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ALL THINGS ZOMBIE CHRONICLES

All Things Zombie has one core rule book and four
supplements totaling 420+ pages of Zombie gaming. This
can cause some confusion when first looking at getting in
to the game so we decided to provide some answers.
Weve provided a bit of detail on each book and the ATZ
Timeline for them.
At the end weve provided the Table of Contents of each
to see what each offers.

the time many, many years after the Outbreak. Fully


compatible with the ATZ world, ATH is the last chapter.
Some things in one supplement can be found in another.
For example, Smart Zombies can be found in High Rise to
Hell and in I, Zombie. This was done on purpose to cater
to the gamer. If you want aliens, vampires and more you
use High Rise. But we also included Ragers and Smart
Zombies as well. Dont want aliens, vampires etc.? Then
get I, Zombie that has the Ragers and Smart Zombies.

ALL THINGS ZOMBIE FINAL FADE OUT


This is the third and last edition of the Origins Award
winning original from 2006. Better Dead then Zed (2009)
was the update and the final version is Final Fade Out.
All you need to play ATZ is in the core book, Final Fade
Out. Everything else is optional.

Whats duplicated? See for yourself. Weve provide the


Table of Contents for each book. We hope this answers
your questions and helps you to make ATZ your game.

HAVEN
Haven covers the first 30 days of the Outbreak. It contains
15 scenarios from five points of views. Haven covers the
breakdown of law and order and loss of the cities. Haven
explains how to establish your Gang in the cities or how
to escape to the rural areas. Haven also includes a
populated Survivor settlement called Nowhere, Nevada.

MASS HYSTERIA
Mass Hysteria runs parallel to Haven but at a larger scale.
In this supplement players command military, police and
civilian units in combat with hordes of Zombies. Theres
a campaign inside that covers the war against the Zombies
up to when the cities are abandoned.

HIGH RISE TO HELL


The most recent supplement occurs a year after the
Outbreak. It introduces the Prosperity Corporation,
Vampires, Werewolves and more. Some people wanted
more horror elements in ATZ so that was why High Rise
to Hell was produced.

I, ZOMBIE
I, Zombie coverts what happens outside the cities years
after High Rise to Hell. It contains a complete city in the
desert run by Gangers and adds other elements including
Zombie Wrangling, catching Zeds for fun and profit.

AFTER THE HORSEMEN


While not a Zombie book, as there arent any Zeds in the
book, After the Horsemen is a stand-alone book covering
2013 ed teixeira two hour wargames 10/7/2013

HAVEN TABLE OF CONTENTS


Introduction

Possible Encounters

Encounter Descriptions

Word of Advice

Riot

Page References

11
Area

ATZ Timeline
Class Struggle

Forces

Riot Map

Civilians

Deployment

Police

Special Instructions

National Guard

Justifiable Force

Military

Deadly Force

Gangers
Survivors

10

The Mob
3

12

13

Mob Types and Behavior

Who Are You?

Defiant

The Choice

Aggressive

Your Choice

Flock of Seagulls

Out of Control

Sniper
Types of Mob Members

The Scenarios
Your Character

Protestors

Final Word Before Starting

Rioters

Police

Agitators

Targeting Agitators

Domestic Disturbance
Area

Mob List

Forces

Weapons

Domestic Disturbance Map

Special Mob Rules

Deployment

Groups

Special Instructions

Activation

Encounter Descriptions

Reaction Tests

Face To Face

Mob Numbers
Formation

Quarantine

Mob Reputation

Area

Current Mob Rep

Forces
Quarantine Map

Mob Movement

15

Using Tear Gas

Deployment

National Guard

Special Instructions

16

Vehicles

Face To Face
Making an Arrest

14

HMMWV (Humvee)

Your Shift

Medics

Making A Break For It

Protection
Area

Interception
2009 ED TEIXEIRA TWO HOUR WARGAMES

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HAVEN TABLE OF CONTENTS


Forces

Special Instructions

Protection Map

Gathering Supplies

Deployment

Random Encounters

Special Instructions

Where Do They Come From?

Encounter Descriptions
Riot

Encounter Descriptions

18

Safe Zone

19
Area

Area

Forces

Forces

Riot Map

Safe Zone Map

Deployment

31

Deployment

20

32

33

Special Instructions

Special Instructions

Random Encounters

Military

Encounter Descriptions

Vehicles

Breakdown

HMMWV (Humvee)
Medics

Area

21

Grenades

Forces

Law & Order Patrol

Breakdown Map

Area

Deployment

Forces

Special Instructions

Patrol Map

Recruiting Others

Deployment

Gangers

22

Special Instructions

36
Area

23

Forces

Gangers!
Evacuation

35

Gang

Securing a Building
Clearing A Room

34

Gang Map
Deployment

24

Area

Special Instructions

37

Forces

Random Encounters

38

Evacuation Map

Robbers & Muggers

Deployment

25

Territory

Special Instructions
Random Encounters

Area
26

Forces

Where Do They Come From?

Territory Map

Encounter Descriptions

Deployment

Supply Convoy

Special Instructions

29

Area

Random Encounters

Forces

Where Do They Come From?

Supply Convoy Map

40

30

42

Encounter Descriptions

Deployment

Ambush

2009 ED TEIXEIRA TWO HOUR WARGAMES

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HAVEN TABLE OF CONTENTS


Area
Forces
Ambush Map
Deployment
Special Instructions

Survivors

44

44

Exodus
Area
Forces
Exodus Map
Deployment

45

Special Instructions

I, ZOMBIE THE LAZARUS PROJECT

Obstacle Descriptions
Nowhere Nevada

The final installment in the All Things Zombie Better


Dead Than Zed Trilogy.

49

Area
Forces

SPECIAL THANKS TO:

Nowhere Nevada Map

Deployment
Special Instructions
First Contact

50

The Godfathers of THW


Paul Kime Artwork
Mike at Rebel Minis Figures in the photos
Rod Campbell, Dave Gray Editors
The THW Yahoo Group for getting it

Joining the Community


Citizens of Nowhere NV

51

Be sure to check out the Two Hour Wargames Yahoo


Group linked below for answers to questions and free
downloads for other THW games.

Misc. Info - Howell


Misc. Info Zigwall

52

http://games.groups.yahoo.com/group/twohourwargames/

Misc. Info - Sanchez


Misc. Info - Montclaire
Misc. Info Lewis & Hendrix
Misc. Info Matt

53

Misc. Info Brown


Community Resources
Passing Time In Nowhere NV
Encounter Descriptions

54

Setting Up Nowhere NV

55

Where Do They Come From?


State Of Awareness

56

Armed or Unarmed

Designer notes

2009 ED TEIXEIRA TWO HOUR WARGAMES

ALL THINGS ZOMBIE - MASS HYSTERIA


TABLE OF CONTENTS
INTRODUCTION

Word of Advice

ATZ FFO AND MASS HYSTERIA

NEEDED TO PLAY

Dice

1
1
2
2
2
2
2

Passing Dice
Counting Successes
Possibilities
Reading and Adding the Dice
1/2D6
How Many D6

RULES OF WAR

Turn Sequence

ACTIONS

MOVEMENT

Normal Movement
Fast Movement
Involuntary Movement
Fall Back
Run Away
Stop!

8
8
8
8
8
8

CRISIS TEST

Human Related Crisis Tests


How to Take a Crisis Test
Crisis Test Table
Same or Better
Status
Carry On
Fall Back
Run Away
Stop!

9
9
9
10
10
10
10
10
11

RANGED COMBAT

11
11
12
12
12

FIGURES AND TERRAIN

Using the Counters


Reading the Counters
Basing Units
Basic Units
Base Size
Defining Facing

2
2
3
3
3
3

TABLES

Why So Many?
Stop!

4
4

Ranged Combat Table


Line of Sight
Target Selection
Stop!

YOUR ROLE

MELEE

12

BASICS

DEFINING UNITS

Unit Stats Table


Humans or Zombies
How Many Figures?
Reputation
Increasing Rep
Fire Factor
Personal Weapons
Support Weapons
Range

4
5
5
5
5
5
5
5
6

Charging Into Melee


Melee Combat
Melee Combat Table
Multiple Unit Melee
Zed Melee Casualties
Breaking Off Melee
Stop!

12
12
13
13
13
13
13

AFTER THE BATTLE

14

After the Battle Recovery Table

14

ALL THINGS ZOMBIE

14

FIELDING YOUR FORCE

Random Unit Generation


Random Unit Generator Table
Unit Stats Table
Forming Bodies
Stop!

6
6
6
6
7

Defining Zombies
Reputation
Weapons
Generating Zombies
Zombie Regeneration
Movement
Fast Zombies
Crisis Test
Melee

14
14
14
14
14
15
15
15
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2013 Ed Teixeira - Two Hour Wargames 7/6/2013


TOC

ALL THINGS ZOMBIE - MASS HYSTERIA


Stop!

15

Using the Gunship

22

CITY BLOCKS

15

RANDOM EVENTS

23

Types of City Blocks


City Blocks and LOS
Zombies and City Blocks
Occupying City Blocks
Barricades
Stop!

15
15
16
16
16
16

Random Events Table

23

MISSIONS

23

PATROL

23

OPTIONAL TERRAIN

16

ATTACK

24

Clear
Covered
City Blocks
Generating Terrain
Terrain Generator Table

16
16
17
17
17

DEFEND

24

CONVOY

25

SAFE ZONE

25

Safe Zone

26

FINAL FADE OUT

26

Generating Your Forces


Random Unit Table

26
26

NEW BEGINNING

27

Generating Your Forces


Random Unit Table
Enemy Humans, Rival Gangs
Maximum Number of Enemy Units
Zombies
Crisis Test
Ranged Combat on Humans
Gang PEF Resolution Table
Whos Where?

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FINAL THOUGHTS

29

CITY MAP

30

INDEX

IN

QRS

31

PEFS

17

Generating PEFs
Generating PEFs During the Mission
PEF Rep
PEF Movement
PEF Movement Table
Special PEF Movement
Resolving PEFs
PEF Resolution Table

17
18
18
18
18
18
18
18

PLAYING THE GAME

19

CAMPAIGNS

19

Time in the Campaign


Area Investment Level
Inclement Weather
Inclement Weather Table
Campaign Morale
Tracking Morale, Winning the Game
Mission Results Table
Ending the Campaign
Still Fighting? Next Mission
Next Mission Table

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20
20
21

THE CITY CAMPAIGN

21

Set Up
Starting Area Investment Levels
Your Force
Gaining Experience
Campaign Turn Sequence
Clearing an Area
Losing an Area
Leaving an Area

21
21
21
21
22
22
22
22

GUNSHIP

22

Gunship Table

22

SPECIAL THANKS TO:


Paul Kime: For another smashing cover.
Ken Hafer, Bob Minadeo and Ron "Baddawg"
Strickland R.I.P. Soldier: For insisting that, "It's not
just a gang warfare game."
The Playtesters: In no particular order
The THW Yahoo Group: For continued support and
ideas. 5600 members and still growing!
And Lil

2013 Ed Teixeira - Two Hour Wargames 7/6/2013


TOC

HIGH RISE TO HELL


TABLE OF CONTENTS

HIGH RISE REACTIONS

14

Duck Back
Run Away
Run Away and Return Table

14
14
14

LEAVING THE FIGHT

14

Getting Out

15

WANT MORE?

15

BARTERING

15

GENERATING ZEDS

15

INTRODUCTION

HIGH RISE TO HELL

PLAYING THE GAME

NAVIGATING

SOME NEW, SOME NOT

NEW ATTRIBUTES

Placing Zombies

15

THE CREW

PRO-CORP

16

Carol
Gina
Nate
Pete
Sam

4
5
6
7
8

The Pro-Corp Pledge

16

LAZARUS PROJECT

16

ENCOUNTERS

16

THE HIGH RISE

Time in the High Rise


Day Parts
Day Parts and Visibility
What Day Part and When?
Variable Day Parts

9
9
9
9
9

High Rise Encounter Changes


Your Goals
Presentation

17
17
17

BLACK HUMMERS

18

MOVING INSIDE

Elevators
Elevator Surprise
Stairs
Stair Surprise

9
10
10
10

Black Hummers
Armament
Silenced Weapons
Peek a Boo
Loot
Computer Access
Key Card
Silenced Weapons

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18
19
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19
19
19
19

RANDOM EVENTS

11

ARRIVAL

20

Random Events Table

11

SEARCHING

12

Computer Access

12

DEFINING MOMENTS

12

Contact Arrival Table


Ganger Loot
Survivor Loot
Loot
Computer Access
Key Card
Silenced Weapons

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21
21
21
21
21
21

What Have You Met?


How Many of Them?
And Who Are They?
Whos Active?
Its Crowded; 12x12 Crowded
Placing the Figures
Cover and Concealment

12
12
13
13
13
13
14

PARKING GARAGE

22

Contact Parking Garage Table


Ganger Loot
Survivor Loot
Loot
Computer Access
Key Card

22
22
23
23
23
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2013 Ed Teixeira - Two Hour Wargames 8/26/2013


TOC

HIGH RISE TO HELL


Silenced Weapons

1ST FLOOR
st

23

23

Contact 1 Floor Table


Ganger Loot
Survivor Loot
Loot
Key Card

24
24
24
24
24

2ND FLOOR

25

nd

Contact 2 Floor Table


Smart Zombie Loot
Loot
Key Card

25
25
25
25

3RD FLOOR

26

Contact 3rd Floor Table


Rager Loot
Loot
Key Card

26
26
26
26

4TH FLOOR

27

th

Contact 4 Floor Table


Ganger Loot
Survivor Loot
Loot
Key Card

27
27
28
28
28

5TH FLOOR

28

Contact 5th Floor Table


Ganger Loot
Governor Newness Loot
Newness Gang Loot
Survivor Loot
Loot
Key Card

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29
29
29
29
29
29

6TH FLOOR

30

th

Contact 6 Floor Table


Governor Newness Loot
Newness Gang Loot
Loot
Key Card

30
30
31
31
31

1ST UNDERGROUND

31

st

Contact 1 Underground Floor Table


Caster Loot
Pro-Corp Scientist Loot
Pro-Corp Security Loot
Loot
Computer Access

Key Card
Silenced Weapons

2NDUNDERGROUND
nd

2013 Ed Teixeira - Two Hour Wargames 8/26/2013


TOC

33

Contact 2 Underground Floor Table


Pro-Corp Scientist Loot
Loot
Computer Access
Key Card

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34
34
34
34

3RDUNDERGROUND

35

rd

32
32
32
32
32
32

33
33

Contact 3 Underground Floor Table


Pro-Corp Scientist Loot
Loot
Computer Access
Key Card
The Laboratory
Whats Going On
Loot
Vault Access
The Vault
Now What?

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35
35
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36
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37
37
37

ESCAPE

37

Contact Escape Table


Ganger Loot
Pro-Corp Security Loot
Survivor Loot

38
38
38
38

PRE-GENERATED LISTS

39

CASTERS

39

Casters Objective
Caster Meet & Greet
Pre-Generated Casters
Defining Casters
Reputation
Attributes
Weapons
Generating Casters
Encountering Casters
Placing Casters
Groups
Leaders
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
Ragers and Zombies Reaction
Shooting

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40
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HIGH RISE TO HELL


Line of Sight
Determining Damage
Auto-Kill
Charge into Melee
Melee
Hand-To-Hand Weapons
How to Melee
After the Battle

41
41
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41
41
41

CASTING SPELLS

42

Casters and Spells


Spell Target Number
Damage
Defend
Dazzle
Magic Power
Using Magic Power
Recovering Magic Power
Casting Spells
Casting a Spell Table
Spell Resolution
Damage Resolution Table
Dazzle Resolution Table
Spell Resolution Defend
Defend Resolution Table
Effects of Magic
NPC Casting
NPC Casting Table

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44
44
45
45
45
46

GANGERS

46

Ganger Objective
Ganger Meet & Greet
Pre-Generated Gangers

46
46
47

GANGERS NEWNESS

47

Newness Objective
Meet & Greet Newness
CJ Governor Newness
Bodyguards
Cult of Personality
Pre-Generated Newness Gangers

47
47
47
47
48
48

LYCAONS

48

Lycaon Objective
Pre-Generated Lycaons
Defining Lycaons
Reputation
Attributes
Transformation
Poisoning
Lycaon Virus Table
Weapons
Generating Lycaon
Encountering Lycaon

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2013 Ed Teixeira - Two Hour Wargames 8/26/2013


TOC

Placing Lycaon
Groups
Leaders
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
Recover from Knock Down
Ragers and Zombies Reaction
Shooting
Line of Sight
Determining Damage
Auto-Kill
Charge into Melee
Melee
Hand-To-Hand Weapons
How to Melee
After the Battle
What About Silver Bullets?

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MINERS

52

Miners Objective
Alex
Carleton
Chele
Dina
Miner Meet & Greet
Pre-Generated Miners

52
52
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52
52
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NOMADS

53

Nomad Objective
Nomad Meet & Greet
Pre-Generated Nomads
Reactions

53
53
53
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PRO-CORP SCIENTISTS

54

Pro-Corp Scientists Objective


Pro-Corp Scientist Meet & Greet
Pre-Generated Scientists
Reactions

54
54
54
54

PRO-CORP SECURITY

54

Pro-Corp Security Objective


Pro-Corp Security Meet & Greet
Reactions
Pre-Generated Operatives

54
54
54
55

RAGERS

55

Ragers Objective
Pre-Generated Ragers

55
55

HIGH RISE TO HELL


Defining Ragers
Reputation
Raging
Weapons
Generating Ragers
Encountering Ragers
Defining Moment
During the Defining Moment
Placing Ragers
Groups
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
In Sight
Shooting
Line of Sight
Determining Damage
Auto-Kill
Charge into Melee
Melee
Hand-To-Hand Weapons
How to Melee
Harry, Chill Man!
After the Battle

55
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56
56
56
57
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RAZOR

58

Howd the Razor Get Here?


Razor Objective
Razor Meet & Greet
Pre-Generated Razors
Defining Razors
Reputation
Attributes
Weapons
Razor Toxin
Toxin Effects Table
Razor Mental Blast
Razor Mental Blast Table
Generating Razors
Encountering the Razor
Placing the Razor
Groups
Leaders
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
Recover from Knock Down

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2013 Ed Teixeira - Two Hour Wargames 8/26/2013


TOC

Ragers and Zombies Reaction


Shooting
Line of Sight
Determining Damage
Auto-Kill
Charge into Melee
Melee
Hand-To-Hand Weapons
How to Melee
After the Battle
Inside the Mind of the Razor

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SMART ZOMBIES

62

Smarties Objective
Pre-Generated Smarties
Defining Smart Zombies
Reputation
Attributes
Weapons
Generating Smart Zombies
Encountering Smarties
Defining Moment
During the Defining Moment
Placing Zombies
Groups
Shaking the Tree
Zombie Feasting
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
In Sight
Shooting - You
Reloading
Attracting Zeds
Shooting Them
Line of Sight
Determining Damage
No Knock Down
Auto-Kill
Easy to Kill Rule
Charge into Melee
Melee
Harry, Are You Okay?
After the Battle
The Trouble With Smarties

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STAGE ONE VAMPIRES

66

Stage One Vampire Objective


Pre-Generated Stage One Vampires
Defining Stage One Vampires
Reputation

66
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HIGH RISE TO HELL


Attributes
Draining Blood
Stage One Virus Table
Weapons
Generating Vampires
Encountering Vampires
Placing Stage One Vampires
Groups
Leaders
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
Recover From Knock Down
Ragers and Zombies Reaction
Shooting
Line of Sight
Determining Damage
Auto-Kill
Charge into Melee
Melee
Hand-To-Hand Weapons
How to Melee
After the Battle
What About Garlic, etc.?

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Line of Sight
Determining Damage
Auto-Kill
Charge into Melee
Melee
Hand-To-Hand Weapons
How to Melee
After the Battle
What About Garlic, etc.?

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SURVIVORS

73

Survivors Objective
Survivor Meet & Greet
Pre-Generated Survivors

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WHATS THE TRUTH?

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What Happened to the Aliens?


What About the Basics?
Wheres the Cool Alien Technology?
What Happens Next?

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CASTER REACTION TESTS

75

LYCAON REACTION TESTS

76

NOMADS REACTION TESTS

77

STAGE TWO VAMPIRES

69

PRO-CORP SCIENTISTS REACTION TESTS

78

Stage Two Vampire Objective


Stage Two Vampires Meet & Greet
Pre-Generated Stage Two Vampires
Defining Stage Two Vampires
Reputation
Attributes
Draining Blood
Stage Two Virus Table
Voluntary Draining
Weapons
Generating Vampires
Encountering Vampires
Placing Stage Two Vampires
Groups
Leaders
Activation
Actions
Movement
Fast Move
Climbing Stairs and Ladders
Entering and Exiting Doors
Reactions
Recover From Knock Down
Ragers and Zombies Reaction
Shooting

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PRO-CORP SECURITY REACTION TESTS

79

RAZOR REACTION TESTS

80

STAGE ONE VAMPIRE REACTION TESTS

81

STAGE TWO VAMPIRE REACTION TESTS

82

SPECIAL THANKS TO:


Paul Kime: For another smashing cover.
Ken Hafer, Bob Minadeo and Ron "Baddawg"
Strickland: For insisting that, "It's not just a gang
warfare game."
The THW Yahoo Group: For continued support and
ideas. 5800 members and still growing!
And Lil

2013 Ed Teixeira - Two Hour Wargames 8/26/2013


TOC

I, ZOMBIE
Motivation
Fame & Fortune
Words
Wealth
Deeds
Using Fame & Fortune Points
Zero FFP
Buildings Expanded
Getting Started
Changeable Floor Plan
Laying Out the Buildings
Choose the Type of Building
Layout the Grid
Label the Sections
Place Exterior Access Points
Place Windows
Place Interior Access Points
Populate the Building
Second Stories
Smaller & Larger Buildings
Joined Sections
Figures Inside Buildings
Shooting Inside Buildings
Moving Inside Buildings
Moving Through Access Points
Sample Battle in a Building
Floor Plans
Apartment
Bar
Diner
Gas Station
"No-Tell" Motel
Store
Safe Houses
Parting Shot
Bicycles
Boats
Groups
Power Boats
Types of Boats
Defining the Boat
Movement
Casting Off and Mooring
Drifting
Starting and Stopping
Reversing Direction
Turning
Getting In And Out Of Boats
Boats in Combat
Running Over Swimmers
Ramming Boats
Boat Bashing
Shooting and Boats
Shooting At Boats
Attracting Zombies
Swimming
Horses
Generating Horse Rep

TABLE OF CONTENTS
Prologue

Introduction

The 5 "W"s
Who
What
Where
When
Why
What's Inside?
Words of Advice

1
1
1
2
2
2
2
2

Rule Changes

Alternative Stars
New Fast Move
Personalized Reaction Tests
Modified In Sight Test
Drawing Down
No LOS Draw Downs
Getting the Drop on the Opponent
Received Fire
Cover or Concealment
Cover In Woods and Buildings
Modified Retire
Vehicles
Characters and Vehicles
Movement
On The Table Movement
Reversing Direction
Turning
Idling
Encumbrance
Consequences of Greed
Full Pack Jack
Vehicle Encumbrance
Horse Encumbrance
Shopping Cart
But Wait, There's More!
Other Stuff

2
2
2
3
3
4
4

New Rules

Phobias & Quirks


Using Phobias & Quirks
How Do You Get Them?
Phobias & Quirks Table
Phobias
Social Quirks
Personality Quirks
Technical Quirks
General Quirks
Panic Attacks

7
7
8
8
8
10
11
12
13
14

4
5
5
5
5
5
5
6
6
6
6
6
6
6
6
7
7
7
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2010 ED TEIXEIRA TWO HOUR WARGAMES

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15
15
15
15
16
16
16
17
17
17
17
17
18
18
18
18
19
19
20
20
21
21
21
21
22
25
25
25
25
25
26
26
26
28
28
28
28
28
29
29
29
29
29
29
29
30
30
30
30
30
31
31
32
32
32
33
33

I, ZOMBIE
Movement
Fast Move
Mounting and Dismounting
Loose or Tied
Skittish
Mounted Tests
Are You A Horseman?
Damage to Horses
Two Riders
Mounted Combat
Charging
Shooting When Mounted
Mounted Figures as Targets
Feeding the Horse
Breakage
Lack of Sleep
Meet & Greet Table
Barter

33
33
33
33
33
34
34
34
34
34
34
35
35
35
35
35
36
36

Lazarus Project

36

Side Effects of the Lazarus Agent


Ragers
Defining Ragers
Reputation
Weapons
How Ragers Appear
Placing the Ragers
Ragers One Big Family
Actions
Raging
Movement
Reactions
Shooting
Line Of Sight
Determining Damage
Auto-Kill
Melee
Hand-To - Hand Weapons
How to Melee
Harry, Chill Man!
After The Battle
Using Ragers
Smart Zombies
Defining Smarties
Reputation
Weapons
How Smart Zombies Appear
Placing Smart Zombies
Shaking the Tree
Zombie Feasting
Actions
Movement
Shooting
Reloading
Hand-To - Hand Weapons
How to Melee
Damage
After The Battle

36
36
37
37
37
37
37
37
38
38
38
39
39
39
39
39
39
39
39
40
40
40
41
41
41
41
41
41
41
41
41
41
42
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2010 ED TEIXEIRA TWO HOUR WARGAMES

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Using Smart Zombies


Worms, BA Worms
Defining BA Worms
Reputation
Weapons
How BA Worms Appear
Placing the BA Worm
BA Worm Activation
Actions
Movement
Reactions
Shooting
Line Of Sight
Determining Damage
Melee
How to Melee
BA, BA, Go Away!
Outrunning the BA Worm
After The Battle
Using BA Worms
PSY
How Prevalent is Psy
How Accepted is Psy
Wanted Psychics - Dead or Alive?
Where Found
Playing Psychics
Ganger, Survivor, or What?
Psy Energy
Using Psy-Energy
Limits of Psy-Energy
The Psy-Gamma Task
Performing a Psy Gamma Task
Voluntary Targets
Empathy
Establishing the Connection
Probing
Block Out
Seek
Suggestion
Closing the Link
Psy - Gamma: Putting It All Together
The Psy-Kappa Task
Performing a Psy Kappa Task
Combining Tasks
Push Object
Manipulate
Levitate
Fun with Levitated Objects
Force Task
Spontaneous Combustion
Psy Blast
Spent Test
Performing Psy-Tasks in Reaction
Premonition
Getting Noticed by Others

43
43
43
43
43
43
44
44
44
44
45
45
45
45
45
45
46
46
47
47
47
47
47
47
47
47
47
48
48
48
48
48
48
49
49
49
49
49
49
49
50
50
50
51
51
51
51
51
51
51
52
52
52
52
52

Encounters

53

The 5 P's

53

I, ZOMBIE
Setting Up the Encounter
Voluntary or Involuntary
Types of Encounters
Determining the Area
Setting Up Terrain
Table Size
The 3X3 Table
The 4x6 Table
Dividing the Table
Encounter Area and Terrain
Placing the Terrain
Roads & Streets
Determine the Day Part
Characters in the Encounter
PEFs
Generating PEFs
Optional PEF Generation
PEF Movement
Resolving PEFs
What Happens Now?
Encounter Awareness Test
Taking the Encounter Awareness Test
How Many NPCs
What Are They?
Special Instructions
Deploying Characters
Placing NPCs
Placing NPCs Inside Buildings
Lacking Sleep
Begin the Game
Hunting
Hunting Limitation
Are You A Hunter?
What's Out There?
Explaining the Available Game
Tracking the Prey
Unforeseen Circumstances
Attracting Zombies

53
53
53
54
54
54
54
54
54
55
55
56
56
56
56
56
57
57
57
58
58
58
59
59
59
59
59
60
60
60
60
60
60
61
61
61
62
63

The Campaign

63

Character Journal
Campaign Area
Where Do I Start?
Getting Around the Area
Random Road Encounters
Destination Encounters
Buildings - Occupied or Not?
Placing Occupants
Knock, Knock, Who's There?
Looting the Landscape
Number of Encounters
Involuntary Encounters
Lake Havasu City
Background:
Location & Geography:
Size:
Land:
Sections:

63
64
64
64
65
69
69
70
70
70
71
71
72
72
72
72
72
72

Water:
Terrain:
Climate:
Power:
People:
Population:
Language:
Government:
Legal System:
Political Power:
Weapons Policy:
Papers
Holstered Weapon Policy:
Economy:
Bartering:
Communication:
Transportation:
River Borne:
Militia:
Patrols:
Zombie Threat:
Crime and Punishment:

2010 ED TEIXEIRA TWO HOUR WARGAMES

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73
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73
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73
73
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73
74
74
74
74
74
74
74
74
75
75

NPCs

76

Havasu Area NPCs


Governor Newness
Police
Hanger ons
Residents
Travelers
Cassandra
Havasu Area People Table
Havasu People Lists
Police
Residents
Travelers
NPC Expansion
NPC Movement & Actions
Why the NPC M&A Table
Using the NPC M&A Table
Checking By Groups - Before Shooting
Checking By Groups - After Shooting
Interacting With NPCs
When to Interact
How to Interact
Joining Groups
How Much Interaction
I Got Your Back
Party Favors
Types of Party Favors
Using Party Favors
Consequences of Party Favors
Drug Party Favors
Extended Example

76
76
76
76
76
77
77
77
78
78
78
79
79
79
79
79
80
80
80
80
81
81
81
81
81
81
81
82
82
82

I, ZOMBIE
Havasu Encounters

86

Coming and Going


86
Chillin'
87
Bartering
87
Recruiting
88
Residency
89
Police
90
Calling the Cops
90
How Many Cops
90
Getting Arrested
91
Police Called In
91
On the Spot
91
To Cooperate or Not
91
Run For It
92
Jail Time
92
Going Before the Judge
92
Disturbing the Peace
92
Brandishing a Weapon
92
Endangerment
92
Stealing
92
Kidnapping
92
Sedition
93
Mayhem
93
Treason
93
Murder
93
Multiple Charges
93
Your Day in Court
93
Sentencing
94
The List
95
Being a Fugitive
95
Attempt to Escape
95
Chase
95
The Show
96
Zombie Wrangling
97
Zombie Wranglers
97
Finding Zombies
97
Capturing Zombies
97
Other Ways to Capture
97
Transferring
98
Capturing Ragers
98
Selling Zombies & Ragers
98
Market Price
99
The Zed Pits
99
Pit Fighting - Zeds and Ragers
99
How to Pit Fight Against Zeds or Ragers 100
Pit Fighting - Humans
101
Zombie Racing
102
Rock Stars of the Apocalypse - Baiters 102
Zombie Racing How To
102
Setting Up to Play
102
Choosing the Zeds and Baiters 102
Set the Odds
102
Baiter Pay Day
102
The Track
103
At The Start
103
How a Race Is Run
103
Contact! Jammy Dodgers
103
Redirecting a Zed
104

What's On the Schedule Tonight


Putting It All Together

104
105

Final Thoughts

110

After The Horsemen

110

Character Journal

111

Psy Tables

112

All Things Zombie Table

115

Encounter Awareness Table

115

Pit Fighter Table

116

Campaign Turn Sequence

116

NPC Interaction Table

117

Draw Down Table

119

Havasu Barter Table

120

NPC Movement & Action Table

121

Special Thanks To:

2010 ED TEIXEIRA TWO HOUR WARGAMES

TOC

Paul Kime for the cover artwork

Rod Campbell for editing

The THW Yahoo group for the great ideas they


keep coming up with.

Lil for keeping it real!

AFTER THE HORSEMEN


TABLE OF CONTENTS
PROLOGUE

INTRODUCTION

Traditional Turn Sequence


IGO UGO
THW Reaction System
Word of Advice

1
1
2
2

NEEDED TO PLAY

Dice
Passing Dice
Counting Successes
Possibilities
Reading and Adding the Dice
1/2D6
How Many D6
Figures and Terrain
Basing Figures
Defining Facing
Tables
Why So Many?

2
2
3
3
3
3
3
3
3
4
4
4

GAME BASICS

Table 4
Table 5
Attributes Section 4, 5 or 6
Table 1
Table 2
Table 3
Table 4
Table 5

9
9
9
9
10
10
10
10

CLASS

11

Sheep
Wolves
Lone Wolves
Pack Wolves
What Class Are You?
Working Together

11
11
11
11
11
11

WEAPONS

11

Yeah, But Wheres the

11

AGE

11

How Old?

12

FORMING YOUR BAND

12

Starting Your Band

12

GROUPS

12

Group Rep
Group Cohesion
Splitting Up Groups

12
12
13

LEADERS

13

Star Leaders
Temporary Leaders
Leader Die
Medic Die

13
13
13
14

DEFINING FIGURES

STARS AND GRUNTS

Why Use Stars?


Star Advantages
Star Power
Larger Than Life
Cheating Death
Free Will

5
5
5
5
6
6

REPUTATION

RULES OF WAR

15

SKILLS

TURN SEQUENCE

15

Fitness (FIT)
People (PEP)
Savvy (SAV)
How Proficient in the Skill
Increasing a Zero Level Skill

6
6
6
7
7

ACTIONS

15

MOVEMENT

16

ATTRIBUTES

Attributes Section 1, 2 or 3
Table 1
Table 2
Table 3

8
8
8
8

Normal Movement
Fast Movement
Going Prone
Involuntary Movement
Carry On
Charge
Cohesion Test

16
16
16
16
16
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2012 Ed Teixeira - Two Hour Wargames 7/5/2012


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AFTER THE HORSEMEN


Duck Back
Runaway

16
16

IN SIGHT

17

In Sight or Not
Triggering the In Sight Test
Taking the In Sight Test
Resolving the In Sight Actions
In Sight Resolution
Loss of Action
Completed In Sights
Moving and In Sight
New Insights

17
17
18
18
19
19
19
19
19

REACTION

20

Exceptions
Reaction Test Results
How to Take a Reaction Test
Received Fire
Man Down
Recover From Duck Back
Recover From Knock Down
Cohesion Test
Multiple Tests

20
20
20
21
21
21
21
21
22

STATUS AND ACTIONS

22

Carry On
Charge
Cohesion Test
Duck Back
Obviously Dead
Out of the Fight
Runaway
Stunned

22
22
22
22
22
22
22
22

RANGED COMBAT

22

Type
Range
Targets
Impact
Modern Weapons
Arc of Fire or Swath
Archaic Weapons
Reloading Archaic Weapons
Outgunned Rankings
Firing Two Weapons at Once
Outgunning When Firing Two Weapons
Never Outgunned
Tight Ammo
Really Tight Ammo
Modern Reloading

22
22
22
23
23
23
23
24
24
24
24
24
24
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25

2012 Ed Teixeira - Two Hour Wargames 7/5/2012


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SHOOTING

25

Line of Sight
Resolving Fire
Target Selection
Targeting
Shooting Sequence
Ranged Combat Table
Resolving Damage
Ranged Combat Damage Table
Types of Damage
Stunned
Out of the Fight
Obviously Dead
Cover or Concealment
Firing into Melee
Auto-Kill or Capture
Treating the Wounded

25
25
25
25
26
26
26
26
26
26
27
27
27
27
27
27

MELEE

28

Melee Weapons
Charge into Melee Test
How to Charge into Melee
In Sights & Charge into Melee
Melee Combat
Melee Combat Table
Adding to Melee
Multi-Figure Melee
Non-Lethal Melee

28
28
28
30
30
30
31
31
31

BREAKING OFF MELEE

31

Grunts Breaking Off Melee

32

RETRIEVING WOUNDED

32

LEAVING THE TABLE

32

AFTER THE BATTLE

33

After the Battle Recovery

33

BUILDINGS

33

Types of Buildings
Occupying Buildings
Entering and Exiting Buildings
Barricading Windows and Doors
Destroying a Barricade
Cover or Concealment
Moving Between Levels
Attacking Buildings
Starting a Fire

33
33
33
33
34
34
34
34
34

TERRAIN

35

Generating Terrain

35

AFTER THE HORSEMEN


Terrain Generator Table
Defining Terrain
Size
Clear
Hill
Road
Woods

35
35
35
35
35
36
36

CHALLENGES

36

Success or Failure
Applicable Attribute
Using Tools
Resolutions
Challenge Test Table

36
37
37
37
37

PLAYING THE GAME

38

Solo
Same Side
Head to Head

38
38
38

CAMPAIGNS

39

YOUR ROLE

39

Character Journal

39

TIME IN THE CAMPAIGN

39

Campaign Turn Sequence

40

AREAS

40

ENCOUNTER RATING

40

Establishing the ER of an Area


Mapping the Areas
Modifying the ER of an Area

41
41
41

BARTERING

41

How to Barter
Barter Table
Whats Available
Maximum Number of Items Store

41
42
42
42

RESOURCES

42

Food
Fuel
Luxury Items
Medical Supplies
Weapons
Body Armor

42
42
43
43
43
43

FINDING RESOURCES

43

Stockpiling Resources

43

2012 Ed Teixeira - Two Hour Wargames 7/5/2012


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Resources from Others

43

ITEMS

44

List of Items
How Do You Get Items?
How Do You Lose Items?
What Can I Carry?
Consequences of Greed

44
44
44
44
45

BREAKAGE

45

Repair

45

HOME

45

Burglarized
Home Alone Table

46
46

PARTY FAVORS

46

Using Party Favors


Consequences of Party Favors

46
46

LACK OF SLEEP

47

Lack of Sleep Table

47

ROAD ENCOUNTERS

48

Walking or Riding
Moving or Not
Road Encounter Tables
Random Road Encounter Table (1 or 2)
Random Road Encounter Table (3 or 4)
Random Road Encounter Table (5 or 6)

48
48
48
48
49
50

PEFS

51

Generating PEFs
PEFs and Buildings
PEF Rep
PEF Movement
PEF Movement Table
Special PEF Movement
Resolving PEFs
PEF Resolution Table
What Are They Table
How Many Table
How Many Lone Wolves

51
51
51
51
51
51
51
52
52
52
52

E ENEMIES

52

Confronting Enemies

52

F FRIENDS

53

Friend Interaction

53

AFTER THE HORSEMEN


N NEUTRALS

53

Interacting with Neutrals

53

Q QUEST

53

Wandering
Quest
Raid: Defend
Robbery
Bushwhack

64
64
65
65
65

NPC MOVEMENT

53

AFTERWARDS

66

NPC Movement Table

54

AT THE MERCY OF THE ENEMY

54

Mercy Table
Surrendering

54
54

Increasing Rep
Increasing a Skill
Increasing a Zero Level Skill
Decreasing Rep
Decreasing Skills

66
66
66
66
66

SETTLEMENTS

55

KEEPING IT ALL TOGETHER

67

How Many Buildings?


Types of Buildings
Building Type Table
Hours of Operation
Hours of Operation Table
Defining Buildings
Church
Clinic
Farm
House
Police Station
Store
Tavern
Vacant

55
55
55
55
55
55
56
56
56
56
56
57
57
57

FINAL WORD

68

EPILOGUE

68

PRE-GENERATED GRUNTS

69

RESIDENTS

58

Lone Wolves
Pack Wolves (1-2)
Pack Wolves (3-4)
Pack Wolves (5-6)
Sheep (1)
Sheep (2)
Sheep (3)
Sheep (4)
Sheep (5)
Sheep (6)

69
70
70
70
71
71
71
72
72
72

DAY PARTS

58

CHARACTER JOURNAL

73

Day Parts and Visibility


What Day Part and When?
Variable Day Parts

58
58
58

ENCOUNTERS

59

Involuntary Encounter Table


Presentation
Chillin
Defining Moment
Multiple Moments
Recruiting Grunts
Hunt
Resolving Animal PEFs
Whats Out There Animal Table
Whats Out There?
Tracking the Prey
Tracking Table
Animals After the Melee
After the Kill
Unwanted Attention
Raid: Attack

59
59
59
60
60
60
61
61
61
61
62
62
62
63
63
63

SPECIAL THANKS TO:


Paul Kime: For another smashing cover.
Ken Hafer, Bob Minadeo and Ron "Baddawg"
Strickland: For insisting that, "It's not just a gang
warfare game."
The THW Yahoo Group: For continued support and
ideas. 5400 members and still growing!
And Lil

2012 Ed Teixeira - Two Hour Wargames 7/5/2012


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