Wednesday, 7 November 2012

7TV McLabs Mayhem

I planned a 3 game series with my nephews but due to time we only played the finale. The after action report for that game is for another post. The boys wanted to use there own figures which meant a cast of police (Offensive Miniatures) and a cast of, well Rambo's (Citadel metal Catachan jungle fighters). They also wanted to fight each other and Zombies. So with that brief and some further discussions we came up with the following episodes:

Episode 1 - If you go down to the park today ....
Synopsis
There are confused reports of a rabid man or beast attacking picnickers in the park. There is McLabs security team on site already as they believe it is an escapee from the nearby research facility. Both they and the Police must get the picnickers to safety.


Cast

  • Police: 4 Riot Police - those rapid animals can be nasty and 2 agents approx 200 points
  • McLabs Secuirty:  1 Underworld Boss, 3 faithful lackeys and 2 extra
  • Picnikers - to be diced for
  • 'Rabid animals' - to be diced for, normal zombies and a tank (this was a Citadel Chaos spawn) using the 7ombie rules


Location
48" x 48" river and bridge on one side of the board, trees and open space for the park on the larger part of the board

Set Up
  • Police enter on the bridge
  • McLabs security furthest  point from the bridge in the park area
  • Markers placed at random in the park


And...Action
Roll for initiative

Special Rules
  • 7TV rules to be used as life is 'normal'. Zombies use the 7ombieTV rules.
McLab security
  • There are to be no witnesses of the 'rabid animals'
  • Gun shots are to be avoided - use hand to hand to stun the 'animals'. They are then escorted off the opposite board edge to the bridge.
  • Base to base contact with picnickers to be escorted to the nearest police man or bridge which ever is nearest.

Police
  • You only have hand to hand weapons
  • Base to base contact with picnickers to be escorted to over bridge and safety.


'Rabid Animals'
  • Nom Nom Nom anything human once activated. Activation is a result of a score 1,2 or 3 on a D6 rolled by player within 2" of a marker. Zombies use the 7ombieTV rules. 
  • Bio creature uses Zombie Tank rules but does not cause zombie infection.


Picnickers
  • Enjoy your day until activated.  Activation is a result of a score 4,3 or 6 on a D6 rolled by player within 2" of a marker. Once activated follow the nice officer/guard and run for your life!


Victory Points
1 point per rescued 'rabid animal' or picnicker


Episode 2 - What escaped animals?
Synopsis
McLabs are under investigation. How did the animals escape and how dangerous are they to the public? Reports from the park suggest that the animals are bipedal and as tall as a man. That sounds illegal.Time for our intrepid heroes to go take a look.



Cast

  • Police: 4 Riot Police - those rapid animals can be nasty,  11 Armed reponse - those security guards are big and 2 agents approx 275 points
  • McLabs Security: 1 Underworld Boss, 3 faithful lackeys and 6 extras - 280 points
  • McLabs Staff - to be diced for
  • 'Rabid animals' - to be diced for, normal zombies and a tank (this was a Citadel Chaos spawn) using the 7ombie rules


Location
Variable dependent on your terrain. I plan to use my Hougoumont farm. The key terrain are 2 or 3 building and 2 or 3 out houses. In one of the out houses or with in the grounds place a minimum of 2 cargo containers. I downloaded mine for free from http://www.antenocitisworkshop.com/news/category/articles/papercraft/ . In one of the buildings there will be a hatch.

Set Up
  • Police enter at the front gate.
  • McLabs security placed around the lab. These building are a front to the under ground research lab. You need to look like your guarding the buildings but you are there to stop the police finding the hatch and the container full of recovered 'rabid animals' you haven't destroyed yet. There can be no witnesses?
  • McLabs staff random deployment.


And...Action
Police have initiative on first go.

Special Rules
  • 7TV rules to be used as life is 'normal'. Zombies use the 7ombieTV rules.
McLab security
  • There are to be no witnesses of the 'rapid animals'
  • Gun shots are to be avoided - use the 7TV rules for capture. They are then escorted to an empty cargo container to be disposed of later.


Police
  • An agent can take an intelligence test to work out that the hatch is significant.
  • Any Policeman can question anybody, but you can only question somebody once. Once the Police team have scored 10 successful tests they can piece together that there is a hidden research lab. 
  • If the research lab entrance cannot be found within D6 rounds after questioning the staff and passing the 10 intelligence tests arrest everybody by capturing them.


'Rabid Animals'
  • Nom Nom Nom anything human once activated. Activation is a result of a score 1,2 or 3 on a D6 rolled by player within 2" of a marker.


McLabs Staff
  • Stationary until 'rabid animals' are loose then will congregate in to room and barricade themselves in. Use 7ombieTV rules for barricade.



Victory Points
  • Police win if find hatch or arrest everyone.
  • McLabs win if hatch not found. Or if all 'rabid animals' get loose all Police are captured or killed.



Episode 3 - There not animals...
Synopsis
The McLabs secret laboratory has been discovered. The research animals are loose and our boys in blue must clear each floor destroying the animals and rescuing any staff. 

Cast
  • Police: 4 Riot Police - those rapid animals can be nasty,  11 Armed reponse - those security guards are big and 2 agents approx 275 points
  • McLabs Security: 1 Underworld Boss, 3 faithful lackeys and 6 extras - 280 points
  • McLabs Staff - Professor Bunsen locked in a room on the upper level. Other staff to be diced for
  • 'Rabid animals' - to be diced for, normal zombies and a tank (this was a Citadel Chaos spawn) using the 7ombie rules


Location
2 levels of hidden underground research lab. Between 4 and 6 rooms per level. 1 room in the centre of each level which will be the lift location  Access from the lowest floor to the next floor up by lift only. There is only 1 lift. The upper floor has only one entrance to the surface. There must be computer consoles dotted about and an obvious control room on the lower level.

I used Games Workshop Space Hulk corridors and rooms. In the future I want to use http://www.battlesystems.co.uk/ terrain which is very hi-tech and would make a great lab. The plasma containers for an engine room look like tanks to hold nasties or hero's in suspended animation. The Space Hulk corridors gave the game quite a dark feel and a sense that you shouldn't be there, which was good. For a more contemporary fell Crooked Dice's Set Designer pdf is great.

Set Up
  • Police start at the lift on the lowest floor.
  • McLabs security at the lift on the upper floor. 
  • Staff and 'Rabid animals' represented by 8 counters placed at random over both floors. In our game 3 were placed on the lower level and 5 on the upper. This was done by the boys before they were briefed on what they were. The latter is not essential it just happened that way and provided the first surprise of the game.
  • Professor Bunsen to be located in a locked upper level room


And...Action
Dice for initiative.

Special Rules
  • 7TV rules to be used as life is 'normal'. Zombies use the 7ombieTV rules.
  • Each room is locked and needs an intelligence test to open.
McLab security
  • Find Professor Bunsen and escort him to the Control Room to set the auto destruct. This will be in 8 moves (or however many it takes on your layout to get out with 1 move to spare)
  • You can pass an intelligence test at a computer console to find the Professors room
  • On any console Professor Bunsen can on passing 3 intelligence tests can set the auto destruct sequence. 1 test to pass the security, 1 test to work out how to do it, 1 test to set the auto destruct. The count down to destruct will be 1D6.
  • There are to be no witnesses of the 'rabid animals'
  • If you find a member of staff including Professor Bunsen they are under your control and you must escort them to the surface and safety.


Police
  • If you find a member of staff they are under your control and you must escort them to the surface and safety.
  • If in episode 2 shots were fired at Police then treat McLabs security as armed and dangerous. If not  pass an intelligence test when in base to base contact to determine if they should be arrested or allowed to continue there search for trapped staff like you. If they you've been shot at in this episode you know what to do!
  •  Ensure everyone criminal or innocent escapes the zombies and other creatures.


'Rabid Animals'
  • Nom Nom Nom anything human once activated. Activation is a result of a score 1,2 or 3 on a D6 rolled by player within 2" of a marker.
  • Bio creature uses Zombie Tank rules but does not cause zombie infection.



Victory Points
Police gain 1 point for human rescued including them.
McLabs win if they blow the lab and there are no witnesses.



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