Random Encounters for ZombieRV (and other zombie games)
I’ve created a list of random encounters to add an extra layer of intrigue to games of ZombieRV. With a little tweaking, these encounters can easily be adapted for other zombie-themed games.
To use them, roll 2d6 at the start of each turn. The first die determines the section, while the second die selects the specific entry within that section.
1 |
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1 |
A barking dog runs up to a random
character pursued by 1d6 Zombies 12” behind it. The dog runs off next turn. |
2 |
One random character has packed the
wrong ammo for their Shoot weapon. They only have 1 shot left with it. |
|
3 |
The primary weapon of a random
character suddenly falls apart and is now useless. |
|
4 |
A random vehicle has its car alarm go
off. Generates 6 noise tokens. Stops at the end of the turn. |
|
5 |
A massive storm rolls in, reducing
visibility and making ranged attacks impossible during this turn. |
|
6 |
A random character opens fire at the
nearest building at “shadows”. Generates noise as usual. |
|
2 |
||
|
1 |
A helicopter flies overhead and
pulls all Zombies 2 move actions away in the same random direction. |
2 |
An abandoned cell phone 1d6 inches
from a random character, rings and generates 3 noise tokens for this turn. |
|
3 |
All zombies stop moving and stare
blankly into the distance for the next turn. Roll 1d6; on a 5 or 6, they gain
+1 movement for the following two turns, as if drawn by some unseen force. |
|
4 |
The last slain Zombie wasn’t dead and
rises again! |
|
5 |
The nearest Zombie to a random
character is recognised as a loved one. Replace the Zombie with a Nasty Zombie. |
|
6 |
Do not roll on the Zombie Spawn Table
this turn. |
|
3 |
||
|
1 |
Roll twice on the Zombie Spawn Table
this turn. |
2 |
A random character twists their ankle.
They can only move 5”. |
|
3 |
A random character needs to urinate.
They can only take 1 action per turn until the character spends an entire
turn out of sight of all other models (both enemies and friends). |
|
4 |
A random character is trapped in an
obstacle and cannot move. Must use two
actions to extricate themselves. |
|
5 |
A random character has found a way to
improve their melee weapon (+1 to melee roll). If he/she didn’t have a melee weapon, then
he/she has just improvised one from an item close at hand. |
|
6 |
Found one dose of medicine. |
4 |
||
|
1 |
The nearest Zombie (not in melee) to
any human reveals him/herself as a survivor who has been masquerading as one
of the Zombies in order to survive. |
2 |
A random character triggers a hidden
booby trap(generating 3 noise), losing both their actions this turn and taking a wound. |
|
3 |
Heavy rain begins, reducing visibility
and movement for all units by half for this turn. |
|
4 |
A random character has sprained their
wrist. They suffer -1 to melee rolls. |
|
5 |
A random character finds unexpected
bravery in the face of overwhelming odds, gaining +1 to all attack rolls for
the next turn. |
|
6 |
Found some extra ammo. |
|
5 |
||
|
1 |
A random character witnesses something
truly horrifying. They suffer a -1 to all actions for the rest of the turn. |
2 |
A strong gust of wind knocks down a
random character. |
|
3 |
The ground becomes muddy from recent
rain, reducing movement for all characters by 2” this turn. |
|
4 |
A car bursts into flames nearby.
Generates 4 noise tokens and creates a barrier for 3 turns. |
|
5 |
A swarm of rats pours out of a
building, moving towards a random character. They must spend the next turn
shaking them off. |
|
6 |
Found a weapon. |
|
6 |
||
|
1 |
A military supply crate falls from the
sky 1d6 inches from a random character. Place one search token. It contains one random Loot item. However,
it also generates 4 noise tokens as it crashes down. |
2 |
Bright red flares shoot up from a
random table edge. All Zombies take 2 move actions towards the same table
edge. |
|
3 |
A random character suffers a bout of
coughing. Add 1 noise token to the character. |
|
4 |
A static-filled radio begins to
broadcast loudly from a random building, generating 5 noise tokens for this
turn. |
|
5 |
A random character hears distant
gunfire and becomes momentarily distracted. That character loses their next
turn, spending the turn searching for the source of the noise, but nothing
comes of it. |
|
6 |
Found some supplies. |
I like this a lot -- I think I will add it in to my games once the players feel it is starting to get "too easy"...ha, ha! Do you have this as a PDF or Word Doc that you could send me? I can either PM it to you on LAF or send it here...
ReplyDeleteHi Mike, it's a Word .doc. I'll send it to you via LAF. Glad you like it. I'll be interested to hear how you get on with it.
DeleteNice set of random encounters, they add more atmosphere to the game.
ReplyDelete