the Incident 4156
Transcription
the Incident 4156
Incident 4156 Codename Deaths Mistress 1 The forgotten heroes Incident 4156 Codename “ Death’s Mistress” Lieutenant James Baker and his unit under the command of the ASOCOM agent Captain Nathaniel Simmons has been tasked to find out what is going on in Tibet. A simple recon mission, get in and get out, yet Baker felt un-easy. There was something about the town that he could not put his finger on. His men were tasked to scout out ahead of the task force, but this town was empty. It was creepy empty. The smell of rotting meat filled the streets, inside the houses it seemed like dinner was set but it to was now rotting. There was no sign of a struggle, it was like the whole town just dropped what they were doing and left. Baker reached the houses at the end of the main road. They planned on halting here for the night, but now Baker wanted to get out of this town as soon as possible. “Sir!” Corporal Mason strolled up to Baker. Mason was a burly man. Born in Canada, Mason preferred colder Climates. “We have cleared the city, there was something in the house just ahead just here I thought you would like to see.” “What is it Corporal?” Baker asked “It’s, well it’s a tunnel in the basement, sir, I can take Rogers and scout it out sir.” Mason was used to working underground back in his mining days. Rogers was still a green recruit from Minnesota where he had been an avid hunter and marksman. The team did sound ideal. “Carry on then. I’m off to find Chalky.” Baker found ‘Chalky’ White, near the edge of town. Both were veterans of the old British Desert Rats. White is a short man with a sharp eye and a steady hand, Baker learned to rely heavily on White early on. White looked nervous as he gave his report “We found a bunker up the road, sir. It seems abandoned, but it has taken quite a beating. Looks like there was some sort of battle here, the odd bit is that the bunker was facing towards the town, I sent some men forward to…” A bright light shot from the forest. “Incoming!” Baker grabbed White and dived to ground. The laser shot indicated the start of the German attack. Laser fire was now pouring into town from the forest. “It’s a trap, quick retreat to the bunker.” Baker reckoned there must be at least 15 laser-armed troops in the woods from the amount of firing that seemed to be pouring out at them. Baker noted that all five of his men outside of the tunnel were making their way to the bunker. “Where did the Teds come from? We cleared the woods before we entered the city.” White thought as he sped up is speed to match Baker’s. As they approached the bunker the lasers started to fire in random directions, even back into the forest. There were other sounds, screams coming from the Germans. Baker and five of his men made it to the bunker when he spotted the first zombie coming out of the woods. He blinked. It at first looked like woods themselves were moving. He blinked again, then realised that it was just that there were so many of them. Quietly he signalled his men to lay low in the bunker. They were clearly outnumbered at least 30 to one. Baker grabbed his radioman and commanded in a hush tone “Peterson get on that radio and get us any help you can!” CONTENTS What is Incident 4156 Creating a Hero Weapons Abilities New Rules Experience Points 3 4 5 6 9 10 Incident 4156 is written and designed by Andrew Haught based on the Dust Tactics rules by Olivier Zamfirescu. Dust created by Paolo Parente. Graphic Design by Sean Goodison. 2 Mission 1: The Escape Mission 2: Take the Town Mission 3: Hold the Town Mission 4: Retrieve the Intel Mission 5: The Final Countdown Support Material TM 12 14 16 18 20 23 What is ‘Incident 4156’ Incident 4156 is a small co-operative campaign for DUST: Tactics ideal for three to four players. The game uses the core rules for DUST: Tactics and it’s gridless variant DUST Tactics: Battlefield with a few additions. Players take on the role of heroic characters from any of the differing factions and find themselves drawn together to face a common foe. Over the course of the campaign they will have to pool their resources and cooperate on the battlefield in order to secure victory. CAMPAIGN DIFFICULTY LEVELS The campaign has three difficulty levels, Easy Level, Hero Level, and Epic Zombie Slayer Level. The difficulty level will change how hard each of the missions are and limit some of your abilities. Here are the key differences between each level of difficulty. EASY • No permanent death • Cheaper upgrade costs • Less zombies in missions Recommended for newer players or players who don’t like record keeping between games. Completing your mission is all that matters, keep your eyes on your goal and get your men out of there. HERO • Permanent death for non-hero troops • Normal upgrade costs • Normal amount of zombies in missions Recommended for players who want a casual campaign to play over a few weeks. There are still challenges to face in hero level and you have to keep a close eye on your troops. No man is left behind if we can help it. EPIC ZOMBIE SLAYER • • • • Permanent death High upgrade costs More zombies in missions No ability to heal your units Recommended for hard-core zombie killers, the kind of players who look death in the face and laugh. The odds are stacked against you in this mode, it’s up to you to change your fate. 3 Creating a Hero Each player starts with a hero as their character in the campaign. This hero is the focus of their story and will grow as the games progress. Each player should have a hero character card (found on page 23)on hand with a pencil to fill out their stats. Each player must follow the following steps in order to create there hero. Pick a hero model from your collection that you think best represents your hero. Feel free to create your own custom hero model for the mission. Each hero starts off with three Health, although this may increase as you go along. STEP 1. ARMOUR RATING The first thing you need to do is choose your hero’s armour rating. The type of armour you choose will determine their base speed as well as what abilities and perks they have access to. ARMOUR RATING BASE MOVEMENT SOLDIER 1 RATING 2/5 Your hero foregoes any kind of armour, prefering the speed and manoeuvrability of a basic cloth uniform. SOLDIER 2 RATING 2/4 Your hero is equipped with standard-issue infantry armour, offering protection from small-arms fire and stray shrapnel. SOLDIER 3 RATING 2/4 Your hero likes to be in the thick of the battle and is covered from head to toe in armour so that they never have to retreat. SOLDIER 4 RATING 2/3 Your hero strides into battle within an intimidating metal body; the enemy will have a hard time putting you out of commission. 4 STEP 2. WEAPONS Every good hero needs a signature weapon and yours is no different. Choose 1 advanced weapon or 2 basic weapons from the following tables to be your hero’s weapon(s). You may end up adding to these over the course of the campaign. You can only have a total of 3 weapons at any time and only two of one type of weapon (ranged or close-combat). A weapon can be exchanged later for a new weapon. Some weapons have additional limitations which are detailed with its entry. BASIC WEAPONS Limit One per character One per character One per character Counts as 2 close combat weapons Special Range 2 3 4 4 6 2 2 4 2 Close combat Close combat Close combat Damage vs S1 7/1 5/1 5/1 Phaser 4/1 2/1 2/1 1/1 Laser 1/1 Laser Blast/1 1/2 2/1 2/2 ADVANCED WEAPONS Name MG 60 Watt Phaser Rifle Lasergewehr/Schwere Sturmlaser Flame-thrower Bazooka Chainsaw or buzzsaw Fliegerfaust Paired Rocket punch Auto Grenade Launcher Twin MG 20mm ShVAK-47 Autogun Heavy Shotgun VK Saber VK Claymore Limit Counts as 2 ranged weapons Counts as 2 ranged weapons Counts as 2 ranged weapons Special Special Special Special Armour 4 only Armour 4 only, Armour 1 or 2 only Special Range Damage vs S1 6 7/1 6 3/1 Phaser 6 2/1 Laser 1 Blast/Death Flame 1/3 Grenade 4 Close Combat 4/1 Cutting 6 5/2 Salvo Close combat 2/3 3 Blast/1 Grenade 6 12/1 8 5/2 9/1 4 Close combat 3/2 Cutting Close combat 2/3 Cutting Each weapons stats only cover S1 targets since zombies will be your only target. specIal Weapons Paired Steel Gloves/Paired Rocket punch - Limited to Armour 3 or 4. Counts as 2 close combat weapons. Chainsaw or Buzzsaw - On Armour 1 or 2 heroes this counts as 2 close combat weapons. Armour 3 or 4 heroes may not carry more than 2. Fliegerfaust - On Armour 1 or 2 heroes this counts as 2 ranged weapons. Armour 3 or 4 heroes may not carry more than 2. Twin MG - On Armour 1 or 2 heroes this counts as 2 ranged weapons. Armour 3 or 4 heroes may not carry more than 2. VK Claymore - Limited to Armour 3 or 4. Counts as 2 close combat weapons. 5 STEP 2. ABILITIES There’s something special about your hero. A mindset or natural talent that separates them from the run-ofthe-mill soldier. These are represented in the campaign by Abilities and Perks. At the start of the campaign each hero takes 1 ability from the following list. Over the course of the campaign they will be able to learn new abilities by spending experience. A hero can only have a maximum of 4 abilities at one time, but can replace existing abilities with new ones if desired. In this case the old ability is forgotten. Lucky Once per game a Hero with the Lucky skill may re-roll any dice that failed to Hit with any of their weapons when making an Attack or Sustained Attack action. A Hero with the Lucky Skill does not share it with any Unit they join. Berserk When a Berserk Hero scores a hit with a Close-Combat Weapon, roll another die scoring a further Hit on a roll of . Continue scoring Hits and rolling an additional die for each Hit until it rolls a miss. If the Hero has a special rule that allows it to Hit on a roll of as well as , it only counts a as a Hit for the first roll. The additional rolls only Hit on a roll of . A Hero with the Berserk Skill does not share it with any Unit they Join. Damage Resilient (S3 or S4 only) A Hero with Damage Resilient cannot take the Flying ability. Each time an Infantry Squad that is Damage Resilient is assigned a Hit that is not cancelled by a Save, roll a die. On a result of , cancel the Hit. Each time a Support Weapon, Hero, Vehicle, or Aircraft that is Damage Resilient is assigned a Hit that is not cancelled by a Save, mark off the resulting Damage on the unit’s Damage Track as normal. Then roll one die for each point of Damage marked off as a result of the Hit. Each rolled cancels one point of Damage (clearing the mark on the card). A Hero with the Damage Resilient Skill does not share it with any Unit they Join. Take Aim A Hero with the Take Aim Skill hits on rolls of as well as when making a Sustained Attack Action with Ranged weapons. A Hero with the Take Aim Skill does not share it with any Unit they Join. 6 At The Double (S1 or S2 only) A Unit with At the Double Skill (and any Unit it has Joined or any Hero that has Joined it) may perform a free Move Action immediately after performing a March Move Action. black ops If your force has a Hero with the Black Ops Skill you roll four dice for initiative rolls. Charge A Unit with the Charge Skill (and any Unit it has Joined or Hero that has Joined it) may perform a free Attack Action using Close-Combat Weapons immediately after performing a March Move Action. Steel Guard (S4 only) Steel Guard never have a Cover Save, but always passes their Infantry Save on a roll of as well as . Only a Steel Guard Hero may Join a Steel Guard Unit. Steel Guard Heroes cannot Join Units that are not Steel Guard. Expert When you take this ability you must choose what weapon it shall apply to. You can take this ability multiple times, selecting a different weapon each time. A Hero with the Expert Skill hits on rolls of as well as when making an Attack or Sustained Attack action with the named weapon. First Strike A Unit with the First Strike Skill resolves all their Close-Combat Attacks and applies the results (including removing eliminated miniatures) before the enemy Units make their Close-Combat Attacks. A Unit with the First Strike Skill does not share it with any Unit they Join nor with Heroes that Join this Unit. Scout A Unit with the Scout Skill (and any Unit it has Joined or Hero that has Joined it) may take a March Move Action as its first Action of the game. This counts as a single Action, leaving the unit with one further Action in that Activation. Move and Fire A Unit with the Move and Fire Skill (and any Unit it has Joined or Hero that has Joined it) may perform a free Move Action immediately after performing an Attack or Sustained Attack Action using Ranged Weapons. Flying (S3 only) A Hero with Flying cannot take the Damage Resilient ability. Base Speed changes to 4/6. A Unit with the Flying Skill has jet packs that allow it to fly over obstacles. During movement, the Unit can move over any Terrain as if it were Open terrain, provided that it ends its move in Terrain that it could normally enter. If a Hero has Joined a Unit, both must have the Flying Skill for either to use it when they Activate together. Tank Head A Hero with the Tank Head Skill may take a Makeshift Repair Action. If they do so, the player selects any Vehicle that is within Line of Sight and Range 1 (an adjacent square in Dust Tactics, 10 cm or 4” in Dust Tactics Battlefield) of the Hero, and rolls five dice. Each score of or removes one point of Damage to that Vehicle. A Hero with the Tank Head Skill does not share it with any Unit they Join. Fighting spirit Once per game, a Unit with the Fighting Spirit Skill (and any Unit it has Joined or Hero that has Joined it) hits on rolls of as well as when making an Attack or Sustained Attack action. Officer A Hero that is an Officer may perform Officer Special Actions (see page 94 of the DUST: Tactics Rulebook). Killing Spree (S1 or S2 only) When a Hero with Killing Spree scores a hit with a Ranged Weapon, roll another die scoring a further Hit on a roll of . Continue scoring Hits and rolling an additional die for each Hit until it rolls a miss. If the Hero has a special rule that allows it to Hit on a roll of as well as , it only counts a as a Hit for the first roll. The additional rolls only Hit on a roll of . A Hero with the Killing Spree Skill does not share it with any Unit they Join. Defensive Tactics A Unit with the Defensive Tactics Skill (and any Unit it has Joined or Hero that has Joined it) gains Damage Resilient when in Cover. Players with S1 and S2 heroes may pick 1 bonus ability from the following list. Lucky As above. Scout As above. Expert As above. Cheat Death If a Hero with Cheat Death is eliminated, roll a die at the end of the Action. On a roll of or , the Hero removes one point of Damage and survives, but gains a Stunned token. A Unit with a Stunned token cannot fight, including fighting back if attacked in Close Combat. Any time a Unit Activates while it has a Stunned token, it must perform a Nothing Action as its first Action, then removes any Stunned tokens. Pilot A Hero with the Pilot Skill can pilot a Vehicle. A Hero with the Pilot Skill does not share it with any unit they join. Fighting Spirit As above. 7 STEP 3. PERKS Finally, select your hero’s Perk from the following list. While Abilities can be bought with experience at the end of any mission, Perks are harder to come by and are only available as missions rewards. • Add 1 to your Hero’s maximum Health. • Gain +1/+1 to your base movement (S1 or S2 only). • Gain either the Expert or First Strike Ability. • Add a single Basic Weapon to your Hero. STEP 4. YOUR UNIT No Hero stands alone in this campaign, at least not in the beginning. Each player starts the game with a single infantry unit supporting their Hero, this cannot be a command squad. Each player has 15 points they can spend on that unit just as they would when building a regular DUST: Tactics army. Any unspent points may be converted to experience points for your hero and you can spend these after the first mission. For every complete 2 points you do not spend on your unit you gain one experience point for your hero. For example a player with an S2 Hero decides to take a unit of Bot Hunters. Bot Hunters cost 8 points. Since the player has seven unused points he gains 3 experience points that his hero can spend after the first mission. While there are no restrictions on what Unit you can take (aside from no Command Squads) it is recommended that you take a unit with the same armour rating as your Hero so that they can Join each other when fighting. 8 New Rules Incident 4156 uses all the normal Dust: Tactics rules (including Battlefield) with the following exceptions. neW turn sequence The players roll initiative as usual and then take turns activating all thier units until all the players have activated. The Zombies then activate after the players have finished all their activations. Zombie units are not controlled by any player. Instead they will always march move towards the nearest player model unless they are in range to make a normal move and be in range for an attack, as described below. shootIng at ZombIes In Battlefield: when shooting at a group of Zombies a player picks a target Zombie in range and centres a template over them. All Zombies under the template are treated as a single Unit during this Attack Action and may be killed by that player’s attack. Whenever a zombie is being shot the player to the shooter’s left rolls their zombie saves. The attacking player chooses which Zombie models are eliminated. ACTIVATING ZOMBIES movIng Activate the zombies that are closest to a player’s models first, working your way to the furthest away zombie models, with newly arrived zombies activating last. Zombies are always deployed in the square closest to a player's model (or the closest part of their deployment zone in battlefield) as defined by the mission rules. Each zombie will move 3 squares or 30cm(12”) towards the closest player model, stopping once they are in close-combat range. After moving all zombie models, all zombie models that moved 2 or less squares (20cm/8") and is within close combat range of a player’s units or Hero makes a close-combat attack as if they were one unit. If a Zombie model is equally close to more than one player’s hero or units each player that is in range will roll for Initiative. The player winning initiative chooses who is attacked by that model. Attacking After taking a normal move action zombies units always make an attack action. If the zombie unit has a range weapon they will fire it at the closest player model in range. If a zombie has a Panzerfaust or Panzerfaust 100s they will only shot their Panzerfausts at a player’s armored vehicles within range, if there are no vehicles in play they will not shoot their Panzerfausts (as it would ruin their target’s brains). Mark any spent ammo like normal. The Cursed always use their tellermines during their first close-combat attack, then they switch to their improvised attacks. ZOMBIE UNITS AND HEROES Units In this campaign Zombies do not act as a unit. Each zombie moves on their own and can attack on their own. They may move into or through squares occupied by other Zombies although no more than five mindless Zombies can be in any square at the same time. Zombie Heroes Zombie heroes will negate a hit by destroying the closest zombie that is within 10cm/4” instead. Each time a Zombie Hero is hit and it fails its save, instead of taking that damage it will eliminate a single Mindless Zombie within Range 1. Therefore a Zombie Hero will only take damage if there are no other mindless zombies within Range 1 of them. ZOMBIE CAP In the game there can be no more than a set amount of zombies on the table; this is the max amount of zombies that can be placed on the table at any one time. • Easy level 75 Zombies models • Hero level 125 Zombies models • Epic Zombie Killer level 150 Zombies models 9 Experience Points At the end of each mission each player will gain experience based on the mission specific objectives. Between missions you can spend the experience points you earn to heal your units or upgrade your hero. Make sure you keep track of all your unspent experience points between missions. EASY • 6 Points Gain a basic weapon • 8 points Gain an advanced weapon • 10 points Gain a special ability HERO • 8 Points Gain a basic weapon • 10 points Gain an advanced weapon • 12 points Gain a special ability • 8 points Return a fallen solder to your unit or heal 2 damage points from your hero and vehicles. EPIC ZOMBIE SLAYER • 10 Points Gain a basic weapon • 12 points Gain an advanced weapon • 14 points Gain a special ability Who Survived? Sometimes wounds aren’t as bad as they first appeared and soldiers are able to return to the fight. Other times a small wound, or even a bite, can become infected and claim a life while far from the battlefield. At the end of each mission you have to see who survived. EASY At the Easy Level you regain any fallen models and completely heal your hero between missions. In Hero and Epic levels your troops have a chance of dying (even your hero is not safe in epic). HERO At the end of a mission roll three dice for each fallen non-hero, if you get any symbols return the fallen solider to the unit. If you do not roll a symbol, the model is killed. At the end of the game remove 2 damage from all your heroes and vehicles. If either were killed during the last missions return it to your army and remove 2 damage, the rest of the damage will stay going into the next mission. EPIC ZOMBIE SLAYER At the end of a mission roll two dice for each fallen non-hero, if you get any symbols return the fallen solider to the unit. If you do not roll a symbol, the model is killed and is no longer part of your unit, this will leave your unit undermanned for the rest of the campaign. At the end of the mission for each hero and vehicles roll 3 dice. Remove 1 points of damage for each symbol rolled. If you failed to roll any symbols and your hero or vehicles is left with no health, it is destroyed. If your hero dies your men charged the enemy trying to recover your hero’s body, but they died in the attempt. Sadly that hero’s story ends here. You may create a new hero and choose a new unit for the next mission following the same rules used to create your first hero. 10 11 The Escape INCIDENT 4156 - MISSION 1 After stumbling across a zombie infestation you must leave the safety of the bunker in order to reach an underground passageway in a nearby house. Officers from enemy factions have also taken shelter here but with a greater threat hanging over everyone it is time to put aside your differences and work together. 12”/30CM 12”/30CM 12”/30CM 12”/30CM If you are playing Incident 4156 using Dust: Tactics Battlefield rules then use the mission maps as a guide when setting up your table. For this particular mission the trees are forest and sector D is in a building, use what ever terrain you have to help set up the table. Setup Players will start the game off the table. Deploy one unit of zombies in each Red Sector. Goal Each player is trying to get all the player models safely to Sector D. Beginning the Battle Players have the first turn. Players roll initiative and move onto the board from the blue Sector A. 12 Ending the Game -The game ends on turn ten -Players win if all the heroes still in play are in Sector D -Player lose if two or more heroes are killed during the game -Player lose if one or more heroes are not in Sector D at the end of the game. MISSION 1 SPECIAL RULES Zombie Deployment At the end of every player turn, before the zombie turn each player rolls 2 dice. For each symbol rolled add one Axis Zombie unit to the game. Each time a player rolls a symbol they will roll another dice adding more zombies for each symbol. Continue rolling additional die for each symbol rolled until it rolls a miss. To find out what zone the zombies will arrive roll 2 dice • On two , they arrive in zone B • On two , they arrive in zone C • On two , they arrive in zone E On any other combination, they arrive in zone D Once a player model occupies Zone D roll one dice instead of two to determine where zombies are placed. • On a they arrive in zone B • On a they arrive in zone C • On a they arrive in zone E All Safe The game ends early if all the player’s hero models still in play are in Sector D. Each player gains one experience point for every friendly model in Sector D. Each Player gains three additional experience points if their own hero is still on the table in Sector D at the end of the game. There is no limit to the amount of player hero models that can be in a single square in Sector D AFTER THE MISSION If the mission is successful, players gain one experience point for each model in Sector D at the end of the game. After the mission players must complete their Who Survived phase, After that players may spend any experience points they have earned. 13 Take The Town INCIDENT 4156 - MISSION 2 Following the tunnel you and your unlikely allies have found yourselves in an abandoned city. In order to buy some time to figure out your next move you decide to set up barricades and secure this area against the roaming zombies. Your men are also running low on food and ammunition, this could be a good time to search for supplies in the ruins. ZONE 1 ZONE 4 PLAYER DEPLOYMENT ZONE ZONE 2 ZONE 3 Dust: Tactics players can assemble a town easily using four of the starter set play mats. Players using Dust: Tactics Battlefield should try to fill their table with 9-12 medium sized buildings. Setup Pick a building in the centre of the map (Shown in blue above) this will be the players deployment zone. Place a single zombie unit in that building. Place 4 zombie spawn points evenly and label them zone one, two, three and four. These are the zones that zombies spawn at, and is also the locations players set up barricades. Goal Players try to clear the table of zombies and construct barricades to prevent them from spawning. 14 Beginning the Battle Players have the first turn. Players roll initiative and move onto the board from the blue building. Ending the Game -The game ends when there are no zombies on the table and all four zones have been barricaded. -Players win if one or more hero is still alive and in the game at the end of the mission -Players lose if all the heroes are killed during the game MISSION 2 SPECIAL RULES ZombIe deployment Before the zombies activate each turn, each player rolls two dice, for each rolled a zombie unit will arrive this turn. To find out what zone the zombies will arrive in roll a d6 • On a 1 they arrive in zone 1 • On a 2 they arrive in zone 2 • On a 3 they arrive in zone 3 • On a 4 they arrive in zone 4 • On a 5 instead of placing one Zombie unit, place 2 individual zombie models in each zone. • On a 6 instead of placing one Zombie unit, place 3 individual zombie models in each zone Heroes and units may try to barricade the zombie entry points. Once barricaded, zombies that would normally deploy in that zone are instead placed in the nearest non-barricaded zone clockwise from their position. If all of the zones are barricaded no more zombies will be placed this game. Awaken the denizens Once the first barricade is set up the zombies in the area start to stir from inside the buildings. After the first barricade is placed, place zombies in every building except for the one you deployed in. The amount of zombies placed in each building depends on your difficulty level. • Easy level - Place 3 zombie models in each building. • Hero level - Place 5 zombie models in each building. • Epic Zombie Slayer level - Place 10 zombie models in each building. Players win the game when there are no longer zombie models on the table. Creating barricades In Easy and Hero level At the start of a hero or unit’s activation they can spend 1 action to set up a barricaded at a zone within range 1. In Epic Zombie Slayer level At the start of a hero or units activation they can spend 2 actions to set up a barricade at a zone within range 1. AFTER THE MISSION If the mission is successful, each player gains one experience point for each hero still in the game at the end of the mission. Each player gains more experience points determined by the speed they were able finish the mission. Game length Bonus experience 1-6 turns 8 experience points 7-9 turns 6 experience points 10-12 turns 4 experience points 13+ turns 2 experience points New Skills Additional skills are now available to spend your experience on (rules on page 96 of the main rulebook). • Infantry Ace • Tank Ace (Limit: Must replace Pilot skill) • Medic • Mechanic Hero or Epic Zombie Slayer level Medics can only bring back models to a unit that were killed during the current mission. Reinforcements! Each player may add one vehicle or one non-command infantry squad to army, these units may not cost more then 15 points. For every 3 points you do not spend on this unit your hero gains one experience point. Players must now complete their Who Survived phase, after that players may spend any experience points they have earned. 15 Hold The Town INCIDENT 4156 - MISSION 3 The tunnel system that got you into the town has collapsed and needs to be cleared out. Your teams have spent the night working on clearing a path but time is not on your side as more and more zombies assault the barricades. The long whine of a buzz saw can be heard though the stumbling hordes and you know that time is almost up. You have to hold them off until the tunnel is cleared. ZONE 1 ZONE 4 PLAYER DEPLOYMENT ZONE ZONE 2 ZONE 3 This mission is played on the same table as Mission 2. Set up Pick a building in the centre of the map (Shown in blue above) this will be the players escape zone. Place 4 zombie spawn points evenly label them zone one, two, three and four place a barricade marker on each zone. These are the zones that zombies spawn at, and are also the locations players set up barricades. begInnIng the game, Players may deploy their models anywhere in the Deployment Zone. After the players are deployed one player rolls for a random zone, discard the barricade token on that zone and place five Axis Zombies units around that zone. Players have the first turn. Goal Players must survive for up to 15 turns and escape through the tunnel. endIng the game -On the 10th turn the tunnel has been cleared, units may spend one action to exit the table if they are in the blue escape zone. Once all the player models are removed from the table the game ends. -The players win if one or more heroes make it off the table. -The players lose if all the heroes were killed during the game. 16 MISSION 3 SPECIAL RULES Zombie Heroes This mission introduces zombie heroes as well as varied unit types. How they behave is detailed in the New Rules section on page 9. ZombIe deployment Before the zombies activate each turn, each player rolls two dice, for each rolled a zombie unit will arrive this turn. Random Zones During this mission when a rule tells you to roll for a random zone roll one D6. • On a 1 they arrive in zone 1 • On a 2 they arrive in zone 2 • On a 3 they arrive in zone 3 • On a 4 they arrive in zone 4 • On a 5 re-roll the result • On a 6 Players pick the zone When rolling to destroy a barricade if you roll a zone that is already destroyed then no new barricade is destroyed. If a six is rolled the players must choose a non-destroyed barricade, if available, to remove. When rolling for zombie placement, if a barricaded zone is rolled the zombies are instead placed in the nearest non-barricaded zone clockwise from their position. If all of the zones are barricaded Roll for a random zone, that zone loses its barricade and the zombies will arrive at that zone. Wave Attacks At the start of the zombie phase, Waves will arrive at a random zone on the table. These are in addition to the Zombie deployment rule. Waves will show up in the same zone unless stated otherwise. What is in each wave is determined by what turn it is. 1. Destroy a barricade in a random zone. Place 1 Axis Zombie unit and 1 The Cursed unit in that ran-dom Zone. 2. Place 3 Axis Zombie Units in a ran-dom zone. 3. For each non-barricaded zone place 1 Axis Zombie unit in each of those zones. 4. Destroy a barricade in a random zone. Place Grenadier X and 3 Axis Zombie Units in that ran-dom zone. 5. For each non-barricaded zones place 1 Brain Eaters unit in each of those zones. 6. Place 3 Axis Zombie Units in a ran-dom zone. 7. Destroy a barricade in a random zone. For each non-barricaded zone place 2 Axis Zombie units in each of those zones. 8. For each non-barricaded zone place 1 The Cursed unit in each of those zones. 9. Place 3 Axis Zombie and 1 Brain Eater unit in a random zone. 10. Destroy a barricade in a random zone. 3 Axis zombie units and 1 Brain eater unit and 1 The Cursed unit show up at a random zone. 11. Destroy all barricades. Place 2 Axis Zombie Units in each zone. Repair Barricades A hero or units can spend 1 action to repair a barricaded in a zone that is within range 1. Once a barricade is repaired place a discarded barricade marker back on the zone. AFTER THE MISSION If the mission is successful, each player gains: • 1 experience point for each hero that was not killed in the mission. • 2 more experience points for each barricade in play at the end of the game. • 3 experience points if Grenadier X was killed during the game. After the mission players must complete their Who Survived phase. After that players may spend any experience points they have earned. Mission Bonus Your heroes gain one of the following upgrades. These are not abilities so they do not take up one of your 4 ability slots. Endurance - Your hero takes only one damage from hits from Axis Zombie models instead of two. Your hero also gains Health +1. Experience – Your hero may take a 5th ability, you gain this ability for free, you may choose Infantry Ace for this skill as well as the normal Main Abilities you can pick from. Ambidextrous - Your hero may carry three close-combat and three range weapons. Accelerated – Your hero gains +1 to his Move Rating and March Move Rating 17 Retrieve the Intel INCIDENT 4156 - MISSION 4 During your escape you detonate explosives in the tunnel’s entrance to seal yourselves off from the advancing zombies. In the tunnels you meet up with a SSU trooper, he is quite shaken up. He was on a mission to deliver some key intelligence when the zombies struck. The man’s mind is broken but he was able to tell you that the solution to this problem lies inside a fallen KV-47 walker on the outskirts of town. ZONE 3 ZONE A ZONE 1 ZONE 2 Dust: Tactics players can assemble this board using two of the starter set game mats. Players using Dust: Tactics Battlefield should try to populate one end of the table with 3-4 small buildings and the other end with forests. set up Place 2 Brain eater units in Zone 1, Place 2 Axis Zombie units in Zone 1 and Zone 2. Place 5 Axis Zombie units in Zone A. Players deploy in any of the buildings. Goal Players must secure the objective and retreat to Zone A before the zombie swarm over takes them. 18 begInnIng the game Players Deploy in any building and have the first turn. endIng the game After securing the objective all players must get to Zone A, once all players models are removed from the game the game ends. - Players win if they get the intelligence back to there end of the table and escape with one or more heroes. - Players lose if they fail to secure the intelligence before the zombie swarm over takes it, or all the heroes are killed during the game. MISSION 4 SPECIAL RULES ZombIe deployment Before the zombies activate each turn, each player rolls two dice, for each rolled a zombie unit will arrive this turn. Random Deployment When a Zombie unit needs to be deployed roll a dice, on a 1-3 the zombies show up in zone 1 on a 4-6 the zombies show up in zone 2. Zombie Reinforcements At the start of the zombie activation on turn four, instead of rolling for zombie deployment add a Brain eater unit and an Axis Zombie in Zone 1 and 2 and add two Axis zombie units and one The Cursed unit in Zone A. The zombie Horde Print out the zombie horde markers at the back of the pdf and arrange them so that Totenmeisterin is in the centre. This is the zombie horde. At the start of turn 5 the zombie horde appears at the edge of the table in zone 3. The zombie swarm is a line of zombies that stretches to fill the board edge with the Totenmeisterin marker in the centre. This swarm is just a marker, it cannot be targeted and its models cannot be killed. At the start of each zombie turn move the swarm marker Move 3 (12’/30cm in Battlefield) towards Zone A. If the swarm marker comes into contact with a player’s model or unit it stops where it is and destroys all units and heroes it is touching. Downed Walker Objective A hero in base contact with the objective may spend an action to search. Roll a dice, on a that hero finds the intelligence. Once the intelligence is found player models can spend an action to exit the table while in zone A. The hero model who found the intelligence has its Move reduced to 3 as that hero is carrying all the intelligence documents and maps. AFTER THE MISSION If the mission is successful, each player gains two experience point for each hero and unit that were not killed during the game. Players must complete their Who Survived phase, after that players may spend experience points earned. Mission Bonus All players gain a sidekick for their heroes, during your last mission one of your men showed himself to be more than just a solider. This sidekick will be the same armour class as your hero, the same movement stats and have health 4. You may spend experience points to upgrade your sidekick as you would your hero. These sidekicks start off with 2 basic weapons or one advance weapon, and 1 ability from the following list, • Expert (Weapon) • Medic • Mechanic • Defensive tactics • First Strike • Flying (Limit: Armour 3 only, Base movement is now 4/6 and Cannot be Damage Resilient) • Damage resilient (Limit: Armour 3 or 4 only, Base movement is now 2/3, cannot be Flying) • Steel Guard (Limit: Armour 4 only) 19 The Final Countdown INCIDENT 4156 - MISSION 5 Your intel reveals that a rogue Totenmeisterin has started up her own zombie army. With her army to protect her she plans on launching five rockets infused with an airborne Wiederbelebungsserum that could infect countless unsuspecting people with the zombie virus. The rockets are small to avoid detection and once fired will be impossible to stop. You and your allies must prevent the rockets from being deployed or the entire world will succumb to the virus. ZONE 1 ZONE T ZONE 2 Dust: Tactics players can assemble this board using three of the starter set game mats, two with buildings on the ends and one with open terrain in the middle. Players using Dust: Tactics Battlefield should try to populate each end of the table with 3-4 small buildings and leave an open area in the middle. Set-up Place five rocket markers, one in each of the X zones. These markers will act as the objectives for the purposes of this game. Place three Axis Zombie units in each of the buildings. Place one Brain Eater unit and one Cursed unit in Zone 1 and Zone 2. Players then deploy their models in the blue deployment zone. 20 Starting The Game The players have the first turn. Ending The Game The game ends when all the player’s heroes are killed, or when Totenmeisterin is killed. MISSION 5 SPECIAL RULES Zombie Deployment Before the zombies activate each turn, each player rolls two dice, for each rolled a zombie unit will arrive this turn and the die must be rerolled, potentially generating even more zombie units. Random Deployment When a Zombie unit needs to be deployed roll a D6, on a 1, 2 or 3 the Zombies appear up in Zone 1 on a 4, 5 or 6 the Zombies appear up in Zone 2. Zombie Reinforcements At the start of turn four and for the remainder of the game, one unit of Brain Eaters will appear in a random zone on every even numbered turn. On every odd numbered turn a unit of the Cursed will appear in a random zone. Rocket Objectives At the start of the game roll a Dust die for each rocket marker to determines which turn the rocket will launch. The rocket will launch at the end of that specific turn. • On a the rocket launches on turn five. • On a the rocket will launch on turn four. • On a that Rock will launch on turn three. To destroy a rocket, a hero or side-kick that starts their activation in base contact with the objective may spend an action to roll a dice. • Heroes needs to roll a Symbol or a Target to destroy the objective. • Side-kicks need to roll a Symbol to destroy the objective. BOSS MODE TOTENMEISTERIN Deployment At the beginning of turn six, Totenmeisertin moves onto the table from zone “T” with six Axis Zombie units. These units deploy in a massive block (All within Range one of Totenmeisterin in Tactics or within 10cm in Battlefield.) Movement Totenmeisterin moves last during the Zombie phase; she must always move so that the highest number of Axis Zombies are within range one of her at the completion of her movement. This means unlike normal Zombies, Totenmeisterin will not always move towards the enemy. reanImatIng the dead. After Totenmeisterin moves, she rolls 20 dice, for each symbol or a shield rolled she places one Axis Zombie within range one of her. All Mindless zombies in play gain Charge. totenmeIsterIn attacks If Totenmeisterin kills an infantry model it is not removed. Instead, it immediately transforms into a Zombie. Any of these transformed Zombie models that have a range weapons will always shoot at the closest player’s infantry model and move like a Brain Eater. If the transformed model does not have ranged weapons the model will move and attack like Axis Zombies. All transformed infantry models have health one and cannot use Flame-throwers and template weapons if initially armed with them. Simply ignore those weapons on their cards. 21 THE OUTCOME If all the heroes died during the final mission consult the following to table to determine the outcome of your campaign. rockets destroyed 0 1-2 3-4 5 Result Stunning Defeat! Not only were your deaths meaningless, but your bodies are re-animated to be added to the rogue Totenmeisterin forces. Every major city has been infected; life on earth will never be the same. Massive Defeat Your token effort ended up not meaning much. Two major cities survived but the Zombie War that will come will forever change the world. Civilization will collapse, life will be hard but there is still hope that the Zombies will one day be defeated. Defeat Totenmeisterin’s army is slowed down but the war will rage for seventeen years before the Zombies are destroyed. No one will know why the Zombie Army did not attack more cities during their initial attack. Minor Victory Though no one will ever know of your noble sacrifice, it was enough to stop the spread of the Zombie Army. Isolated as she was, Totenmeisterin’s army was eventually crushed by a secret elite Blutkreuz unit. If one or more heroes survived the mission consult the following to table to determine the outcome of your campaign. rockets destroyed 0 1-2 3-4 5 Result Massive Defeat You survived to see your world fall apart. The rockets hit key cities around the world, governments collapse and the world fall into chaos. Your defeat of the rogue Totenmeisterin and her army is a small consolation to the fact you failed to save this world. Minor victory Some of the major powers remained untouched by the Totenmeisterin’s attack. You are immediately recruited by your home countries for your Zombie hunting expertise. The Zombie War rages for the remainder of your life and beyond. Victory Some rockets still managed to hit their targets and the outbreak is upon us. You are immediately recruited by your home countries for your Zombie hunting expertise and put in charge of small task forces to help eliminate the Zombie threat wherever it rears its ugly, decaying head. Complete Victory You managed to defeat Totenmeisterin and her plans. When you arrive back to your respective armies your report of the situation results in your immediate promotion and a gag order to never talk about the incident to anyone. Where did the rockets go? After your game roll a D6 to find out what city the rockets hit. Re-roll any cities already rolled. 1.Berlin 4.Moscow 2.Washington DC 5.London 3.Paris 6.Tokyo 22 Support Material CHARACTER CARD EXPERIENCE CUT NOTES FOLD FOLD NAME SPECIAL RULES 1 2 3 4 1 2 3 4 5 6 7 1 2 3 CUT RANGE HERO 23 ZOMBIE HORDE 24 VIRUS ROCKETS 25