Evil Wayne
BrikWar Scenarios

Zombies!


Background:
There's something wrong in Pleasantville Junction. A large group of townsfolk are having a nighttime meeting to discuss the sever lack of ping-pong balls in the town rec center. Because it’s just a glorious evening, they’ve decided to hold it outside. The rest of the townsfolk are milling about for no reason in particular in small groups spread out around town. There could also be various folks sitting at home going over junior’s homework, counting the number of axes they happen to own, reorganizing their Holy Water collection, you know, normal everyday activities.

Meanwhile, evil is sashaying its way into town...

Setup:
A small town setting. Houses, country stores, town hall, maybe a farm. Most structures should be accessible to allow cover and barricading. There should be various weapons placed logically throughout the layout as well. Hatchets, swords, chainsaws, shotguns, etc. Spread out the townsfolk around town, but it might be a good idea to have several small groups in various locations. Each side should take turns placing groups of townsfolk at a time.

There should be at least one of each of the following structures:
·Gas Station – Working pumps, big explosions, candy bars.
·Diner – Knives, freezers, pie.
·Gun Store and/or Police Station – Guns, knives, fingerprinting.
·Church – Holy water, consecrated ground, rhythm in the pews.
·Hardware Store - Nail guns, chainsaws, oily rags, aisle 6.

Team Town (TT):
1 Town Crier for each player.

Team Zombie (TZ):
2 Zombies for each player.

Team Town players place their Crier first at the edge of town. Team Zombie places their zombies last, also at the edge of town. A crier only has to get within voice range (5") to alert fellow townsfolk’s to the menace. They then become Informed Units and TT then controls those people. Informed Units also now have the ability to alert others to the problem same as the Crier.

A zombie only has to score a CC-bite hit on a townsfolk or player to turn that person into a zombie controlled by TZ.

Zombies can only be killed in the following ways (unless otherwise noted):
· Consumed with Fire for two turn.
· Chopped into tiny bits for one turn via axe or chainsaw.
· Called shot to the head (critical hit). Gunshots that hit, but are not critical give a zombie -1" MR for that turn. It is possible for multiple hits to move a zombie backwards.

Because it's nighttime, it's more difficult to identify a zombie on sight. Townsfolk who have not heard the news take no action even if a zombie is directly in front of them. Once a zombie attacks, however, a group of people should react in someway (most likely running away). While it would seem that once a zombie is seen attacking, the rest of the units would become TT units, this is not the case. Non-TT units that witness a zombie attack are now panicked. Consult a Random Panic Movement Chart.

Random Panic Movement Chart Roll 1d4 and move unit in that direction the full MR, even it it's straight at a zombie (they're panicking after all).

1 - North
2 - East
3 - South
4 - West

Panicked units cannot attack or defend and continue to run in a random direction each turn. Reroll dice for each unit, every turn. If, after panicking for one turn, a unit is within voice range of a Crier or other Informed Unit, then that unit is no longer panicked and becomes part of TT.

Special Stuff:
Zombie Zero(s):
Team Zombie’s initial zombies get two attacks per turn and +1 MR. Zeros can only be killed by fire and dismemeberment. Headshots do not kill them. All newly created zombies only get one attack per turn and MR as the victim. They are destroyed by all the usual methods.
-A zombie critical hit means the victim is killed and the brain eaten. This give that zombie a +1 MR for 1d6 turns.
-Zombies are not allowed to use complex weapons, but can wield pipes, knives, 2x4s, brass knuckles, etc., to attack.

Holy Water:
Burns zombies like fire for 1/4 turn only (i.e., it doesn't spread). Multiple hits of holy water can destroy a zombie. 4 hits kills regular zombies, 6 for Zeros.

Consecrated Ground:
Zombies loose almost all special abilities when fighting on consecrated grounds (e.g., in and around a church). Attacks can damage and destroy zombies on consecrated grounds. It isn't necessary to dismember or burn zombies to kill them while on consecrated grounds (however, it probably is still a good idea...). Zombie Zeros are reduced to normal movement, but still retain two attacks per turn while on consecrated grounds and can be killed by all the normal methods.

Priest/Reverend/Swami (only 1 per game)
Can keep Zombies at bay but only by facing them down. Zombies must keep at least 5” from facing priest (considered a 45° cone). However, they can be attacked from behind or the sides or have thing thrown at them as well. An unconscious priest is considered powerless.
-Bless Object: A priest can take a turn to bless an object. Object gets a +1 to hit. Priests can create holy water as well. While bless an object, a priest is no longer considered facing down zombies.

A zombified priest is immune to the effects of Holy Water and Consecrated Grounds.

Sheriff/Police Chief (only 1 per game)
The only unit that starts with a weapon (single pistol). Has keys to the armory in the Sheriff/Police Station. Also has keys to the Squad Car.
-Armory: Chock full of firearms, explosives and flak vests.
-Squad Car: Police vehicle with storage trunk. Shotgun, pistols, gas cans, road flairs, crowbar, extra ammo and some small explosives.

A zombified Sheriff/Police Chief can use complex weapons like guns and explosives. Can also drive a vehicle.

There could be a deputy or two. These units will act like the Sheriff/Police Chief, they only lack the access to the Armory and Squad Car, but would start with a sidearm.

Play continues until all the zombies are destroyed or the town is converted to an army of walking undead after which they saunter into the next town and start the destruction of the human race...


ALL WORKS © WAYNE MCCAUL. BRIKWARS © MIKE RAYHAWK.


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