Some ideal scenarios~

Posted by messyart on
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Night-of-the-slightly-unpleasant-and-smelly-dead-people-tp6279851p6289766.html

I have a few game plans in mind;

Rescue;
A fellow ganger didn't call in today. He owed you some goddamn money and you WILL get it back.
You kid, you know you do. Or, you hope you do.
Regardless, you are getting the lads together to go save his scrawny ass from them Z's.

Set up a board however you wish. Set up along one edge.
The GM then places 12 tokens. Each token has a number, from 1-12.
The tokens must be placed as far from each other as possible.

The GM then rolls a D12 dice, and makes the number be known. Write it down, keep it safe.
This is the number that holds the lost ganger.

The aim is to uncover each token to locate your ally. You need to get into base contact with each to uncover it, and you may not attack in the same turn.
Once you have found your ally, you must either;
A. Make your way out the way you came
B. Make it across to the other board edge
This is up to the GM. If your located ally was in the first token you find, it will be much more fun to run for your life across the board.

When located, roll a D3. The following rolls express the class of the man found;
1-2; Runner
3-4; Sharp-shooter
5-6; Brick Shithouse
The players can choose who gets to control them, or take it in turns if they prefer.

Zombies spawn as listed previously.


LEG IT!;
You're escaping a horde of zombies, and they're pissed.
You start 12" into the board from one board edge [Up to the GM of the game, it is best to make it as long as possible]
Your aim is to reach the opposite end of the board.

12 zombies will start directly behind your gangers, and every turn, 3D6 zombies will arrive on the sides of the board that you're not aiming to reach. They can arrive along any length of it.

These zombies are mean, hungry and faster than normal. They move 5" [So yes, they will begin to outrun you]
Every turn, D4 zombies may "run" [move 10" instead]


Supply Aquisition;
You've been fighting zombies away from your base for days and you're running low on everything from booze to ammo.
Desperation has you in a difficult position, but you decide it's a risk you'll need to take.

Each ganger has -1 W during this scenario.
There are 4 tokens, labelled 1-4. The GM may place them wherever they like.
They are shuffled beforehand, so the GM is unaware of which numbered token is where.

The numbers align to the following;
1. Food stache
2. Ammo stache
3. Aid kits
4. Booze

Food stache;
Each ganger may recover any flesh wounds suffered.

Ammo stache;
Each ganger may recover any one lost weapon. [So if you lost your fav' shotgun AND your back-up pistol, you got a choice to make!]

Aid kits;
Each ganger regains 1 lost wound.

Booze;
Each ganger must pass an initiative test, or counts as having Ws & Bs 2 for this turn only.
Seriously. You guys need to control yourself.

Tokens are uncovered by being in base contact, and "Each ganger" refers to any members of the gang within 12". Models may move and shoot as normal on the turn they uncover tokens.
Tokens must be uncovered if within movement range. [Base movement, not running distance]

Once all of the tokens have been collected [or any 3 tokens you desire (If you find all but the booze, you may well just want to count your losses and run)] you may return to your starting board edge to finish the game.
Note, you must find at least 3 tokens to be allowed to head home.
Mankinds first mistake; Questioning why those around him, are dying.