AN ONGOING NEWSLETTER | June 2005 |
The Corps has a new weapon to rid the streets of scum: A deadly new virus, known simply as Bloodlust.
Spread by infected blood or spittle, this virus only affects primates (i.e. humans, monkeys and apes) causing them to become rage-filled, frenzied killers. Thankfully the virus does not affect other animal groups or species, so there is no danger to future food supplies other than the infected people themselves. Infected individuals lose all self-awareness: They cannot talk, use tools or weapons, recognize anyone or anything, or even feed themselves. Filled with rage and blood lust they simply 'switch off' and wander about or sit still in a zombie-like state, until something living catches their attention. (Noise, movement, and scent all attract their attention.) The 'Zombies' then turn into frenzied, hate-filled killing machines. Immune to psychological reactions and oblivious to pain, they will not cease their attacks until they (or their victim) are dead. Nothing else can stop them. Infected individuals will eventually simply starve to death. The preferred way to stop a 'Zombie' is with a bullet. As their blood and fluids are highly infectious it is recommended that all personnel wear protective covering over eyes, mouth and the body when facing these creatures. NBC suits are recommended, but there is seldom a sufficient supply. Many troops will have to make do with a gasmask and gloves. If a comrade is bitten by a plague “Zombie” it is recommended that he or she be killed immediately. The virus is fast acting and within a minute the victim will attack his former companions in a mindless rage. From the second of infection your comrade is dead. It is best kill him or her to stop the virus spreading. All personnel in the combat zones must go through a strict de-contamination before being allowed to re-enter the Corps.
Virus Zombies
Type: Infected Human Rules:
When wounded by a virus zombie roll D6. On a 5-6 the character is dead. 1-4 the victim contracts the virus, and will become filled with animal bloodlust within two turns. It will attack the nearest non-zombie. (NBC suits do not protect you from infection when YOU are wounded.) Upon wounding a zombie in hand-to-hand combat, roll a D6. On a 6 blood from the zombie splashes into tester's face (or open wounds!) and he/she contracts the virus. Ignore this effect if the tester is wearing a gasmask or NBC suit. Zombies may not be equipped with any equipment or weapons, and on a D6 roll of 6 may have primitive armour only. (Infected troopers will of course have the armour they were wearing when infected.) The Scenario The corps has infected some prisoners and has released them into the combat zones. Quickly the streets beyond the corps walls are filled with hyper violent, rage filled, blood crazed “zombies”. Corps security personnel are put on a high state of alert to keep the zombies out of the corps zones. They have orders to shoot on sight, and ask questions later. Extra sentry guns and robots have been drafted into action. In addition to these measures the Corps has laid mine fields all around the Corps Zones. Out in the combat zones and non-corporate areas not all gangs have become infected. Some have boarded themselves into their strongholds and continually fight off the hordes of wandering zombies. However supplies are starting to run low and time is running out for these gangs. A corps patrol has been sent out to check the locations of these strongholds. Sargeant Walker's squad is provided with an APC. The squad will be safe, provided they don’t leave the APC. The problems occur when the APC breaks down leaving the patrol stranded on the zombie filled streets. To add to the problems the Radio and satellite antennas have been ripped off by zombies attacking the APC. They cannot call for help and sit tight until rescue. Now the 5 man patrol must slog it back to base, fighting off zombies as they go. As they turn into a street they see lots of zombies milling around. Can they make it through in one piece? Will Sergeant Walker live to see those useless tech’s pay for their mistake? |
The table setup: The table should be filled with typical CZ/near future terrain. Lots of cover and ruins. The squad may be placed at one end of the table. Zombies may be placed randomly on the table. Special rules: Both sides must be of equal points value. Troopers can be bought from the corporate trooper squad lists on page 32 of the CZ rule book. Zombies will activate when any troopers come within 20cm. The zombies will automatically charge. When the first shot is fired, this will attract the attention of all the zombies and bring them running. Zombies will always take the shortest route to their prey this includes running through plate glass windows. The Zombie player may choose to hide up to 30% of their force. The hiding places must be marked on a map before the game starts. Victory conditions: The trooper must get at least two troopers off the opposite table edge. A partial victory goes to the trooper player if they only get one squad member off the table. A partial victory goes to the Zombie player if they kill or infect only four or more troopers. Tactics: The trooper player must try to move as quickly as possible without alerting a zombie. Once spotted or you fire a shot, you better move quickly and keep pouring fire into the zombies. You cannot allow them to get too close. If you can get into a defensive position and let the zombies come to you. Ensure the position has a good killing ground or you are going to be foaming at the mouth before long. The Zombie player should deploy scattered in a wide net across the table, so the troopers cannot sneak past. Once the first shot has been fired, try to pour your zombies in from every direction. If you can overrun the troopers and engage them in hand to hand you should be able to kill them. Try to keep the troopers in the open.
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