HIVE TARUS OUTBREAK
Hive Tarsus is Scintilla’s second largest population centre and is the seat of the planet’s trade and commerce. It maintains an aggressive independence from Hive Sibellus, though it relies on the export produce of Sibellus’s manufactoria. Hive Tarsus’s proximity to the orbital docks means that it is also the home of the planet’s military units. Scintilla’s Planetary Defence Force, the Army of the Scintillan Protectorate, is based at Hive Tarsus.
Despite it being such a prestigious place to live there still lives an underbelly of scum and villainy in Hive Tarus death and decay always follow such low life scum. As such there are tales of a Scally King the size of an Ogryn. He is in control of a shambling horde of flesh eating zombies, should you ever meet these foul creatures you will not survive. There are even reports of a breakaway horde heading straight for Hive Sibellus; most people think that they could never survive the long trip through such the inhospitable dessert that separates the two great Hives.
Despite this the local Magistratum have issued a warning not to venture into the wastes for fear of the zombie horde roaming the desserts.
On a foggy drizzly night at the outskirts of the hive Vincent ‘Mad Dog’ Col stood at the lookout position surveying the area for any movement.
“Why would anyone be stupid enough to go out there guv’nor?”
“Because they were too slow to get the Guilder contract to protect the gateway” Emilio the Orlock leader replied.
From a dark shadow Moses grunted in with frustration as he cleaned his trusty heavy stubber.
“It’s not that simple” Emilio scowled back at him.
“Calm down boss, I’m just jealous of whoever survives”.
“You mean if they survive” Replied Emilio.
“Too true, but I’d like to get my hands on some of the loot these daft Guilders are offering”.
“Don’t worry about that, they could be working for nothing, at least we’re safe here”.
“Now get back to your positions and keep an eye out for them damned
Zombies, I’ll put any of you down if you get that dreaded Zombie Plague”.
With the last order given, the stubborn Orlocks leveled their guns and as if perfectly timed they heard a gunshot in the distance.
This scenario is designed for up to 4 players:
The board will be setup by the arbitrator (Orlock player). There will be 2 Zombie “spawning” points near the centre of the table. Plenty of terrain will be available to hide and sneak your way to the middle of the board.
– Maximum of 5 gang members are allowed to take part (the rest aren’t so stupid).
– Tunnels/Vents are not in use.
– No heavy weapons are permitted, they are far too cumbersome to allow you run away from the Zombie horde – Heavies are allowed to participate.
Somewhere on the board is a lost date spike, the Guilders have issued a reward for its safe return. The game will end once 1 member of a gang has recovered the Data Spike and safely return it to the safe zone. Be warned the Orlock Watchmen have orders to shoot anything approaching the safe zone that could be a Zombie – Ensure no Zombies are following you or are a threat (See arbitrator for more information). OPENING FIRE ON THE ORLOCK WATCHMEN WILL BE MET WITH EXTREME VIOLENCE – The Guilders have issued a few extra toys for the Orlocks to use.
NOTE: If your gang bottles out (OR DOESN’T WIN) all active members need to test for the dreaded Zombie Plague (with a minus 3 modifier). This is to represent the risk of tackling the Zombie horde as you escape. See Zombie entry further down.
Gangs are still subject to the 25% bottle test rule.
+ 10 Experience points for winning Leader.
+ D6 Experience points for surviving.
+ 5 Experience points wounding hit on other gangers.
+ 5 Experience points picking up the Data Spike (and returning it).
+ 3 Experience points for taking a Zombie out of action (Note Zombies cannot be pinned).
+ 10 Experience points for taking out the highest number Zombies out of action.
Each player will be given a randomly selected bonus mission; these are secret orders from the Guilders. Should you choose to complete the mission you will be required to announce you have completed the mission as soon as you complete it. This will enable whoever has the misfortune to be on the receiving end to retaliate against you!
– Saboteur: + 5 experience points for shooting and wounding the Data Spike carrier when they are attempting to return to the safe zone.
– Giant Killer: + 10 Experience points for taking the Scallie out of action.
– Old grudge: + 5 experience for taking out a random gang member from the opposing teams (they now hate your entire gang if they survive).
These can be completed by any member of your gang but only once.
The Zombie horde has made it to the out skirts; they have gathered in an old long abandoned underground bunker, there seems to be no end to the deadly plague Zombies.
There are several horrors for the willing/stupid adventurers to combat:
- Random amount of Plague Zombies:
- 4 Zombie dogs (these will be guarding the Scallie and the data spike).
- 1 Scallie (Armed with scatter cannon).
Prizes & Post Game
Each player has the opportunity to ‘win’ their respective cache of rare trade items. These will vary from gun sights to ultra-rare items.
Post-game sequence is the same as per normal scenarios with the exception that any member of the gang who contracts the Plague Virus: Sickness result is unable to do anything post-game other than recover.