Q Division, Beyond the Grave

This game was played in honor of Hallowe'en, and is hopefully the start of a tradition. Call it the first annual(!) hallowe'en game.... No pictures were taken of the game itself, so the photos here are a recreation of the original event.

Scene

Curwin's farm, with small farmhouse and outbuilding. The fields lie fallow (overgrown), making them soft cover. A small pioneer cemetary lies nearby to the farmhouse and fields. Forest lies to either side. Behind the barn Curwin has set up his sacrificial altar. The police arrive just after dusk, and before the moon has risen. The Mounties enter from the south end of the map, on the path into the farm, bordered by forest on either side.

The table was 3'x6', with areas of forest marked out with green and representitive trees (though who owns enough trees to really fill in a forest, except maybe the Major-General). The Curwin farm took up roughly the back half of the table, with the ceremony site at the very far end from where the mounties make their enterance. The split rail fences are just enough of an obstacle to slow down either the mounties or the zombies but do not present any limitation to firing. The fences may be mounted as standard obstacles. Targets in the overgrown fields however are counted as being in Class III cover.

View a map of the Curwin Farm.

Objectives

NWMP

Rescue Anne Apple
Arrest Joseph Curwin

Zombies

Sacrifice Anne Apple and call Tchouyou into this world

Forces

NWMP Zombies
Inspector Youngstreet
Sargent Major Monton
One company mounted rifles (NWMP)
Znowing Gwoutinski (pistol only, cannot engage in close combat)
Joseph Curwin, Wizard
Zombies

Special Rules

Curwin
Curwin's Turn Possibilities:
- move (move phase) and animate (combat phase)
- move (move phase) and attack (combat phase, he has a pistol and knife)
- perform Tchouyou ritual (combat phase only, no movement allowed)
- open Tchouyou gate (combat phase only, no movement allowed)
When peforming the ritual or opening the gate, Curwin can do nothing else.

Curwin must perform the ritual for 1d6+2 turns before he may attempt to "open the gate". To open the gate, Curwin must roll double 1's. Once the gate is open he must kill Anne on the following turn in order to draw Tchouyou into this realm. If he fails to kill her, he will be drawn into Tchouyou's maw, never to be seen again.... (-10 san for anyone seeing this event) If he succeeds, the game (and the world) are over (-100 health and san for all involved!)

Zombies
Curwin's zombies do not and cannot use firearms, they can only fight in close combat with either mounted or dismounted troops. When attacked, troops must make a morale roll in order to have the nerve to fight back against these namless horrors. Zombies never check morale. The first time the police see the zombies they must immediately check morale to ensure they don't break at such a horrific sight! (-2 san for all observers)

In addition, the zombies are more resilient than normal humans, requiring two kills in order to be actually killed. Once dead (again) zombies cannot be resurrected a second time.

Curwin can attempt to call forth zombies from the graveyard on his turn. There are a total of 20 bodies in the graveyard to start. Curwin has animated 2d6+3 zombies already and has them stashed about the farm waiting the NWMP's arrival. However, no zombies can start within ten inches of the table edge. To animate zombies, use 1d6 per body remaining in the graveyard. If Curwin is in the graveyard, he can call up zombies on a 6, if he is at the sacrifice site, the animation attempts require double 6's to succeed.

All zombies move under the control of Curwin. If Curwin is killed, the zombies instantly revert to inanimate corpses. The groups of zombies are all independant units, being activated on a "turn of the card".

Night Fighting
As borrowed from the Battle for Baler.
- It is a dark and moonless night with VISIBILITY restricted to 10" maximum. A figure must be facing in the right direction with an unblocked LOS to see another figure.
- Every time a figure with unbloccked LOS moves within 10" of an enemy roll 1D10. If the roll is equal to or greater than the distance between figures (or units), the enemy has been spotted.
- Muzzle flashes and fires can be automatically spotted anywhere on the table by figures with an unblocked LOS, who are facing in the right direction.
- All figures have the 180 degree zone of observation.

Gwoutinski
This civilian operates in concert with the police but without their discipline. He should be treated as an "attached" but independant unit. Thus, when things start to get serious, he moves and fights as a militia unit of 1, though he checks morale with the rest of the British (he takes heart knowing he's in the company of such stout fellows). He may elect to move with the Mounties, or may elect to move off on his own. At such a time, he then gets activated as a seperate unit on the British turns. His personal goal is to rescue his beloved, without regard to his own safety or that of his companions. He has no hesitation when it comes to cutting off lines of fire, riding across open terrain, etc if he thinks it will save his Anne.

Victory Conditions

NWMP
- rescuing Anne Apple: 10 pts
- arresting Curwin: 10 pts
- preventing the arrival of Tchouyou: 1,000,000 pts

Zombie
- killing Anne Apple: 10 pts
- killing Znowing Gwoutinski: 10 pts
- bringing Tchouyou into the world: 1,000,000 pts (and the end of the world)


Return to the dispatches to read about more encounters.
View the figures and scenery for this scenario.
Go back and reread the exciting Q Division Beyond the Grave.


Q Division, Beyond the Grave

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