A Day at the Zoo by Two Hour Wargames

Well, thanks to an idea i had, Two Hour Wargames will be making a scenario booklet for "A Day at the Zoo" as part of the All Things Zombie side of things.


The cover art work has been done with more news about the booklet hopefully in the very near future.

I am fairly "Chuffed" as this is about the first it an idea of mine has made it anywhere at all.

Many thanks to Ed at Two Hour Wargames for letting me use the artwork in the blog posting.

For those not familiar with Two Hour Wargamse or All Thing Zombie you can visit their site at:

http://www.angelfire.com/az3/twohourwargames/index.html

or click on the links found on this page.

Game Mechanics - Zombies

Rules for Zombies:

  • All zombies have a movement rating of 4 inches per turn.
  • Only a roll of 6 on 1d6 when a zombie takes a wound will kill the zombie. This indicates a blow to the head that causes its death. This can be modified with the use of character skills which will appear later.
  • Any hits to a zombie that do not kill it have no effect - the thing keeps coming.
Zombie Stats:
Move 4
Ranged Combat 0
Melee Combat 3 (although this value may vary)
Cool 0
Fear 0

Whilst zombies have a cool of 0, they do not need to make cool tests. No brain no pain so to speak.

Zombies do not cause fear, so opponents do not need to make a cool check when seeing them, but opponents will need to make a cool check when zombies get within 6 inches of them. The cool test target number is equal to the number of zombies within the 6 inches of victim.

Game Mechanics - wounds

When ever a target is hit, be it from ranged combat or melee combat, roll 1d6.

When ever a figure takes a hit roll 1d6 - add +1 to the die roll for each turn of aiming taken before shooting.

Result: 1 - 2 No damage
3 - 5 Wounded
6 Dead

Wounds add +2 to all target numbers and incur a -1 inch penalty to movement.

A figure can take two wounds and still function. On suffering a third wound the figure is unconscious and takes no further part in the game, although it may be picked up and carried to safety.

Zombies have a different system for wounds.

Any figure left behind is assumed to have been eaten by the zombies, or may even return as a zombie for the next game.

Game Mechanics - Ranged combat

Dice rolls. roll 1d6 per Range Combat stat vs. target #

Roll => the target number to successfully hit the target.

Target Numbers:
short = 4
medium = 5
long = 6

Weapon ranges: (weapon type + long, medium and short range in inches

Rifles/MG = 30/20/10
SMG/shot guns = 18/12/6
Pistols/thrown object = 9/6/3

Example: at target is 24”. As i am firing a rifle i this is long range. I need to roll 6 on any Ranged Combat dice to hit.


Aiming gives +1 to the die roll per turn spent aiming at the same target.

Game Mechanics - actions

Each figure may only perform one action per turn.

An action can be anything a player wants a figure to do. Some examples are:


Move
Fire a weapon
Open a door
Hit something
Aim a weapon

Skills, which will be part of campaign play, will allow figures to perform more than one action a turn.

Game Mechanics - stats

Each figure in the game will have the following stats (with definition):

  • Move (how many inches a turn the figure can be moved)

  • Ranged Combat (how effective at firing weapons the figuer is)

  • Melee Combat (how effective at hand to hand combat the figure is)

  • Cool (how much stress the figure can take before it runs away)

  • Fear (Nasties only - used to determine if the mere sight of the critter causes a human figure to flee)


Move is always 6 for Humans and 4 for Zombies.

Humans have 7 points to spend between Ranged Combat, Melee Combat and Cool. One point must be spent on each stat and there is no limit to how many points can be spent on each stat.

Example: I am creating a new Reaper Team recruit. I have to spend one point in each stat, leaving me with 4 points to spend. I choose to put two points in each Ranged Combat and Melee Combat. The Reaper now has the following stats: Ranged Combat 3, Melee Combat 3, Cool 1.


How the stats work: roll a number of d6 equal to the figures appropriate stat. Thus if you have 3 for Ranged Combat, you will roll 3d6 when shooting.


As stats go higher for humans during campaign play skills will also become available.

Swing set for my "A Day in the Park" scenario idea

To help "populate" my park where i intend to do some zombie hunting i made a set of swings by using some kebab sticks, some thread and the plastic from the blister pack some figurers can in.

Other People's Ideas on Zombie Virus

I read this post on the TMP - i liked it so much i thought i would post a link to it here.

Zombie Virus

Modelling "How To"?

No, this isnt about how to starve yourself half to death, snort drugs and strut the cat walk.

A few people have made comments in this Blog and on the TMP about some of the modelling i have done for the game.

Would readers like to see a blog covering how things are made as opposed to just a photo of the finished item?

If enough people post comments asking for this, then i can start taking photos at each stage of the process.

Scenario idea - "Schools out... FOR EVER"

Ok, so blame it on Alice Cooper, as i was listening to "Schools out for summer".

The game will be set in a derelict school. The local zombies have become a nusiance - not knowing where else to go when there aren't any fresh brains to eat they just "hang out" at the local school.

This will also give me the chance to use some of those great zombie figures out there, such as the Cheerleader and other school yard terrors.