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A SOLITAIRE SCENARIO BY MOONSYLVER
THE STORY
"Jake Stone is a tough as nails ex-special forces, ex-mercenary, ex-CIA sniper, ex-Mafia hitman, ex-PI, turned cop whose ex-wife & daughter have been trapped in a town where the dead have started to rise."
"Now, Stone is in a race against time versus an army of zombies to save the lives of the ones he loves."
"Now there is only one way to do things.""HIS WAY!!!"
"When the dead start a-walkin' Stone starts a-rockin' & they're gonna find out Stone doesn't play dead!!!"
"This time he's gonna make sure they STAY dead!!!"
"He's going to deliver..""EXTREMELY DEADLY JUSTICE WITH A VENGEANCE!!!"
(Coming soon to a theater near you.)INTRODUCTION
"Extreme Deadly Justice With A Vengeance!" is a tongue-in-cheek solitaire scenario for all those players out there who are sick of getting killed at "Zombies!" at want to just blow the crap out of many zombies as they can in retaliation! If you want a bloody scenario with a massive body count then you should like this one. It incorporates elements from my own solitaire scenario "Alone" as well as the "Frickin' Frag Fest" scenario by SpinDisc (with a few modifications).
THE SCENARIO
The goal of "EDJWAV" is to gather as many weapons and ammo as possible along the way as you race to find the Toy Store where your ex-wife & daughter have gone shopping & are now trapped by the zombie horde & evacuate the to the chopper waiting for you at the Helipad.
THE SETUP
Remove the Town Square, Helipad, Toy Store, Police Station & Army Surplus Store from the Map Tile Deck. Deal 4 map tiles onto the Toy Store, shuffle, & set aside. Cut the deck in ½ & shuffle the Police Station & Army Surplus into the 2nd half & recombine. Place the 5 cards containing the Toy Store on the bottom & the Helipad under that. The Town Square will be your starting location.
Remove "Hey Look, A Shotgun!" "Lots Of Ammo" & "Grenade" cards from the Event Deck.
Start with 5 Lives & 10 Ammo for your pistol, which is your starting weapon. (see "New Weapons Rules" below for more details)
GAME PLAY
The turn sequence & description of the variations in the rules is as follows
- DRAW AN EVENT CARD - Draw 1 card & bring into play immediately. If it is a weapon card you may use it right away or hold it until needed. It is not required to go to the Named Locations to retrieve weapons like the Chainsaw, Fire Axe etc. Detrimental cards are brought into play immediately. Placement of zombies, cards that require the player to be moved back etc. are always done to the disadvantage of the player.
- PLAYERS MOVE - The player may move up to 6 spaces per turn (no roll required). Full movement is not required, partial movement is allowed. The map tiles are scrolling (the next is laid out as the player moves off of the last) DO NOT place ammo or life tokens in named locations (the way that players gain ammo & lives will be described below). In addition to the zombies called for in the named locations place a # equal to the entry points on the roadways. Fight zombies as normal.
- END OF TURN - At the end of the turn do the following:
- Discard cards in play (unless it is a weapon card like the axe or skateboard or one you haven't used yet like the chainsaw)
- Trade in zombies killed for life tokens at a ratio of 2 zombies for every token (still max of 6 lives) &/OR for an increased roll on the Cool Weapons table (see "Clearing A Named Location" & "New Weapons Rules for more details)
- Move ALL zombies 1 space toward shotgun guy (this doesn't take as long as you would think, especially when they all start lining up in the streets.just take the guy from the back of the line & bump him to the front!)
CLEARING A NAMED LOCATION
Every time you kill all of the zombies in a "Named" location you may roll once on the Cool Weapons table to see what weapons (if any) you find & roll again to see what kind of Ammo you find. (All of this cool hardware was left lying around by all of the Army & National Guard killed by the zombies, `cause they weren't a big-time Action Hero like you)
You may carry & use as many weapons as you can find, but you may not have more than 1 of the same weapon (except the pistol, you may have 2 of) If you roll a duplicate of a weapon you're already carrying you find no weapon. There is no restriction on how much or what type of Ammo you may find. You may even find & carry ammo for a weapon you don't have (although you can't start using it until after you find that weapon)
You may roll TWICE for weapons found in the Police Station & the Army Surplus, & find ammo equal to a full reload for every weapon you're currently carrying. If you return to either of these two afterward you may reload any weapon you're carrying to capacity.
COMBAT
Combat is still conducted during movement, using the new weapons rules as follows:
NEW WEAPONS RULES
Step 2 of the Turn Sequence Overview is now called Close Combat (CC) (same space). If the current weapon you are carrying is not marked for Close Combat & you are attempting to combat a zombie in the same space, or do not have any Ammo (Bullet Tokens) you have to fight as per the normal rules (1-3, lose 1 life - keep fighting; 4-6, win) but no Bullet Tokens may be added to the combat. Those weapons marked CC- yes are ok to use in close combat.
All weapons have a range. This is how many squares away your zombie target may be. You may only fire weapons in a straight line. You may fire the weapon once for each movement step you take. Every time you fire the weapon, discard one Bullet Token. You cannot lose a life token when using the weapon in a non-close combat situation.
COOL WEAPONS TABLE
Roll 1D6. Add +1 to the result for each 5 zombies you trade in from your dead pool. This trade must be made before the die is rolled. All weapons are received with a full set of Ammo.
Die Ammo Range Close
CombatWeapon 1 10 3 Yes Pistol 2 8 2 Yes Shotgun 3 8 4 Yes Rifle 4 8 4 Yes Submachine Gun 5 8 10 No Sniper Rifle 6 8 6 Yes Machine Gun 7 10 4 No Hand Grenades 8 6 12 No Grenade Launcher 9+ 6 3 No Flame Thrower
- Pistol
- No modification
- Shotgun
- Add +1 to the combat roll. If you fire at a Zombie on a range of 1 and there is another Zombie standing in direct line behind that. Roll an unmodified combat roll for that one.
- Rifle
- Add +1 to the combat roll
- Submachine Gun
- No modification. If you spend another Bullet Token you may roll for every Zombie in straight line up to the maximum range of the weapon (that is 4 squares).
- Sniper Rifle
- Automatic kill. This weapon can only be used once/turn and instead of moving.
- Machine Gun
- Add +1 to the combat roll. If you spend another Bullet Token you may roll for every Zombie in straight line up to the maximum range of the weapon (that is 6 squares).
- Hand Grenades
- Have a minimum range of 2. Only one can be thrown once during movement but it explodes after the complete move (and all the combat from movement) have been made. Automatically kills the zombie in the same square. Roll a combat roll for every other Zombie in the 8 adjacent squares. If the hand grenade explodes outside a building all Zombies inside a building are unaffected and vice versa.
- Grenade Launcher
- Has a minimum range of 4. Only one can be fired and that'd during the movement step. The grenade automatically kills the zombie in the same square. Roll a combat roll with +1 for every other Zombie in the 8 adjacent squares, no matter of they are inside or outside.
- Flame Thrower
- Affects all Zombies in a straight line up to the maximum range. Add +1 to the Combat Roll. If the Zombies survive, they might burn to death later. At the end of the next players turn, roll for the burning zombies again with an unmodified combat roll. After that they stop burning. (*) Ammo may NOT be found for the Flame Thrower. It may only be reloaded at the Gas Station
VICTORY CONDITIONS
Once you find & clear the Toy Store you have found your ex-wife & daughter. Make it to the Helipad & you & your ex will realize you still love each other & kiss in the closing scene as the 3 of you fly away & live happily ever after! (until EDJWAV 2 comes out.) You've won!
FUN VARIANT
If you want to make this even more like an over the top action flick add yourself a Partner (who of course gets killed in the 1st reel.). The Partner starts w/ 3 lives & 3 ammo, moves with you when you move, fights using the traditional "Zombies!!!" rules, cannot find or use any Weapons or Ammo & cannot recover any lives lost. When (yes WHEN) he gets killed You get x2 movement and attacks & +2 on your attacks for 1 turn in your lust to avenge your fallen Partners death.
You could even add your evil arch nemesis who is holding your wife & daughter hostage in the Toy Store (he follows the same traditional rules as The Partner above, except he moves the traditional 1D6 & zombies will attack him as well if he leaves the Toy Store). Perhaps he's the one who unleashed the zombie plague in the 1st place..
If you're still getting killed too much even with all of this massive fire power at your disposal you might try changing the ratio to 1 to 1 for the trade in of zombies for lives &/or place no limit on the amount of lives you may have. This IS an over the top Action flick, & Action Heroes are pretty much indestructible aren't they?
Scenarios are Copyright by their respective authors.
Zombies is a trademark of Journeyman Press. Some images used on this page are Copyright (C) Journeyman Press and are used without their permission No threat to copyright or trademark is intended.
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