Dawn and Jack moved through the ruined housing
development, towards the camp they had left barely an hour earlier.
They had left the white Buick sitting in a driveway, next to a burned
out minivan. Jack had suggested they make a haphazard
attempt to cover the car, to make it less obvious they had another car
nearby.
Combining with the humidity, the ash and dust
made the walk through the ruins unpleasant. Remains of the burned homes
and cars created an ugly gray film on everything. Sweat from the
midday heat made the film run in black streaks down
Dawn’s face. She imagined both her and Jack looked like strange tribal
warriors from another time.
“Let’s be careful and quiet. If we can sneak up
on the camp, maybe we can see what’s going on.” Dawn suggested as the
pair slowly moved through the ruins.
Jack nodded, tying a bandanna over his mouth to
keep the dust out. “Good idea. What do we do if we get the drop on the
gang?” He asked, checking his assault rifle.
Dawn didn’t pause. “If it looks bad, we attack
them first. If things seem calm, maybe we try and talk it out.” She
didn’t sound too hopeful. “Either way, we should deal with these guys
right now.”
Dawn and Jack return to town |
Dawn and Jack have returned to the town, near the
camp they met earlier in the day. They are making a stealthy approach,
and are expecting a fight. The gang that has taken control of the town
has sent a force to see what happened earlier.
It looks like all the elements are in place for a fight!
Some special rules will apply for this scenario,
beyond the normal really tight ammo rules. First, there will be no
zombies on the table to start. After shooting starts, then zombies can
appear on a 5+. Next, there are 3 PEFs, one each
in the buildings along the street. These will not activate or move
until shooting starts. They also will only be gang members or zombies
if they reveal as Contact. They have the normal chances to be a
Contact.
There are no rules for stealth in ATZ. I am going
to make it simple – as Dawn and Jack move into what would be ‘in sight’
they will roll their Rep, looking for successes. I will roll Rep for
any groups of models that would be involved
in the ‘in sight’ test, looking for successes. Very similar to the
‘Meet and Greet’ mechanic. I will take the highest Rep from the group,
if they are closer than 12”, they get a free success, and from 12”- 24”,
they roll one less die, losing a die for every
12” further away, if applicable. I will only check this when the
sneaking people move. Once in a position and hidden, they do not need
to check again.
Once Dawn or Jack decide to attack, they will go to immediate ‘in sight’ checks, and then to active attacks.
This gang is well organized, well equipped and
dangerous. They are waiting on a final reinforcement to show up - which
is a simple check each turn, looking for 2 successes. The
reinforcement will be determined by a D6 roll:
1-2: “Gun Truck”- a Pickup truck with a 30mm cannon
mounted in the back, with 2 crew and driver. The 30mm cannon is Impact
5, Target 2, counts as 6 for zombie spawn.
3-4: “Riders” Bikers – 4 gangers on motorcycles, each Rep 4, armed with SMGs.
5-6: “Party Bus” – An SUV that has been modified
with armor and an LMG on the roof. 2 crew plus driver, carries 3 more
gangers Rep 4 armed with SMGs.
Once reinforcements arrive, the gang reaction will
be decided. The gang reaction will be determined by the leader, who
will have an ‘attitude’ die next to him. It starts at a 3, each turn
Mary (the camp leader) will roll her People skill
(which is 3). If she scores 2 successes, the attitude lowers by 1. If
she scores zero successes, it increases by 1.
The turn after the reinforcements arrive, I will
roll 2D vs the attitude number. This results in the gang reacting - 2
successes will mean an attack on the camp. One success means the gang
leaves half their number at the camp and the
rest move off in search of Dawn and Jack. Two failures indicate all
the gangers leave to search for Dawn and Jack. Each turn, Mary in the
camp will make a People roll to try and reduce the attitude number.
It is still morning of Day 81. The ER is 5 and
there are three PEFs deployed one in each building along the road
opposite the camp. These will react per the special rules detailed
above. The day part may change to afternoon on a double
6 roll for initiative. Once the day part changes, it will not change
again.
The Gang sets up |
Shades Talks to the camp |
“Now, I know we have had problems, but damn,
Mary, I thought we had an understanding.” Shades said while leaning on
the hood of the Hummer he had rode in. Gangers moved slowly around the
area, keeping cover from the camp. “You know
this is not allowed.”
“Stuff your ‘allowed’ crap!” Mary yelled back,
her bow in hand, but not ready. “You’re supposed to be protecting us,
that didn’t work so well two weeks ago!”
Shades shook his head. “I’m real sorry about
that mess.” He looked at the rest of the gang and saw some glancing at
each other. “But you didn’t want to stay at the fort, so you’re out
here. That’s on you all.”
Dawn and Jack get into position |
Dawn and Jack creep up the stairs, but stay out of
sight for the first turn. The attitude of the gang doesn’t change, and
Shades and Mary keep arguing over the situation. The next turn Dawn and
Jack move into position. Dawn gets 4 successes
on her stealth check, and Jack manages the same – they are both tough
to see. Shades gets 3 successes, luckily he is outside of 12”, I
suspect he might have seen Dawn if he was closer… The remaining gangers
don’t score any better, most being even further
away.
Negotiations are going no where |
“If you’re not protecting us, why do we need you around?” Mary offered. “We can be attacked without your help, just fine.”
Shades stood up from his casual position at the
truck. “Now, just calm down. That is how this all got started,
remember? The town was covered in the dead, you were barely hanging on
in those apartments downtown. Where would you be
without us?” Shades finished with a wide arm gesture at the gang.
“Not hostages in our own town.” A man yelled from the camp.
“Ho!” Shades yelled back, laughing. “Is that you Ned?
How is that relic of a rifle working for you?” Shades chuckled. “I was
wondering if you were going to keep hiding behind Mary’s skirt!”
Shades and several gangers laughed at the comment.
Just about time... |
I go a couple of turns, and Mary doesn’t have any
luck lowering the gang attitude. Dawn and Jack stay hidden, waiting to
see what is going to happen. Finally the rest of their reinforcements
show up – it only takes about four turns.
It’s the gun truck that shows up.
The gang have themselves an RV! |
“What do we do?” Jack whispered, braced against the ruined roof. “I don’t know how much longer I can stay still up here.”
Dawn gave a slight nod and whispered back “I
know, I’m getting hot and they keep talking. Maybe that’s a good sign.
We can try-“ Dawn was cut off suddenly by the rumble a heavy truck
engine.
The gangers all reacted to the truck driving
along the street by leaning more into their positions, more alert that
before. Shades even paused in his discussion and waved at the truck.
He paused, glancing once back at Mary, and waved
at the truck with a fist pump, pointing towards the nearby
intersection.
Turning back towards the barricades, he yelled
back at Mary “Time’s about up. I need a volunteer to go talk to the
boss about what happened.”
The gun truck gets into position |
I roll the reaction, it’s a Pass 2, so the gang is
going to attack the camp. I figure they aren’t going to do anything
until they have their truck in position, so there is a final turn before
the attack as the truck drives into its attack
position.
Dawn and Jack see the gun truck |
“I see it.” Dawn said, watching the scene on
the street. The gun truck drove along the street to the corner, turning
towards the camp. She could see the gang leader heft his shotgun,
getting ready to attack. At the same time, she
saw Mary ready an arrow in her bow.
“You’re going to just butcher us!” Mary yelled
as she readied her arrow. “You’re no better than any of the animals out
there!” Knowing it was futile, she still drew her bow and took aim.
“We’ll still fight for our camp!”
Shades smiled, turning to the gun truck. “It’s not going to come to that.”
“Go for the gang. I’ll take the truck.” Dawn said, clearing the safety on the SAW.
Well, this is it. I see the gun truck roll up,
it’s got a cannon that will level that camp and make short work of
everyone.
This kicks off one of the most confusing turns of
ATZ I have ever had. I shouldn’t have, but I give Dawn and Jack their
active fire before going to In sight checks. I figure this is going to
be a mess anyway, and it’s an ambush – going
first makes sense.
Dawn rakes the gun truck crew with the SAW |
Dawn rolls four hits, hitting both gunners twice.
They are killed in the hail of bullets. At least that gun is out of the
fight for the moment. Jack shoots at the exposed gangers further away, killing two of them.
Jack kills two gangers |
Gunfire thundered into the late morning air, bullets zinging and pinging off of the pavement and trucks. The bullets tore into the gangers on the back of the gun truck, killing them before they even knew what hit them. Mary watched from the barricade, hearing the bullets cutting through the air. She looked at Shades, seeing him shake his head and raise his shotgun. She made a choice..
Mary shoots Shades with an arrow |
Mary takes the shot she has on Shades, her bow has a better range than the shotgun Shades has. She gets a hit and rolls a kill. His Hard as Nails kicks in and he is knocked down, he passes 2d and carries on. Her attack will trigger In Sight checks with the camp and the gang as well. It's a crazy turn!
Dawn fires first and clips two more gangers |
Now come the in sight checks. Dawn and Shades get 4 successes, Jack gets 3 with one of the closest gangers, the rest get ones or two succeses. The survivors in the camp have no ranged weapons, so they are out of the in sight contest. Luckily, most of the
gang is out of range of the house Dawn and Jack are in, and Dawn fires
another burst into the nearest group of gangers, taking out two of
them.
Two gangers down, Shades gets to act |
Shades is out of range to Mary, but takes
a shot at Ned, rolling 3 sixes! He kills Ned, even with him behind cover. Heck of a shot!
Jack kills the driver |
Jack fires on the driver of the gun truck, its the closest target in cover. He kills the driver, the truck rolls to a stop. One ganger returns fire on Dawn and Jack, but misses.The rest of the gangers are out of range, so they fire on the camp. The cover from the barricades keeps them from
hitting anyone.
Now for reaction rolls. Shades as a star passes 2D
for his received fire roll. The last ganger nearest Dawn and Jack has had enough and is running away. One of the gangers near the second Hummer ducks back, using the SUV as cover.
One ganger makes a break for it |
Dawn and Jack pass 2D for Received Fire, and get to fire. They shoot at the nearest Hummer, but fail to do any damage. They do make the driver Duck Back in reaction, and we finally get to the end of the turn. Whew. No zombies appear from the shooting, but will now appear on a 5+ from each shot. Good thing they didn't - it would have been around 35 rolls for zombie spawn!
On the next turn, we get a random event...
Good News? |
Well, there won't be many zombies in this game I guess. we do get some PEF movement, one comes out of the liquor store, revealing two zombies.
The PEF comes out of the store |
Two zombies decide to try and eat Shades! |
Across the street a trio of zombies wandered out
of the liquor store, attracted to the sounds of battle. Sporadic
gunfire continued from the gang, answered by burst from the SAW or a
high powered rifle. Shades knew this was out of
control. Leveling his shotgun on the undead, Shades blasted at the zombies shambling towards him...
Shades makes short work of the zombies |
Shades kills the two zombies, but runs out of ammo. He gets in the hummer and 'encourages' the driver to recover from duck back. They will try and drive away next turn.
Shades heard his shotgun click over to empty.
“Damn it!” He yelled, his shoulder aching from the arrow that had
miraculously just grazed him. He could hear the bark of the SAW firing
from his left, but couldn’t see where it was. Bullets
pinged off his Hummer, letting him know whoever was shooting had an
idea he was there. He realized the gang was on the wrong side of this
ambush.
“Get us out of here!” Shades yelled at his driver as he dove into the back, dropping his shotgun in favor of a pistol.
"They'll cut us to ribbons if I start this thing up!" Ted, the driver said from his hunched over position in the front seat.
Shades pulled back the slide on his pistol, chambering a round. "What do you think will happen if you don't get this started?"
With a roar, the Hummer fired up and even though hunched down, the driver started backing up towards the cover of an alley.
Shades in in the Hummer |
It seems my ambush plan is off to a good start. The SAW sure evens out the odds. I keep pumping rounds into the Hummers, but don’t get a damage result. Looks like Shades is going to get to cover and escape, but I hope I can eliminate the remaining gangers, regroup with the camp and get out of Dodge!
To be continued...
the Killing a Hummer bird.
ReplyDeleteGreat ambush. How can things go wrong?
Things can always go wrong... :)
DeleteWell that went a whole lot better than I expected, if they manage to get Shades then there's a very high probability of a good result.
ReplyDeleteI have to say reading the preamble I thought you had a death wish for Dawn and Jack, you obviously have a better grasp of their capabilities than I do.
Excellent game report, really enjoyed reading it.
Cheers
I'm trying to go back on this series, your posts have labels but the blog doesn't have a section to select on your labels?
DeleteHas it disappeard?
Glad you enjoyed the recap. It was a bit questionable to even try and do this, but the SAW has really evened things out.
DeleteI added back the labels section. I thought I had it, but I must have left it off the blog. Thanks for the heads up!
I despaired of Dawn & Jack's chances when I read your setup and introduction. But, so far...so good. I imagine that Shades is royally p*ss*d off right now, though!
ReplyDeleteThe application of a tremendous amount of firepower goes a long way towards evening the odds.
DeleteThis is just part of the gang though...
Wow, you do like making things tough, having a star on the opposite team! Even if Dawn and jack do seem to have the upper hand atm I still think things can go awfully badly for the pair very quickly, surely their luck can't hold forever ?
ReplyDeleteYeah, I wanted a legit threat, plus a good way to direct the control of the gang, not just the dice. Shades has proven to be a good opponent, and for once Team Dawn is on the side of having better ranges.
DeleteHow this plays out with the rest of gang, who knows...
Magnificent! Love the SAW opening up on Shades and co. A tough setup but Dawn is equal to it
ReplyDeleteI have to say it was amazingly satisfying to be able to cut loose with the SAW. Lots of fun. Hopefully their luck holds against the rest of the gang.
Delete