned again by enemy fire and forced to pull back if Pinned a second time.
Combat Stress
Stress, and the individual soldier’s reaction to it, is an integral part of the combat experience. The cumulative effect of individual stress may eventually have an effect on a unit’s overall combat performance. In a zombie rich environment, this stress can sometimes be more than a unit can handle. Scenarios using Combat Stress will indicate it in their Special Rules section. Players may also opt to use these rules with whatever scenarios they choose.
Background Stress Level
The background stress level of a game is determined by the scenario. Generally, the background stress level will be 0, but if the scenario involves units that have been out in the field too long with too little rest, are cut off, etc., the background stress level might start at 3. Initially, all Human units on the table will have the same Stress Level, unless otherwise dictated by the scenario. As time goes by, Stress Levels will begin to vary.
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Morale The following conditions will raise or lower a unit’s Stress Level:
STRESS MODIFIERS More Stressed
+1 for each turn after the first +1 for Dependents/Wounded in the unit +1 if unit has abandoned casualties +1 for each zombie objective achieved +1 if more than three zombie mobs in sight +1 if fighting at night
Stress Relief
-1 If unit has Revenant Anti-Virus -1 for each regular objective achieved -1 if unit is in a Barricaded Building -2 if unit is in a Fortified Building -X for positive leadership within 6"
Positive Leadership & Stress
While most leaders, regardless of rank, are functionally competent, some possess the extraordinary ability to inspire their men. In Ambush Alley, we refer to this combination of charisma and moral authority as “Positive Leadership.” Positive Leaders may be of any rank, but most in most Ambush Alley games are squad leaders or platoon leaders. Each Positive Leader has a Leadership rating ranging from 1 to 3. This equates to the level of stress per turn the leader can alleviate for each Regular unit within 6". Leaders with Positive Leadership and their leadership rating are noted in Scenario briefs.
Stress Tests
At the beginning of each turn after the first, each Regular unit on the table will make a Stress Test. Any negative effects resulting from the Stress Test are applied immediately.
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To perform a Stress Test, roll 1 Quality die for each figure in the squad. Roll an extra die if a Positive Leader is within 6" of the testing unit. Compare each die to the current Stress Level of the game. If more dice are equal to or greater than the current Stress Level, the unit has passed the Stress Test and suffers no effects. If more dice are less than the current Stress Level, the unit has failed the Stress Test and Loses Confidence.
Losing Confidence
A unit that loses confidence due to a failed Stress Test loses a Firepower die. If a unit loses all its Firepower dice through repeated loss of confidence, it becomes “combat ineffective” and is removed from the table.
Regaining Confidence
Under the right circumstances, units can regain lost confidence. Units may not regain confidence in the same turn that they lose confidence. Units may regain lost confidence if one or more of the following conditions apply at the beginning of a turn:
Regaining Confidence Roll for regained Confidence if: • Unit is within 6" of Positive Leader • Unit has no zombie units within LOSUnit has friendly armored vehicles in sight – APC, IFV, or AFV • Unit achieved a scenario objective in the last turn
If one of the following conditions applies to a unit at the beginning of a turn, it may roll to regain confidence. This is accomplished by performing a Stress Test. If the unit passes the stress test it will regain a die of Firepower.
Special Operations vs. The Walking Dead
Special Rules Buildings Living units will often seek refuge in buildings to keep zombies at a distance. Buildings fall into one of three types: Open Buildings – Open Buildings are ordinary buildings that haven’t been prepared for defense. They provide a place for Living units to hide but offer very little protection. They have no special game effects. Barricaded Buildings – Barricaded Buildings have been reinforced with some basic defenses that give Living units an edge against zombies who attempt to force their way in. Fortified Buildings – Fortified buildings are either purpose-built defensive structures or existing buildings that have been extensively modified and structurally reinforced to become literal fortresses.
Zombies and Buildings
Zombies may only pursue living units into buildings if they witnessed them enter, the living units attack them from within the building, or the Zombies detect them. Zombies can detect humans in buildings if they are within the Zombie unit’s detection range and the Zombie unit successfully passes a Troop Quality check.
Living Units and Buildings
Living units can freely enter barricaded and fortified units – there are living sentries or look-outs standing by open the door for fellow survivors and just as quickly slam it in the face of any zombies pursuing them. When entering a building on the table that is not held by Living forces, a Living unit must roll against the scenario’s Infection level to determine if there are zombies inside. If a building does contain zombies, roll on the scenario’s reinforcement chart to determine their nature and number. Immediately resolve a close combat, with the zombies inside the building making the initial attack. The Living unit treats this attack as an Interruption and may react
Special Operations vs. The Walking Dead
to it. They may also test to see if they are able to get off a volley of final defensive fire before the zombies close with them.
Barricaded and Fortified Buildings
Some buildings may be designated as barricaded by a scenario briefing or may be barricaded by Living units during a game. To barricade a building, a living unit must spend an entire turn in the building and pass a Troop Quality check at the turn’s end. If the unit passes the check, the building is barricaded. If the unit fails the check, the building proved to be unsuitable for defense and may not be barricaded. The unit must find another place to hole up.
Defending a Barricaded Building
If zombies try to force their way into a barricaded building, a modified version of Close Combat is used to determine their success. Living units have the advantage when defending a barricaded building. Zombies must expose themselves in their attempts to push through windows or force open doors. The press of other zombies behind them who push mindlessly forward reach their prey interferes with their efforts and leaves them open to brutal and well aimed attacks from the living defenders. As a result, attempting to breach a barricaded building is far more dangerous for zombies than it is for the living humans within. A zombie unit must be in contact with a barricaded building to attempt to breach it. To resolve the defense of the building follow these steps: Total the zombies attempting to break into the building. This number plus the zombie unit’s Assault bonus determines how many attack dice the unit will throw. Total the number of humans defending the building. Add appropriate dice for Body Armor and an additional die for defending a barricaded building. This is the total
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Special Rules number of Defense dice the living unit will throw. Note that the Living player does not roll any extra dice for support weapons. Both players throw their dice and discard any dice lower than a 4. If the Zombie player has more successes than the Living player, the zombies have forced their way into the barricaded building and engage its defenders in Close Combat. The defenders may not take defensive fire against the zombies. If the Living player rolls more successes than the Zombie player, the zombies were unable to force their way into the building. Additionally, the Zombie player must match his dice against the Living player’s just as if he were defending against a Close Combat attack. The Zombie player must remove a zombie figure for each of the Living player’s dice he is unable to tie or beat with his own dice. Continue this process until the zombies either break into the barricaded building or are wiped out. Defending a barricaded building does not draw the attention of zombies who are not in LOS. Defenders may abandon a barricaded building and flee in the same manner that Living units may flee from a Close Combat engagement.
Defending a Fortified Building
Defense of a fortified building is resolved in the same manner as a barricaded building, with the following exceptions: Fortified buildings are designed to allow the effective use of support weapons, so Living units defending them may add their support weapon dice to their defense total. Living units defending a fortified building receive 3 bonus defense dice instead of the 1 die received when defending a barricaded building.
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Special Weapon Teams Where Firepower is concerned, some teams are worth more than the sum of their parts. Machine gun teams, anti-tank teams, and sniper teams generally project more power on the battlefield than suggested by their small size. For this reason, Special Weapon Teams receive a two dice bonus to their Firepower. Note that this bonus ONLY applies to units that are specifically designated as Special Weapons Teams and who have a Troop Quality of Trained or better. Just having a SAW or AT weapon in a squad doesn’t make that squad a Special Weapons team, the unit’s entire purpose must be to operate their special weapons in accordance with the tactics associated with those weapons. Example: A scenario grants the Living force a Machine Gun Team. The team consists of a gunner and assistant gunner with a Troop Quality of Trained. Normally their Firepower would be 3d8 (1 die for each figure and a third die for the light support weapon), but with their Special Weapon Team bonus, their Firepower is raised to 5d8.
Sniper Teams
Some scenarios may call for the Living player to have a Sniper Team. In addition to the extra dice received for being a Special Weapon Team, sniper teams may also designate which figures should be removed as casualties in a unit they’ve scored a hit against. Simply having a sniper attached to a unit does not convey this advantage. If the sniper is part of a normal unit, his dice are simply added to that unit’s firepower as usual. Everything on the table is in Optimum Range for a Sniper Team. EXAMPLE: A Living sniper team scores three casualties against a Zombie unit comprised of a Dexter, two Romeos, and three Zulus. Normally the Zombie player would dice to see which figures were hit, but since the casualties were caused by a sniper, the Living player gets to choose which figures are removed.
Special Operations vs. The Walking Dead
Solo and Co-op Gaming Ambush Z has been designed from the ground up to support solo gaming. It would be nice if everyone had a group of friends they could game with on a Living basis, but the reality is that many of us infrequently have the time or opportunity to play face to face games. The following solo rules will mean that we donít have to let our figures and terrain go to waste! A variant of the solo rules arose from our addiction to video gaming: The Co-Op game. Co-Op games pit two or more Living players against Zombie forces that are not controlled by a player ñ itís like a group solo game. Co-Op games use the same rules as Solo games, but two or more players assume command of one or more Living units on the table. The players cooperate (imagine that!) to achieve the mission objectives for the scenario theyíre playing. Co-Op games are a great way to introduce new players to the game in a non-competitive way ñ and are just plain fun!
Solo and Co-Op Game Turn Sequence
The normal Turn Sequence chart can be used for Solo and Co-Op games. There are some special notes regarding Hot Spot placement and Zombie interruptions, but otherwise the game plays no differently than the head-to-head version.
Hot Spots in Solo Games
We could have devised a tremendously complex method of randomly assigning the locations of Hot Spots at the beginning of a game. Instead, weíve opted to trust the common sense of our players.
Solo/Co-Op Turn Sequence 1. Choose a Scenario. 2. Draw Quirk of Fate Cards as dictated by the scenario. 3. Set up the table per the Scenario. 4. Place Zombie Hot Spots. 5. Set up the Living units on the Table per the Scenario. 6. Set up Zombie units on the Table per the Scenario. 7. On turns AFTER the first, Zombie Player rolls on the scenarioís Reinforcement table to determine the number and type of reinforcements that arrive. 8. Living Player activates his first unit. 9. Check for Zombie Unit Interruptions. 10. Repeat steps 9 & 10 until all Living units have been activated. 11. Once all Living units have been Activated, the Zombie player may move any Zombie units that havenít Interrupted. 12. Repeat Steps 8 through 12 until one side has met the Scenario Victory Conditions.
Place the five Hot Spots on the table in logical locations in the manner described in the head-to-head version of the rules. Role-play a little and pretend youíre the Zombie player ñ would you really want a Hot Spot in the middle of an open field? Or would it be better placed in that walled compound? The better you place the Zombie Hot Spots, the better and more challenging your Solo or Co-Op game will be!
Special Operations vs. The Walking Dead
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Solo and Co-op Gaming Zombie Motivation
Since thereís no player controlling the Zombies in a Solo or Co-Op game, weíll have to rely on some basic rules that dictate how theyíll act under different circumstances. All Zombie units are governed by a set of basic motivations. These motivations determine how theyíll act when confronted by Living movement or fire. Keeping these motivations in mind will help you govern Zombie actions properly. The basic motivations for all Zombie units/figures are described below: Dexters: Avoid contact with the Living while directing Remotes and Possessed to neutralize them. Zombie units: Find living units and destroy them. Remote & Possessed units: Defend the Dexter and destroy the Living.
Zombie Actions and Action Triggers
As each Living unit is activated, check to see if there are any Zombies within Awareness Range. If there are, move them directly towards the activated Living unit and engage them in Close Combat if possible. As each Living unit is activated, check to see if they are within LOS of any Zombie units that are not within Awareness Range. If so, check to see if the Zombie units spot them, starting with the nearest Zombie units first. Move Zombies that spot Living units directly towards them at maximum movement. For Possessed and Remote units use the table at right.
Possessed or Remote Units If Living move or fire in LOS: • If not in cover and Firepower is >6, Interrupt to move into cover. • If not in cover and Firepower is 6, Interrupt to fire. • If Fired on and Zombie Firepower is 6, interrupt to fire. If activated at end of turn: • If combat occurred within 6î and unit is not in cover, move to take cover and gain LOS of enemy. • If combat occurred within 6î and unit is in cover within LOS of the enemy, remain in place. • If no enemy unit in sight and no combat has occurred within 10î, move at Cautious speed towards nearest Living unit. • If no enemy in sight but combat has occurred within 10,î move at Cautious speed towards nearest enemy unit to gain cover and LOS of enemy. • If within charge range and not equipped with firearms, charge into Close Combat If Dexter is Attached to Unit: Do whatever seems to be the smartest thing for the unit to do! Play it as if YOU were the Dexter!
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Common Orbats The following ORBATs (Orders of Battle) represent common units found on the battlefields represented by Ambush Z.
Or 1xRAR Rifle Brick 1xRAR MST Brick
These ORBATs are not exhaustive. They are tailored to reflect the assets and manpower that would be applied to a typical Ambush Z mission, so they cut off at the Platoon (or equivalent) level.
*Note that one Brick Leader is the Section Leader and the other is the Assistant Section Leader.
ORBATS are organized from the bottom up, starting with the Fireteam and working up to the Platoon, if applicable.
PROFESSIONAL MILITARY Australia Royal Australian Regiment (Professional)
RAR Platoon 3xRAR Rifle Sections Or 2x RAR Rifle Sections 1x RAR MST Section RAR MST Brick 1xBrick Leader w/F88* 1x Grenadier w/F88/M203 (RGL, Lt. Support) 1x Gunner w/FN MAG58 (GPMG, Med. Support) 1x Sniper w/SR-25 or SR-98 rifle
The basic building block of the Royal Australian Regiment (RAR) is the Brick. Two Bricks form a Section. Three Sections form a Platoon.
United Kingdom
Additionally, Maneuver Support Teams (MSTs) are available to support Living Rifle Bricks. MSTs are bricks armed with AT weapons or heavier infantry suppression weapons than the standard infantry brick. MSTs may be attached as half a section, as their own section at the platoon level or as a company asset.
The basic building block of the British Army is the Fireteam. Two Fireteams form a Section. Three Sections form a Platoon.
Troop Quality of RAR units ranges from Trained to Veteran.
British Army (Professional)
Troop Quality of British Army units ranges from Trained to Veteran. British Army Morale defaults to D8, but scenarios may indicate higher or lower value.
RAR Morale defaults to D8, but scenarios may indicate higher or lower value. The RAR have Body Armor. They sometimes have access to Anti-Zombie Armor and Anti-Zombie Weapons. The following ORBAT is for a Living RAR Infantry Platoon.
Paratroopers from the 2nd BTN, Princess of Wales Royal Regiment hold off zombies in the Middle East.
RAR Rifle Brick 1xBrick Leader w/F88* 1x Grenadier w/F88/M203 (RGL, Lt. Support) 1x Gunner w/F89 (SAW, Lt. Support) 1x Rifleman w/F88 RAR Section 2xRAR Rifle Bricks
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Common Orbats British Army troops have Body Armor. They sometimes have access to Anti-Zombie Armor and Anti-Zombie Weapons. The following ORBAT is for a Living British Army Rifle Platoon. British Army Fireteam 1x Fireteam Leader w/IW* 1x Grenadier w/IW-RGL (Lt. Support) 1x Gunner w/L108A1 (SAW, Lt. Support) 1x Rifleman w/L86 LSW *Note that one Fireteam Leader is the Squad Leader and the other is the Assistant Squad Leader. British Army Section 2x British Army Rifle Fireteams British Army Rifle Platoon 1x Platoon Commander w/IW 1x Platoon Sgt. w/IW 3x British Army Rifle Sections
British Royal Marines (Professional)
The basic building block of the British Royal Marines is the Fireteam. Two Fireteams form a Section. Three Sections plus a Maneuver Section form a Troop. Troop Quality of British Royal Marine units ranges from Trained to Veteran. British Royal Marine Morale defaults to D10, but scenarios may indicate a higher or lower value. They have Body Armor. They sometimes have access to AntiZombie Armor and Anti-Zombie Weapons. The following ORBAT is for a Troop from a Royal Marine Close Company. British Royal Marine Fireteam 1x Fireteam Leader w/IW* 1x Grenadier w/IW-RGL (Lt. Support) 1x Gunner w/L108A1 (SAW, Lt. Support) 1x Rifleman w/L86 LSW *Note that one Fireteam Leader is the Squad Leader and the other is the Assistant Squad Leader.
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British Royal Marine Maneuver Support Section 1x Section Leader w/IW 1x Sniper w/Sniper Rifle 1x Gunner w/51mm Mortar (Med. Support)* 1x Rifleman w/IW *This is a handheld, light mortar. British Royal Marine Section 2x British Royal Marine Fireteams British Royal Marine Troop 1x Platoon Commander w/IW 1x Platoon Sgt. w/IW 3x British Royal Marine Sections 1x British Royal Marine Maneuver Support Section
United States of America USMC (Professional)
The basic building block of the United States Marine Corps is the Fireteam. Three fireteams under a Squad Leader form a Squad. Three Squads under a Platoon Leader form a Platoon. Troop Quality of USMC units ranges from Trained to Veteran. USMC Morale defaults to D10, but scenarios may indicate higher or lower value. They have Body Armor. They rarely have access to Anti-Zombie Armor and Anti-Zombie Weapons. The following ORBAT is for a Living Marine Rifle Platoon. USMC Fireteam 1x Fireteam Leader w/M-16 1x Grenadier w/M-203 (RGL, Lt. Support) 1x Gunner w/M-249 (SAW, Lt. Support) 1x Assistant Gunner w/M-16 Total Firepower: 6D USMC Squad 1x Squad Leader w/M-16 3x USMC Fireteams
Special Operations vs. The Walking Dead
Common Orbats USMC Platoon 1x Platoon Leader w/M-16 1x Platoon Sgt. w/M-16 1x Navy Corpsman w/M-16 3x USMC Squads
US Army Light Infantry (Professional)
The basic building block of the US Army Light Infantry is the Fireteam. Two Fireteams under a Squad Leader make up a Squad. Four Squads make up a Platoon.
Troop Quality of US Army Ranger units ranges from Trained to Veteran. US Army Ranger Morale defaults to D10, but scenarios may indicate a higher or lower value. They are equipped with Body Armor. They sometimes have access to Anti-Zombie Armor and Anti-Zombie Weapons. The following ORBAT is for a generic US Army Ranger Platoon.
USAR Light Infantry Morale defaults to D8, but scenarios may indicate a higher or lower value.
US Army Ranger Rifle Fireteam 1x Fireteam Leader w/M-16 or M-4 1x Grenadier w/M-203 (RGL, LT. Support) 1x Gunner w/M-249 (SAW, Lt. Support) 1x Assistant Gunner w/M-16 or M-4
US Army troops have Body Armor. They sometimes have access to Anti-Zombie Armor and Anti-Zombie Weapons.
US Army Ranger Rifle Squad 1x Squad Leader w/M-16 or M-4 2x USAR Rifle Fireteam
The following ORBAT is for a generic US Army Light Infantry Rifle Platoon.
US Army Ranger Machine Gun Squad 1x Squad Leader w/M-16 or M-4 3x Gunners w/M249 (SAW, Lt. Support) 3x Assistant Gunners w/M-16 or M-4 3x Ammo Bearers w/M-16 or M-4
Troop Quality of US Army Light Infantry units ranges from Trained to Veteran.
US Lt. Inf. Rifle Fireteam 1x Fireteam Leader w/M-16 or M-4 1x Grenadier w/M-203 (RGL, LT. Support) 1x Gunner w/M-249 (SAW, Lt. Support) 1x Assistant Gunner w/M-16 or M-4 US Lt. Inf. Rifle Squad 1x Squad Leader w/M-16 or M-4 2x USAR Rifle Fireteam
US Army Ranger Platoon 1x Platoon Leader w/M-16 or M-4 1x Platoon Sgt. w/M-16 or M-4 1x Radio Operator w/M-16 or M-4 3x US Rifle Squads 1x US Army Ranger Machine Gun Squad
US Lt. Inf. Rifle Platoon HQ Squad 1x Platoon Leader w/M-16 or M-4 1x Platoon Sgt. w/M-16 or M-4 1x Radio Operator w/M-16 or M-4 2x Gunners w/M-249 (SAW, LT Support) 2x Assistant Gunners w/M-16 or M-4 US Lt. Inf. Rifle Platoon 1x Rifle Platoon HQ Squad 3x Rifle Squads
US Army Rangers (Professional)
US Army Rangers facing a bad day on the street.
The basic building block of the US Army Rangers is the Fireteam. Two Fireteams under a Squad Leader make up a Squad. Four Squads plus Platoon HQ personnel make up a Platoon.
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Common Orbats Reaper Teams
The most hardened and experienced veterans from America’s SpecOps community were cherry-picked to form TF Reaper. Reaper’s mission was simple – Once conventional forces had isolated a hot-spot, Reaper teams would enter the area and clean it out. This mission often required Reaper Teams to escort scientists, engineers, and other highly-skilled technicians into Hot Zones. It also saw them operating alone, deep in the worst Hot Zones, seeking out and destroying Dexters. Other nations followed suit, creating their own elite units to contain and destroy all traces of the Revenant Plague. Reapers, as TF Reaper operators referred to themselves, have Troop Quality of Elite (D12) and a D12 Morale. Reaper Teams are routinely equipped with Anti-Zombie Armor and Anti-Zombie Weapons. British Army troops have Body Armor. A Typical Reaper Team 1 x Reaper Team Leader w/AZW (Anti-Zombie Weapon) & AZA (Anti-Zombie Armor) 3 x Reapers w/AZW (Anti-Zombie Weapon) & AZA (Anti-Zombie Armor)
PROFESSIONAL PARAMILITARY Standard Police Squad (Professional)
During the early days of the Revenant Plague, ordinary police officers were often organized into squads to patrol the streets and put down looters and the obviously infected. Poorly armed and inexperienced in small unit tactics, such police squads were often overwhelmed by Zombies. A typical police squad has a Troop Quality of Green (D6) and a D8 to D10 Morale. They are generally armed with body armor, shotguns, and a sprinkling of assault rifles. A police squad that saw action in Denver’s Five Points district is described below: 1 x Police Sgt. w/AR-15 (Small Arms) 5 x Policemen w/Shotguns (Close Combat Weapons)
Police SWAT Teams
Police SWAT Teams were often called upon to act as municipal “Special Forces” teams in the early days of the outbreak. Better armed and trained than regular patrol officers, they fared somewhat better against the growing Revenant hordes. SWAT units typically have a Troop Quality of Trained (D8) and a D10 Morale. SWAT teams are equipped with body armor and a mixture of Close Combat weapons and Small Arms. 1 x Police Sgt. w/AR-15 (Small Arms) 2 x Policemen w/Shotguns or SMGs (Close Combat) 2 x Policemen w/AR15s (Small Arms) 1 x Police Sharpshooter w/Sniper Rifle (Small Arms)
Private Security Teams
Some wealthy citizens hired private security teams to protect them and their property during the outbreak. Their skill and quality of gear varied wildly from unit to unit. Some private security teams were ex-military or police, while others were wannabes who failed to become soldiers or police officers.
Three personnel of a Reaper team with AZW and AZA.
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Special Operations vs. The Walking Dead
Common Orbats Private security team Troop Quality ranged from D6 to D10 and they typically had a D8 or D10 Morale. They generally wore body armor and used Close Combat or Small Arms. A fairly well equipped team that worked for a notorious Hollywood director is described below. 1 x Team Leader w/M4 (Small Arms) 2 x Guard w/Shotgun or SMG (Close Combat) 2 x w/M4 (Small Arms)
Private Military Contractors
Private Military Contractors were hired by wealthy individuals and by government entities to assist the police and military in protecting uninfected citizens from the Revenant plague and the zombies it spawned. PMC troops are usually ex-military and are well-trained and equipped. Their Troop Quality ranges from Trained (D8) to Veteran (D10) and they have a Morale of D10 or D12. They are equipped with body armor, Small Arms, and Support Weapons. They sometimes have access to Anti-Zombie Armor and Anti-Zombie Weapons. A typical PMC fireteam is described below: 1 x Team Leader w/M4 (Small Arms) 2 x Gunners w/SAW (Lt. Support) 2 x Contractors w/M4 (Small Arms)
WORTHLESS CIVILIANS Street Gangs (Whiskey Charlie)
Many street gangs viewed the Revenant Outbreak as an opportunity to consolidate their power and shrug off the constraints of government. They saw the infected Revenants as just another enemy to be gunned down – as long as the gangs could keep their neighborhoods safe, they could rule over them like petty feudal lords. This attitude often brought them into conflict with the police and professional military units. Typical gang members have a Troop Quality of Untrained (D6) and a D10 Morale. Leaders or outstanding gang-members may have Troop Qualities as high as Veteran. A typical street gang patrol 1 x Gang Lieutenant w/AK47 (Small Arms) 2 x Gang Members w/Shotgun or SMG (Close Combat) 2 x Gang Members w/AK47 (Small Arms)
Anti-Government Militia (Whiskey Charlie)
Many politically motivated, anti-government militias in the US took the same view of the Revenant Outbreak as the inner-city gangs: Opportunity came knocking with a moldering, half-decomposed hand. Some militias were so successful in securing remote regions of the US and eradicating the infection (albeit through the most inhumane and draconian methods) that the federal government was forced to negotiate or impose martial law to regain control of their territories. Typical militia members have a Troop Quality of Untrained (D6) or Trained (D8) and a Morale of D10. They sometimes have access to regular body armor. A typical militia anti-zombie patrol 1 x Militia Sergeant w/AK47 or AR15 (Small Arms) 2 x Militia Gunners w/SAWs (Lt. Support) 2 x Militia Riflemen w/AK 47s or AR14s (Small Arms)
Afghan militia join the fight.
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Scenarios Scenario 1: Outbreak! A CDC team is investigating reports of Revenant Plague in a small town. Initially things seem fine, but one morning the team awakens to find the streets around their rented laboratory flooded with Zulu class Revenants. Their frantic call for help over the radio brings the nearest military intervention team running – a single fireteam of Special Operators!
Table Set-Up
(2’x2’ 15mm, 4’x4’ 25mm)
Mission Brief
Three high value civilian scientists are barricaded in a building and require rescue. The town they were investigating has suffered a massive outbreak and is now crawling with Zulus. It’s only a matter of time until the scientists are detected and become part of the problem, rather than the solution. Fireteam Alpha is nearby and is directed to respond on foot. They are to link up with the scientists and escort them safely out of the area.
Living Mission Objective
Fireteam Alpha must make their way to the building mark on the Table Set-Up diagram and take the scientists under their protection. They must then escort the scientists to safety by exiting at point E on the diagram. Remember that Alpha will be subject to the rules for Dependents once it links with the civilian scientists.
E: Entry/Exit point for Living 1, 2, & 3: 6 x Zulus X: 3 x Scientists in barricaded building Scenario Stats Background Stress Level Infection Level Game Duration (turns)
0 4 6
Revenant Mission Objective Feast on Living flesh!
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Ambush Z
Special Operations vs. The Walking Dead
Scenarios Reinforcements To determine what sort of “reinforcements” arrive at the beginning of each turn, roll 2d6 and consult the table below: Die Roll Zombies 2 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus 3-11 1d6+3 Zulus 12 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus Hot Spots Roll to see which Hot Spot each reinforcement unit arrives from. On a roll of 6, the Zombie player may choose which Hot Spot the reinforcements arrive from. If the Zombie player rolls a number for which there are more than one Hot Spot, he may choose the Hot Spot from which his reinforcements arrive.
Living Force Composition
Fireteam Alpha (Troop Quality D8, Morale D10) 1 x Fireteam Leader w/Small Arms 2 x Riflemen w/Small Arms 1 x Gunner w/SAW 1 x Grenadier w/Rifle Grenade Launcher Fireteam Alpha has Body Armor and sufficient RAV for the duration of the scenario. Scientists (Troop Quality D6, Morale D8) 3 x Scientists (Whiskey Charlies)
Zombie Force Composition
There are three zombie mobs on the board at the beginning of the game. Each mob contains 6 x Zulus.
Regular Victory Conditions • Fireteam Alpha reaches the barricaded building: 5 pts
• Any survivors exit the table at point E: 5 pts. • Per Scientist that exits the board at point E: 5 pts.
Zombie Victory Conditions
• Fireteam Alpha never reaches the barricaded building: Victory • No survivors exit the board: Victory • Per Fireteam Alpha member killed: 3 pts. • Per Scientist killed: 5 pts.
Optional Rules
Try the scenario with no special rules in play and see how it goes. Then attempt the game using these special rules, one at a time: • Play the scenario using the Night Fighting rules. Photo by Robert Thivierge
• Give Fireteam Alpha silenced weapons. • Give Fireteam Alpha Anti-Zombie Weapons & Armor • Have 1d6+1 Romeos arrive on Reinforcement rolls of 7 or 11.
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Scenarios Scenario 2: The Thin Blue Line The Revenant Plague spawned pitched battles in cities and towns all over the US as its contagion reached outbreak proportions. A terrified citizenry found itself confronted by hostile Revenants, in dribbles and drabs at first and then in all their numbers – and hosts of the dead will always outnumber those of the living. In many cases all that stood between John Q. Public and the bloodstained claws of the zombie horde were a few underpaid and poorly armed cops – a thin blue line indeed.
Table Set-Up
(2’x2’ 15mm, 4’x4’ 25mm)
Mission Brief
The central square of a small town has been cleared of zombies and most of the town’s population (who have not taken to the road in flight or already fallen to the Revenant plague) have barricaded themselves in the town’s police department building. Unfortunately, the town stands squarely in the path of a massive wave of Revenant zombies trudging their way towards a large metropolis, drawn there like iron filings to a magnet. The town’s only defenders are its few police officers and a few hastily assembled ad hoc units of Army National Guardsmen. This scenario details the defense of one corner of the town square, where a few cops and Guardsmen risked their lives to block the zombie horde’s entrance into the square through a large park.
Living Mission Objective
Find a spot to hide or fortify and hold out until rescue.
Revenant Mission Objective
Feast on Living flesh! Reach the Police department building and continue feasting on Living flesh!
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Ambush Z
A: Police Squad 1 B: Police Squad 2 C: National Guardsmen PD: Police HQ Building 1–3: 6 x Zulus H1 1–5: Hotspots Scenario Stats Background Stress Level Infection Level Game Duration (turns)
2 * 6
* Zombie reinforcements are automatic. Since the town center has been cleared, there’s no chance of encountering random zombies if Living units enter buildings.
Special Operations vs. The Walking Dead
Scenarios Reinforcements To determine what sort of “reinforcements” arrive at the beginning of each turn, roll 2d6 and consult the table below: Die Roll Zombies 2 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus 3 1d6+1 Romeo 4-6 1d6+3 Zulus 7 1d6+2 Romeos 8-10 1d6+3 Zulus 11 1d6+3 Romeos 12 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus Hot Spots Roll to see which Hot Spot each reinforcement unit arrives from. On a roll of 6, the Zombie player may choose which Hot Spot the reinforcements arrive from. Secondary Hot Spots are not used in this scenario.
Living Force Composition Police Squads
Both Police squads are equipped as below. They have body armor but no RAV. They have a Troop Quality of Untrained (D6) and a D10 Morale. 1 x Police Sgt. w/Shotgun (Close Combat) 4 x Policemen w/ Shotgun or SMG (Close Combat)
National Guardsmen
The National Guardsmen have body armor and RAV. They have a Troop Quality of Trained (D8) and a D10 Morale. 1 x Fireteam Leader w/M16 (Small Arms) 1 x Grenadier w/M203 RGL (Lt. Support) 1 x Gunner w/SAW (Lt. Support) 2 x Riflemen w/M16 (Small Arms)
Zombie Force Composition
There are three zombie mobs on the board at the beginning of the game. Each mob contains 6 x Zulus.
Regular Victory Conditions
• No Zombies within 6” of Police HQ: 10 pts. • Each Surviving Cop or Guardsman: 2 pts.
Zombie Victory Conditions
• For each Zombie within 6” of Police HQ: 3 pts • All Cops and Guardsmen killed: VICTORY • Per Cop or Guardsman killed: 1 pt.
Optional Rules
Try the scenario with no special rules in play and see how it goes. Then attempt the game using these special rules, one at a time: Photo by Robert Thivierge
• Play the scenario using the Night Fighting rules (only the National Guardsmen have Night Vision). • Replace the Police Squads with SWAT units.
Special Operations vs. The Walking Dead
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Scenarios Scenario 3: Fallen Angels Before Dexters and were identified and their powers understood, helicopters were routinely used to rescue stranded survivors or ferry strike-teams into position. Many helicopters were lost, of course, falling prey to ground fire from Possessed (these losses were blamed on disaffected anti-government militia groups and out of control street-gangs until the discovery of Dexters – and it was not always an inaccurate determination). This scenario details the experiences of one such helo which was downed in “Indian Country.”
Table Set-Up
(2’x2’ 15mm, 4’x4’ 25mm)
Mission Brief
A SpecOps team being exfiltrated by air after days of operating in a Hot Zone has been downed by an unexpected shoulder launched anti-aircraft missile, probably stolen from a National Guard Armory by some militia group or another. The Helo Pilot was able to autorotate the stricken chopper into a relatively safe landing. The two man crew and the operators aboard suffered little more than a few cuts and bruises. The chopper came to rest in a somewhat rural area, but it seems that its dramatic arrival has drawn the attention of every Revenant in the county. The team must find a safe spot to hole up and await rescue!
Living Mission Objective Survive for 6 turns
Revenant Mission Objective Feast on Living flesh!
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Ambush Z
H: Helicopter crash site. Starting position of Living Forces. 1–3: 6 x Zulus Scenario Stats Background Stress Level Infection Level Game Duration (turns)
3 4* 6
* The Infection Level for this game is 4 for the purpose of any tests. Zombie reinforcements automatically arrive at the beginning of every turn after the first.
Special Operations vs. The Walking Dead
Scenarios Reinforcements To determine what sort of “reinforcements” arrive at the beginning of each turn, roll 2d6 and consult the table below: Die Roll Zombies 2 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus 3 1d3+1 Romeo 4-6 1d6+3 Zulus 7 1d3+2 Romeos 8-10 1d6+3 Zulus 11 1d6+3 Romeos 12 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus Hot Spots Roll to see which Hot Spot each reinforcement unit arrives from. On a roll of 6, the Zombie player may choose which Hot Spot the reinforcements arrive from. If the Zombie player rolls a number for which there are more than one Hot Spot, he may choose the Hot Spot from which his reinforcements arrive.
Living Force Composition
Zombie Force Composition
There are three zombie mobs on the board at the beginning ofa the game. Each mob contains 6 x Zulus.
Regular Victory Conditions • For every surviving human at the end of game: 3pts
• If there are no zombies within 10” of the SpecOps unit by game’s end: 10 pts.
Zombie Victory Conditions • All Living killed: Victory
• For each Zombie within 6” the SpecOps unit at game’s end: 1 pt. • Per operator or air crew killed: 3 pts.
Optional Rules
Try the scenario with no special rules in play and see how it goes. Then attempt the game using these special rules, one at a time: • Play the scenario using the Night Fighting rules (All Living figures have Night Vision Optics). • Give the SpecOps team AZW (Anti-Zombie Weapons). • Crash a larger helo and have two SpecOps fireteams + the flight crew.
SpecOps Team
The SpecOps team aboard the helicopter is wearing Body Armor and suppressed weapons (other than the SAW and M203 launcher, of course). Their Troop Quality is Veteran (D10) and they have D12 Morale. The team is equipped as described below: 1 x Fireteam Leader w/M4 (Small Arms) 1 x Grenadier w/M203 RGL (Lt. Support) 1 x Gunner w/SAW (Lt. Support) 2 x Riflemen w/M4 (Small Arms)
Helo Air Crew
The air crew is wearing Body Armor. Their Troop Quality is Trained (D8) and they have D12 Morale. They are both armed with M4s (Small Arms).
Special Operations vs. The Walking Dead
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Scenarios Scenario 4: House of Pain As bad as things were in the US and Europe during the initial Revenant Outbreak, conditions in third world countries were infinitely more hellish. In occupied nations, Coalition forces often found themselves forced to fortify their positions and hope for the best while holding off waves of Dexter coordinated Revenant and Insurgent attacks. Resupply by air was virtually impossible and even ground convoys protected by heavy armor found it difficult to get through urban Hot Zones to reach the scattered firebases and CIMIC compounds requiring aid. Sometimes firebases had to hold out for weeks at a time in the face of unimaginable horror. One of these firebases, sited in the contentious city of Dawala, has gone down in military lore as the legendary “House of Pain.”
table set-up
(2’x2’ 15mm, 4’x4’ 25mm)
living mission objeCtive
Food, water, and ammunition are running low. The firebase’s defenses are rapidly degrading. The CO called for immediate evacuation hours ago and the relief convoy is nearly in sight. The remnants of the company need only hold out for an hour or so longer and they can leave the House of Pain behind. As usual, the worst of the fighting comes down to 2nd Platoon, elements of which are tasked with holding down the defenses on the firebase’s most vulnerable flank. If 2nd Platoon can keep the Zulus out of the fort till the cavalry arrives, everyone will be going home alive. If not, the armored column’s mission will change from rescue to clean-up.
revenant mission objeCtive
Breach the firebase’s defenses! Feast on the flesh of the Living!
Photo courtesy Piers, Thomas, & Cyril of the NGC
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Shaded Zone: Set up area for 2nd Platoon Z1 – Z3: 6 x Zulus R1- R3: 5 x Romeos P1: 4 x Possessed w/Small Arms; 1 x Possessed w/SAW; 1 x Possessed w/RPG P2: 6 x Possessed w/Small Arms; 2 x Possessed w/SAW P3: 2 x Possessed w/Small Arms; 2 x Possess w/RPGs D: Dexter and 6 x Romeos Z: Zombie Edge: All Zombie reinforcement arrive from this edge of table Scenario Stats Background Stress Level Infection Level Game Duration (turns)
3 4* 10
* The Infection Level for this game is 4. Reinforcements arrive automatically at the beginning of every turn. The Zombie player may make an Infection Level roll to see if an ADDITIONAL reinforcement unit arrives at the beginning of each turn. Do not make rolls for “awakened” Zombies when Living or Possessed units fire their weapons in this scenario.
Special Operations vs. The Walking Dead
Scenarios Living Force Composition (Elements of 2nd Platoon)
2nd Platoon troops are equipped as below. They have body armor and RAV. They have a Troop Quality of Trained (D6) and a D10 Morale unless otherwise noted. Lt. Meuse and Sgt. Poole are both Positive Leaders. Lt. Meuse has a Positive Leadership of 2 and Sgt. Poole has a Positive Leadership of 1.
Zombie Victory Conditions
• Zombies in Shaded Area at end of game: 10 pts. • Per living KIA: 3 pts. • Per living WIA: 2 pts. • All Living KIA: Victory
Special Rules
All buildings within Living starting zone are FORTIFIED.
Fireteam Alpha:
1x Lieutenant (Lt. Meuse: D10 Troop Quality, D12 Morale) w/rifle (Small Arms) 1x Rifleman (Small Arms) 1x Grenadier w/rifle & GL (Lt. Support) 1x SAW Gunner (Lt. Support)
Fireteam Bravo:
1x Platoon Sergeant (Sgt. Poole: D10 Troop Quality, D12 Morale) w/rifle (Small Arms) 1x Rifleman (Small Arms) 1x Grenadier w/rifle & GL (Lt. Support) 1x SAW Gunner (Lt. Support)
MG TEAM (Weapon Team)
1x Gunner w/MG (Lt. Support) 1x Assistant Gunner w/rifle (Small Arms)
Sniper Team (Sniper Team – D10 Troop Quality, D12 Morale) 1 x Sniper w/sniper rifle (Sniper Rifle) 1 x Spotter w/rifle (Small Arms)
Zombie Force Composition
Initial Zombie forces are described in the Table Set-Up Diagram. All Possessed units have a Troop Quality of D6.
Regular Victory Conditions • No Zombies in the shaded area at end of game: 10 pts.
Reinforcements To determine what sort of “reinforcements” arrive at the beginning of each turn, roll 2d6 and consult the table below: Die Roll Zombies 2 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus 3 1d3+1 Romeo 4 1d6+3 Zulus 5 1d6 Possessed w/Small Arms + 1 w/SAW 6 1d6+3 Zulus 7 1d3+2 Romeos 8 1d6+3 Zulus 9 1d6 Possessed w/Small Arms + 1 w/RPG 10 1d6+3 Zulus 11 1d6+3 Romeos 12 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus Hot Spots Hot Spots are not used in this scenario. All reinforcements enter the table from the edge marked on the Table Set-Up Diagram.
• No Zombies within 6" of the shaded area at the end of the game (not cumulative with condition above): 15 pts. • Per surviving member of 2nd Platoon: 2 pts. • Kill Dexter: 10 pts.
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Scenarios Scenario 5: Damnation Alley Dexters eventually became aware of the Revenant AntiVirus and did everything within their power to prevent its delivery to areas which had not yet fully succumbed to the Revenant Plague. In such virulently infected areas as Dawala, the transport of RAV was often limited to stealthy foot patrols by specially trained Reaper Teams. The Reaper Teams often used such “step and fetch” missions to draw out Dexters and destroy them.
Table Set-Up
(2’x2’ 15mm, 4’x4’ 25mm)
Mission Brief
A fresh supply of RAV must be delivered to the police station of one of Dawala’s Revenant besieged neighborhoods. Two Reaper Teams are dispatched to deliver it. Normally a single team would be sent, but a Dexter is believed to be in the area of the neighborhood and it is hoped that the delivery team will have a chance to kill two birds with one stone.
Living Mission Objective
Deliver the RAV to the police station by exiting the unit carrying it off the board at the point designated on the Table Set-Up Diagram. Locate and kill the Dexter, if possible.
Revenant Mission Objective
Destroy the RAV and feast upon the flesh of the living! Protect the master at all costs!
E: Entry Point for Reaper Teams X: Exit Point for Reaper Team with RAV D: Dexter and 6 x Romeos R1 – R4: 5 x Romeos P1 – P4: 4 x Possessed w/Small Arms +1 x Possessed w/RPG
Scenario Stats Background Stress Level Infection Level Game Duration (turns)
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0 5 6
Special Operations vs. The Walking Dead
Scenarios Reinforcements To determine what sort of “reinforcements” arrive at the beginning of each turn, roll 2d6 and consult the table below: Die Roll Zombies 2 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus 3 1d3+1 Romeo 4 1d6+3 Zulus 5 1d6 Possessed w/Small Arms + 1 w/SAW 6 1d6+3 Zulus 7 1d3+2 Romeos 8 1d6+3 Zulus 9 1d6 Possessed w/Small Arms + 1 w/RPG 10 1d6+3 Zulus 11 1d6+3 Romeos 12 Increase Zombie TQ 1 Die Type! 1d6+3 Zulus Hot Spots Roll to see which Hot Spot each reinforcement unit arrives from. On a roll of 6, the Zombie player may choose which Hot Spot the reinforcements arrive from. If the Zombie player rolls a number for which there are more than one Hot Spot, he may choose the Hot Spot from which his reinforcements arrive.
Living Force Composition Reaper Squads
Reaper Squads are equipped as below. They have AntiZombie Armor, Anti-Zombie Weapons, and sufficient RAV for the duration of the scenario. They have a Troop Quality of Elite (D12) and a D12 Morale.
Reaper Squad 1 (Carrying RAV for police station) 1 x Fireteam Leader w/AZW 4 x Gunner w/AZW
Reaper Squad 2
1 x Fireteam Leader w/AZW 4 x Gunner w/AZW
Zombie Force Composition
Starting forces for the Zombie player are indicated on the Table Set-Up Diagram. All Possessed units have a Troop Quality of Trained (D8).
Regular Victory Conditions
• At least three members of Reaper Squad 1 exit at the point indicated on the Table Set-Up Diagram by turn 3: 10 pts. • At least three members of Reaper Squad 1 exit at the point indicated on the Table Set-Up Diagram by the game’s end: 5 pts. • Kill Dexter: 10 pts. • Each Surviving Reaper: 2 pts.
Zombie Victory Conditions
• Prevent Reaper Squad 1 from exiting the table at the point indicated on the Table Set-Up Diagram with at least three members: 10 pts. • Dexter “alive” at end of game: 10 pts. • Per Reaper killed: 1 pt. • All Reapers killed: Victory
Special Operations vs. The Walking Dead
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Ambush Alley Games Special Operators Group Ambush Alley Games is now offering an exciting new subscription plan, the Special Operators Group. Special Operators Group membership will be a great value for die-hard Ambush Alley fans (you know who you are)! For $15 usd, subscribers (or Special Operators, as we like to call them) will receive a year-long subscription (1 Jan – 31 Dec) which entitles them to: One free campaign pack per year – a $15 value in itself! (These special packs are only available to subscribers) A 15% discount on all Ambush Alley Games products! The opportunity to receive new releases two weeks before they are publicly released! Discounts or other special offers from miniatures manufacturers who support Ambush Alley, including Rebel Minis, QRF, and Liberation Minis! And other subscriber benefits as we dream them up! Join now to receive three months free (Oct, Nov, Dec of 2008) and receive your free campaign pack, Under the Black Flag, today! Under the Black Flag contains a three scenario campaign focused on a covert and highly critical action against Somalian pirates. As an added bonus, it contains alternative rules for clearing buildings as well as rules for close assault weapons (SMGs, shotguns, etc.) and handguns. Rebel Minis is offering a 10% discount to Ambush Alley subscribers and, as always, $5 shipping world wide! Liberation Minis is offering a 5% discount on metal figures to Ambush Alley Subscribers (plastics, bits, and vehicles are excluded)! QRF is offering a 10% discount to all Ambush Alley subscribers!
To subscribe or just learn more about Ambush Alley, visit www.ambushalleygames.com. Terms and conditions are subject to change.
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Special Operations vs. The Walking Dead
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Save this card and turn it in to revive one casualty due to combat. The figured thus revived is NOT subject to infection.
Not as Bad as it Looked!
One person becomes separated from the unit - a Civilian if any are present, a soldier if not. They are found safe and sound at the end of the game. This counts as a survivor for victory points, if appropriate.
The Last Place You Look
Save this card and turn it in to revive one casualty due to combat. The figured thus revived is NOT subject to infection.
Not as Bad as it Looked!
One person becomes separated from the unit - a Civilian if any are present, a soldier if not. They are found dead and horribly mutilated at the end of the game. This counts as a casualty for victory points, if appropriate.
Sometimes You Eat the Bear
Crap! I Knew I Dropped Something! One Living unit’s firepower is reduced by one die due to a shortage of ammunition.
Eww. I NEVER Wanted to See That! A randomly determined unit sees something so grisly that it instantly disheartens them. Lower their Morale by one die type (Ignore if Morale is already D6)
You’ve found some spare ammunition! Regain a Firepower die if Short on Ammo or ignore the next Short on Ammo result.
This Batch Spoiled . . .
Someone in a randomly determined unit fell and sprained their leg/ankle/ arm/wrist, etc. Don’t remove any figures, but treat the unit as having a Dependent.
Watch Your Step
Hair of the Dog that Bit You
Who Dropped This!?
A member of the Living force has a vial of Revenant Antivirus theyíve hidden away for just the right moment! There’s enough left to treat any casualties taken for the duration of the game.
It is discovered that the RAV suppy carried by the Living force has been contaminated, spilled, or otherwise rendered ineffective. NO Living units have RAV available for the duration of the game unless some is found as the result of another Quirk of Fate card.
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Game over, man! Game Over!
Now THAT Pisses Me Off!
I told you that looked serious!
Everready My Ass!
Once More into the Breach!
All the batteries belonging to a randomly determined unit have gone dead. If this is a night mission, their Night Vision no longer functions.
Something happens that makes a randomly determined unit so aggressive that their Troop Quality is raised by one die type for the duration of the game, up to a maximum of D12.
That’s My Grandma!
Someone in a random Living unit makes such a depressing, demotivating speech or remark that it lowers the unitís Morale by one die type. No effect if unitís Morale is already D6. The entire Living force also gains a level of Combat Stress.
That’s My Grandma!
Did We Wander into a Cemetery?
Someone in a random Living unit makes an inspiring speech or remark and raises the unitís Morale by one die type. No effect if unitís Morale is already D12. The entire Living force also loses 1d3 levels of Combat Stress.
Friendly Natives, Or . . . ?
A randomly determined Zombie unit has a Traumatic Zombie in its midst. Anyone attacking the unit is subject to the Traumatic Zombie rules.
A surprising number of Zombies appear out of nowhwere. The Zombie player can make an extra reinforcement roll on the next turn.
A randomly determined Zombie unit has a Traumatic Zombie in its midst. Anyone attacking the unit is subject to the Traumatic Zombie rules.
A mmber of a randomly determined unit was previously infected with the Revenant virus and chooses this moment to transform into a ravening Romeo! Replace one figure in the unit with a Romeo and immediately resolve close combat between it and its former comrades.
Everready My Ass! All the batteries belonging to a randomly determined unit have gone dead. If this is a night mission, their Night Vision no longer functions.
A group of 1d6 Headhunters armed with Small Arms appears within 6 of a randomly designated unit. Roll 1d6. On an even roll, the Headhunters join forces with player’s units to defeat the Zombies. On an Odd Roll they stand back and watch. Re-roll at the beginning of each turn until the Headhunters join up or the game ends.
Quirk of Fate
Quirk of Fate
Quirk of Fate
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Quirk of Fate
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Quirk of Fate
Let’s Build a Fort!
It Was a Dark & Stormy Night
Fog, heavy rain, snow, dust - some vision blocking weather has rolled in, leaving the Living player practically blind. Treat all Living units as if they were Night Fighting, even those with Night Optics. Zombies, of course, are unaffected.
It Was a Dark & Stormy Night
Let’s Build a Fort!
Did We Wander into a Cemetery?
Fog, heavy rain, snow, dust - some vision blocking weather has rolled in, leaving the Living player practically blind. Treat all Living units as if they were Night Fighting, even those with Night Optics. Zombies, of course, are unaffected.
A surprising number of Zombies appear out of nowhwere. The Zombie player can make an extra reinforcement roll on the next turn.
The Living force finds a barricaded building. They can designate any building on the board as barricaded and accrue the advantages of the Barricaded Building rules without spending a turn actually barricading it.
The Living force finds a barricaded building. They can designate any building on the board as barricaded and accrue the advantages of the Barricaded Building rules without spending a turn actually barricading it.
These Worm-Bags Aren’t So Tough!
What the . . .
Was It Something We Said?
What the . . .
Was It Something We Said?
Decrease all Zombie units’ Troop Quality by one die type (i.e., from D10 to D8), not to go below D6.
Place a group of 1d6 Zulus within 6 of a randomly determined Living unit in a position where they begin out of LOS from the unit. As soon as that unit moves/fires, the Zulus may Interrupt. Increase all Zombie units’ Troop Quality by one die type (i.e., from D8 to D10), not to exceed D12.
Place a group of 1d6 Zulus within 6 of a randomly determined Living unit in a position where they begin out of LOS from the unit. As soon as that unit moves/fires, the Zulus may Interrupt.
Increase all Zombie units’ Troop Quality by one die type (i.e., from D8 to D10), not to exceed D12.
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
Quirk of Fate
The Odd Angry Shot Rogue survivalists, militiamen, or just bloodthirsty specialists intent on revenge appear in area and the boom of their big gun is definitely a welcome sound. A two man sniper team can be placed anywhere on the board over 12 from the nearest Living unit. It can move, but can never come within 6 of any other Living unit. It’s movement and fire is controlled by the Living player.
Romeo, Oh, Romeo 1d6 Romeos appear at a random Hot Spot. They are immediately in play.
Well, At Least It Makes a Good Club A randomly determined support weapon in a randomly determined unit has suffered a failure that will require a gunsmith to repair. The gunner is now considered to be armed with standard Small Arms.
Is There Anybody Out There? Survivors are barricaded in a building within 6 of a randomly determined Living unit. The survivors begin yelling for help. The house contains 1D6 Survivors - each one the Living player escorts off the board at the end of their mission are worth 2 victory points.
Hell Hounds
A pack of 1d6 Zombie Dogs appear at a random Hot Spot. They are immediately in play. Needless to say, they are hungry for living flesh . . .
Hell Hounds
Don’t Fear the Reaper
Romeo, Oh, Romeo
A pack of 1d6 Zombie Dogs appear at a random Hot Spot. They are immediately in play. Needless to say, they are hungry for living flesh . . .
Cold, Dead Fingers
1d6 Romeos appear at a random Hot Spot. They are immediately in play.
Wrath of God
A random Living unit finds a dead SpecOps team that they can search for supplies. They find a light support weapon and enough RAV to last the duration of the game.
The Living units recieve word that the area they’re operating in is so seriously infected that it is about to receive a massive airstrike. They now only have two turns to complete their mission and exit the board. If they are not off the board in two turns, they are all killed.
A randomly determined Living unit is contacted by the last survivor of a Reaper Team. The Reaper throws his weight behind the unit’s mission in return for their help getting out of the area. The Reaper has a Troop Quality and Morale of D12 and is equipped with Anti-Zombie Armor and Anti-Zombie Weapons. He also has all the RAV the Living force needs for the duration of the game.