I decided for Day 6, I'd play the "Quarantine" scenario from the ATZ: Haven book. I played it straight by the rules, so some of the humans were bumped up to Rep 4, including our old friend Officer Baccus. Can he redeem himself on this night?
After the very violent, and widely televised, attack on the Wilson campaign rally, city officials decided that something had to be done. A quarantine order was signed, as it was obvious that some disease or pathogen was causing people to become murderous animals. The words "terrorist attack" was even bandied about by the talking heads, in am attempt to make sense of it all. Starting at midnight, every available law enforcement officer would be used to create a cordon around the area where the attacks were taking place. In two man teams, they would let no one in or out, until 8 AM. In the morning daylight, people would be checked for symptoms and aid would be rendered to those who needed it.
Officer Paine was not happy. He had been partnered up with Baccus, who had become some what of a pariah over the last few days. He had lost two partners; rumor was that he had left them high and dry in a deadly situation. To top it off, many thought he was losing it. At the precinct, he spoke of the dead coming back to life and zombies. If it weren't for the fact that every man was needed, his superiors would have relived him by now. As it was, Paine just prayed that Baccus didn't flake out on him and get him killed during the night.
Special Rules
(Per scenario description in ATZ-Haven book)
- Anytime Doubles are rolled for activation there is an encounter; roll on Quarantine Encounter table.
- Whenever the Police and a Civilian come face to face (6 inches and in sight) roll Rep d6 and consult the “Halt Quarantined” table.
- All forces start with weapons holstered. It takes on activation to draw your weapon and you may only snap fire on the same activation it is drawn. The shotgun takes one activation to unlock and access so it may not be fired on the same activation
- All forces are subject to Zed or No Zed rule on page 33 of ATZ rule book.(exception: Baccuss and SWAT team in Lazarus world have already taken test and passed)
- Zombies cannot be generated by gunfire or similar noises, but those that enter may still be attracted by it.
Setup
The board shows a section of the quarantine line. There are two police cruisers (Patrols 1 and 13) blocking intersections leading out of the quarantine area. Officer Baccus and Paine are on foot patrol, between the 2 cruisers. Building 1-10 are in the quarantine area.
Turn 1 (Police 4, Civilians No Move)
Police Move: Officers Baccus and Paine begin their patrol.
Turn 2 (Double 6s)
(Encounter) An adult male comes out of building 4 and approaches foot patrol. He says his girlfriend is sick and needs an ambulance. He called for one but it hasn't arrived, he begs for help. Officer Baccus says he will call for one and tells the man to go back inside to wait.
Turn 3 (Police 4, Civilians 2)
Police Move: The foot patrol waits for the man to go back inside
Civilian Move: The man retreats nervously back into the building.
Turn 4 (Civilians 2, Police No Move)
Civilian Move: The man returns and approaches the foot patrol again. Before the officers can say anything, the man draws a pistol and fires (+1 Civilian success Halt Quarantined (HQ) roll). The bullet barley misses Baccus's head. Both officers duck back into cover and begin to draw their side arms (seems logical they would start drawing once fired on, even if not activated this turn). The officers down the street strain to see what is going, but do nothing.
Turn 5 (Civilians 4, Police 2)
Civilian Move: The crazed man advances on the foot patrol, firing two more shots. The bullets clang into the dumpster the officers are using for cover.
Police Move: Both officers have their side arms drawn by now and fire at the man. Three bullets strike the man. He drops to the ground seriously wounded and "Out Of the Fight". One officer from each patrol car comes to investigate. The officers call for an ambulance. Dispatch informs them that a police van will arrive shortly (3 turns), because there are no ambulances available.
Turn 6 (Police 4, Civilians No Move)
Police Move: The police administer first aid, and keep the man alive (pass 2, Modified Recovery test).
Turn 7 (Police 2, Civilians 1)
Police Move: The police continue life saving steps on the man.
Civilian Move: The man regains conciseness long enough to mumble about his sick girl friend.
Turn 8 (Double 4s)
(Encounter) Someone screams "FIRE!". The officers look up to see black smoke pouring out of building 2. The officers call it in and fire truck will arrive in 5 turns.
Police Move: The police van arrives. They load the injured man into it and it pulls away, to take him to the hospital.
Civilian Move: A lone civilian runs from the building and heads towards the open part of town. The police tell her to not cross the quarantine line. Seeing the 4 policemen standing there, she turns around and runs into the night (+3 police success, HQ roll).
Turn 9 (Civilians 4, Police 1)
Civilian Move: Another civilian exits the building, this time from the rear exit. The lone officer by the Patrol 1 tells her to halt. Suddenly the woman bolts across the quarantine line (+2 Civilian success, HQ roll). She crosses the line and moves down the street.
Police Move: The police officer chases after the woman. He easily catches up to her, telling her to halt again. Once again she ignores his instructions and charges down the street (+1 Civilian success, HQ Roll). The police officer's partner comes around the corner, just in time to see the woman running into the darkness (the fig made it off the board on its last HQ win). All police officers who haven’t moved return to their posts.
Turn 10 (Police 1, Civilians No Move) Police Move: Patrol 1 sees 2 people exit the back of the burning building. They mill about, confused. The police watch them closely, but they do nothing.
Turn 11 (Double 1s)
(Encounter) Patrol 13 sees a group of 7 people moving up the street towards them under the dim street lamps.
Police Move: Patrol 13 gets ready to turn the advancing group back. Patrol 1 tells the two people by the burning building to halt and to not cross the quarantine line. Both civilians comply (+1 Police success HQ roll) and move across the street to an all night gas station and watch the building burn.
Civilian Move: The civvies continue to watch their building burn.
Turn 12 (Zombies 4, Police 3, Civilians No Move)
Zombie Move: The group of people in front of Patrol 13 continues to move towards it. The police officers tell the crowd to halt. Suddenly, the group charges the police officers (+3 Zombie successes, HQ roll). As they come near, the police officers see that they are bloodied, and grotesquely disfigured. The police officers are completely overwhelmed by the rushing horde; unable to even draw their weapons (Zombie Surprise total 13 to 7). The first officer goes down screaming as he is torn to pieces by the first zombie to reach him. The second officer manages to kill one of his attackers, before being dragged down, as well. The attackers begin feasting on the bodies for 4 turns.
Police Move: Baccus and Paine hear the screams down the block. Under a distant street light, they can see their companions being eaten alive. Baccus nervously mutters, "It's them" and draws his weapon as he calls for help on his radio (A SWAT Team will arrive in 3 turns). Paine, realizing that Baccus isn’t crazy and steeled by his demeanor draws his sidearm as well. A fire engine arrives and begins to battle the fire in the burning building.
Civilian Move: Still complying with instructions, the civilian from the building stand aside and let the fireman do their work.
Turn 13 (Double 6s, Zombies 1)
(Encounter) Baccus and Paine hear a barking dog in the distance. They look across the small park in front of them and see a dog running towards them. Following not far behind is a group of bloodied figures. Baccus nods his head in their direction, "more of them, get ready".
(Encounter; part of the "Fire" encounter from turn 8) Down the street, there is a “POP”. Sparks and chunks of asphalt fly as a bullet ricochets off the pavement. Someone yells "SNIPER!" as Patrol 1 draws their weapons scanning the area for the shooter. The firemen and civilians duck for cover. One of the officers retrieves the shotgun from the cruiser.
Zombie Move: The zombies follow the barking dog.
Turn 14 (Civilians 4, Police 2, Zombies 1)
Civilian Move: The civilians decide that they need to leave the area and head for the quarantine line. Patrol 1 orders them to stop, emphasizing things with their drawn weapons. The civilians turn on their heels and head the opposite direction (+3 Police success, HQ roll) , while the firemen resume battling the fire.
Police Move: Baccus and Paine stand their ground watching both groups of zombies. Patrol 1 continues to man its road block, as well.
Zombie Move: The barking dog easily out paces the shambling zombies. It makes no difference, though, as the zombies have spotted the humans to their front. They advance towards them, through a small park, as the zombies at the corner continue to feast.
Turn 15 (Police 3, Zombies No Move)
Police Move: A SWAT van turns the corner and heads towards the downed officers of Patrol 13. As it screeches to a halt, heavily armed SWAT members rush from the van. Without hesitation, they begin to pour fire into the zombies feasting on human flesh. They easily dispatch the pre-occupied zombies. Baccus and Paine fire at the advancing zombies as they pass through the small park. Baccus drops 2 of them, while Paine misses.
Turn 16 (Police 4, Zombies 1) Police Move: Baccus and Paine fire again. Baccus drops another zombie while one of Paine’s bullets passes through the chest of another. The SWAT team advances to the sound of the gunfire and takes out the last 2 zombies.
Despite their best efforts there were too many incidents like down fall of Patrol 13. Large gaps developed in the quarantined line, and there were not enough officers to plug them. More and more people started to exit the quarantine zone, many of them sporting wounds from rampaging attackers. Faster and faster things spiraled out of control.
Game Note: I will be honest, I wasn't sure how this one was going to go. By the scenario rules in the ATZ - Haven book the game lasts 16 turns. minimum. Since nothing happens unless doubles come up on activation rolls every turn, you could potentially have a game 16 turns long where nothing happens. Needless to say, with 4 encounters taking place, that wasn't a problem this time around. The game turned out quite enjoyable, as I didn't have any idea what was going to happen next.
Also, Officer Baccus finally redeemed himself. I was beginning to worry that I might have to just relegate him to zombie fodder, if he didn't shape up. I think he gets to keep his 4 Rep, and will see more acion in the days to come.