Reich of Thounsand Dead
Reich of Thounsand Dead
Reich of Thounsand Dead
1
PEF CONTACTMist: +1
Raining: +1
Evening: +1
Night Time: +2
PEF Table
#
1
2
3
4
5
6
7
8
Result
SWD Roll on the How Many Table
Zombies Roll on the How Many Table with a -1
SWD Roll on the How Many Table with a +1
Zombies Roll on the How Many Table
Survivor Roll on the How Many Table with a +1
Zombies Roll on the How Many Table with a +1
Zombies Roll on the How Many Table with a +2
Zombies Roll on the How Many Table with a +2
Modifier
-1
SWD
1
1
1
2
2
3
3
3
PG+2
Survivor
1
1
1
1
2
2
3
3
3
Zombie
1
1
1+ 1/2d6
1/2 Humans on the table +1
Humans on the table
Humans on the table +1
Humans on the table +2
Humans on the table +3
Humans on the table x2
3
BUNKER ENCOUNTERS
(for each card drawn)
#
3
4
5
6
7
8
9
10
11
Result
Nothing
Nothing
Nothing
PEF generated on the discovered bunker section
Fire. The section is on fire and will hit any model trying to cross it.
In one of the already searched room, a hidden zombie burst out of a closet and surprise charge
one of the character. If not possible, then a zombie surprise any soldier above ground in the
back.
The fire alarm start and water spray. If there was any fire, it will stop. The alarm will continue for
1d10 turn. If more than 8 turn, at turn9, the drawn-card section will be flooded. (see event 17). At
the end, the vapor of the water will blur and limit visibility to 8 squares only for 1d6 turn.
Dead body. It can be searched only one time for investigation card. If Savvy test is failed, nothing
is found.
Light out/Light on. If this is the first time this event is drawn, light is turned off by something,
12
13
14
15
16
17
18
visibility is then limited to 2 squares with search lights, and any PEF have a +2 modifier until light
is on again.Zombies have a +2 dice bonus in melee during light off period. Every time this event
happens, the lights alternate off/on.
PEF generated on the discovered bunker section
Somewhere, something started playing a music that play military march outside. It will attract 1d6
zombies per turn. Each turn new turn, if the sum of the player+zombie dice roll is less or equal to
7, the music stop.
The closest dead zombie was not really dead. It stands up and move immediately 6 to the
closest human in sight.
PEF generated on the discovered bunker section
Night is falling. If night has already fell, a PEF is generated at ground level
Flooded. The whole section is flooded. It is not sure if the ground there is solid or not. If a model
tries for the first time to cross, roll 2d6. Pass2, the ground is even, it is a paddle only. If 1d6, the
ground collapsed and models need to jump over or swim over. if fail 2d6, the ground collapsed
and a zombie is deep down hidden, fighting the model.
PEF generated on the discovered bunker section
Jumping over a section. Starting at 2 of difficulty (REP), every additional section difficulty is raised by one
more.
Swimming take 2" of movement for every 1 square crossed. Non-zombie models have a -2 dice when
fighting and swimming.
Soldiers looking to leave and carrying something within 8" and LoS of another soldier need to roll a
Caught Event.
If there is any ongoing fight or alarm, go to Caught in Alarm, otherwise, go to next step:
Roll a Fast Talk test, if succeeded, then carry on, if failed, go to next step
If the NPC has higher initiative (2 or more than any PC) or is not dispatched in the first round, he
alarm. All NPC around the area will gather, and any NPC in a building within 18 inch will get out.
Caught during an Alarm
Roll a Fast Talk test -2, if succeeded, then carry on, if failed, go to next step
If the NPC has higher initiative (2 or more than any PC) or is not dispatched in the first round, he
alarm. All NPC around the area will gather, and any NPC in a building within 18 inch will get out.
For each NPC in a Caught Event
2
Fast Talk
(Taken vs REP of each NPC)
If not the first Caught for the NPC, add +1 to its REP
If there is an alarm or an ongoing fight, deduct -2 to its REP
If the NPC is an officer and the PC not: +1 to its REP
If the PC is an officer and the NPC is not: -1 to its REP
#d6 passed
2
1
0
Result
The NPC is not fooled and understand they are looking to flee the area
The NPC is intrigued and will need another Caught Test in the next phase
The NPC accept the explanation as they are and carry on.
Opportunity Test
When Fast Talk Failed
REP
Opportunity Test
(1,2,3 Success, 4,5,6 Failure, count Successes)
If REP is less or equal to 3: +1 success
If REP is more or equal to 5: +1 failure
If NPC is SWD: +2 failures
If NPC is Heer: +1 success
If NPC is soldier: +1 success
If NPC is officer: +1 failure
If NPC is scientist: +4 failures
#d6 passed
More Successes than
Failures
More Failures than
Successes
Equal number of
Successes and Failure
Random Encounter:
Result
The NPC wants to join and get home. The NPC is considered part of the PC
team until the end of the scenario.
The NPC is against deserters. The test is a failure and the NPC has +1 to its
initiative
The NPC is hesitating but will stick to discipline. The test is a failure but the
NPC has -1 to its initiative
#
2
3
4
5
6
7
8
9
10
11
12
Result
Incoming convoy. 2 cars and 1 truck arrive at the base with 2d6 additional soldiers. This
create an sudden disruption in normal camp life. All Caught! events have a -2 to the Fast
Talk test.
Rain, reduce visibility to 6"
Breach! The Zombies have breached the perimeter and threat to flood the base. The
whole based has to be abandoned. All soldiers are leaving and taking vehicles. If a
soldier take a vehicle, he will wait until a zombie is at 12" or less of the vehicle to leave.
Meeting Called. Von Evil requests all Officers to attend a spontaneous meeting at once.
All officer heads toward the Command Hut. Failing to do so in 1d10 turn would trigger
the alarm
Second Thought. The latest convinced NPC is thinking again. Roll Opportunity Test
again. If failed, the PC will go to the Command Hut to betray the PCs
Extra resources. One of the vehicle chosen has 2 extra items (to roll)
Dripping oil. One of the vehicle, at random has a mechanical problem. The PC may
decide to keep it and fix it (REPd6, 3 successes) or switch
Zombie gathering at the gate. Roll zombies on the how many table
Allied Raid. Without reason, few Allied bombers attack the base. Roll 1d6 explosion then
the Area (1d6). Take the center and scatter 3d6 for impact location. Any model within 3"
of the impact is automatically hit with an impact of 2
I'm with you. One of the NPC randomly join automatically.
Fire! One of the building, at random is on fire and will attract 1d6 zombies per turn until
fixed. If the cooler is on fire, roll on each turn: on 5-6, the Nemesis is out.
If a soldier hut is on fire, roll on each turn: on 6, ammunitions explode, attracting 3d10
zombies, destroying the building, impacting any Vehicle and PC/NPC with an Impact 5
surrounding 10".
If the prisoners hut is on fire, 1d6 REP3 unarmed civilians try to escape the flames.
The fire has a Fire value of 20
Fighting fire: Any soldier fighting the fire must be within 6" of the building and roll
REPd6 and check for successes. Every success decrease the Fire Value by 1. Once the
Fire Value is at 0, the Fire is stopped. Every Turn, the Fire Value increase by 1d6.
#
3
4
5
6
7
8
9
10
11
12
Result
Alarm!. For another reason, the Alarm is triggered. This Alarm will generate 1PEF every 5 turns.
Achtung Minen! Random character is affected by a 3" explosion with Impact 3
Friendly Fire. A gun discharges on another character by mistake
T800 Panzermensh enters at 1d6 entry point.
New PEF is generated
New PEF is generated
Tell My Wife. 1 random grunt will have increased damages (Tie = KD, KD=OOF, OOF=OD)
New PEF is generated
Cloudy night. The moon is covered and visibility is reduced by 1". (event may happen several
times)
Adrenaline Rush. 1 extra activations for characters
In the SEWERS
Possible encounters (replace the random event) (1d20)
1 Zombie repellent batterie died out.
2 I hear something. Lets split up. 2 random characters splits to go to the nearest PEF.
3 Rats! Roll for how many rats
4 1d6 zombies are generated
5 PEF generated
6 A zombie was hiding, a random soldier is attack in the back.
7 Achtung Minen! Random character is affected by a 3" explosion with Impact 3
8 Adrenaline Rush. 1 extra activations for characters
9 All zombies generated are doubled (event may happen several times)
10 Argument breaks between the leader and one of the soldiers at random but within 4 and LOS. At each
activation, roll 1d6 per REP of the 2 arguing. If the leader scores more, argument is over. If not, for each
additional success of the soldier, roll 1d6 to attract zombies as normal
11 Damned roots. A random character has lost his backpack and all spare ammo.
12 V-Gaz! Every single person touched by the cloud must roll a "Harry, are you ok?" immediatly. In case of
success, the character changed as a zombie in 1d3 turn. To suicide, the character must roll a REPd6 and
pass with 2 success. Only "1" is a success.
13 Find a safe place to hunker down until next day. Able to immediately end the scenario
14 Friendly Fire. A gun discharges on another character by mistake
15 PEF
16 Tell My Wife. 1 random grunt will have increased damages (Tie = KD, KD=OOF, OOF=OD)
17 The closest dead zombie was not really dead. It stands up and move immediately 6 to the closest
human in sight.
18 When there is one, there is more. All Zombie for the encounter will be 1 more than standard role.