Professional Documents
Culture Documents
Copyright: Ambush Z, Ambush Alley Games, 2008. All rights reserved. Reproduction of
this work by any means without the written permission of the publisher is expressly
forbidden. All significant characters, names, places, items, art and text herein are
copyrighted by Shawn Carpenter.
Reproduction of this document without permission of Ambush Alley Games is
expressly forbidden.
This product is a work of fiction. Any similarity to actual people, organizations,
places or events is purely coincidental.
Playtesters: Piers, Cyril, & Skip from the Newbridge Gaming Club
The Revenant Plague was like a bomb with multiple weekly television show devoted to tracking down
fuses, each burning at its own rate. mythical monsters around the world captured the first
film footage of Revenants, as the CDC would name
The first few cases in the USA were initially discounted
what everyone else called by their more obvious title:
as medical anomalies which had been grossly exag-
gerated by the local press. Thanks to the care used zombies.
in handling the potentially contagious victims of the The shaky footage, reminiscent of so many horror films,
plague, the spread of the disease was extremely limited, was soon airing every fifteen minutes on major news
giving the CDC time to examine it and, to their horror, networks around the world. It became the seminal
understand it. image of the early days of the outbreak.
Matters were quite different in the Third World. The The television shows front man is standing on a dusty
Revenant Plague struck the overcrowded, medically Mexican street interviewing three Chiapas Indians who
deprived villages and cities of un-developed nations like claimed to have seen a prehistoric monster in a nearby
a thunderbolt, and the fearful masses fleeing outbreaks lake. A crowd of curious onlookers mill around the front
were like sparks spreading a wildfire. Still, reports of man and his translator. As the interview progresses,
walking dead preying upon the living were easy to write heads at the back of the crowd begin to turn. Faint
off from regions already notorious for the abundance of screams can be heard in the distance and the crowd
UFOs crossing their skies and blood-sucking animals becomes more agitated. A louder shriek fills the air and
draining their goats. For the first few days the troubling the camera jerks away from the interview and pans
news from places like Mexico, Peru, Thailand, and down the street. Panicked men and women run past,
Pakistan were written off as mass hysteria. The subject pointing behind them. The scene blurs as the camera
received more attention from the hosts of late night talk zooms in to reveal dozens of shambling figures surging
shows and stand-up comedians than from the press. up the street. As the camera stabilizes, a fleeing man
The needle that burst the First Worlds bubble of stumbles and falls. He is instantly torn limb from limb
complacency came in the form of a documentary by his pursuers. The voice of the cameraman can
program gone horribly wrong. The crew of a popular clearly be heard saying, Holy shit! Zombies!
9. Zombie units may Interrupt. Table sizes in Ambush Z vary from 2'x2' to 4'x4'.
10. Repeat steps 9 & 10 until all Living
units have been activated.
Place Zombie Hot Spots
At the beginning of the game, place 5 Zombie Hot Spot
11. Once all Living units have been Activated, counters on the table. Some scenarios will specify
Check for Random Zombie Movement. areas of the board where the counters must be placed,
12. The Zombie player may now others will leave their placement entirely to the players
move any Dexters or Possessed discretion. Some scenarios may use board edges and
units that havent Interrupted. forego the use of Hot Spots all together.
13. Repeat Steps 8 through 12 until one side Hot Spots indicate locations from which Zombie units
has met the Scenario Victory Conditions. may arrive. Each Hot Spot counter is labeled with a
number from 1 to 5. No Hot Spot may be placed within
6" of another on the table.
Living Forces Most Military units have a Troop Quality of Trained (D8)
and a Morale of D10. Particularly experienced Special
Living forces fall into two broad categories:
Professionals and Survivors. Professionals are Forces teams may have Troop Qualities of Veteran
generally military or police forces who are struggling (D10) or, very rarely, Elite (D12). Special Forces units
to contain and/or eradicate the Revenant zombie threat. are highly motivated and generally have a Morale of
Survivors are hapless escapees of the Revenant Plague D12.
although some are less hapless than others . . . Private military contractors operating in hot zones are
usually similarly equipped and possess similar Troop
Professionals (Military & Police) Quality and Morale ratings.
Professionals are human forces that are actually
trained to work together against a common foe. Police & SWAT
Professionals understand small unit tactics and know Law enforcement officers are trained in basic small
how to work as a team. They know how to care for their unit tactics and SWAT officers have advanced training
gear, which is less likely to fail them, and theyre less and access to more formidable weaponry. Police and/
likely to panic due to their experience in tight situations. or SWAT officers are often found shepherding groups
Regular military units, Special Forces units, police of survivors in Hot Zones that have not yet been cleared
squads, SWAT units, and some private security forces by military forces.
are considered professionals. Some law enforcement agencies were issued small
amounts of RAV before the Revenant Plague reached
Military Units and Special full intensity, but most police or SWAT units will not
Operations Teams have access to the serum unless a scenario states
Most military units, and especially Special Forces/ otherwise.
Spec Ops units, are well equipped with weapons and Police are unlikely to have night vision devices or
protective gear. At the very least they will have assault weapons more potent than Small Arms. Regular police
weapons and body armor. Some specialized units may officers will generally have access to shotguns and
be equipped with Anti-Zombie Weapons (AZW) and assault rifles, while SWAT officers can usually lay
Anti-Zombie Armor (AZA). hands on sniper rifles. SAWs and grenade launchers
(other than the non-lethal variety) are not part of civilian
law enforcements arsenal.
Police and SWAT units have a Troop Quality of Trained
(D8) and a Morale of D10 unless otherwise stated by a
scenario.
In game terms, dogs can unerringly determine if a In game terms, Whiskey Charlies will always flee from
building or other concealing terrain contains Revenant zombies. They will run 1D8 + 6" in a random direction,
zombies. Make a die roll for zombie occupation before as indicated by the chart below (roll 1D8):
any units enter the building. If zombies are inside, units
associated with the dog team may decide to clear the
building or bypass it completely.
If a unit is clearing a building that a dog unit has alerted 1 2 3
on, the unit receives +1 to its building clearance die roll.
4 5
Dogs have the same Troop Quality and Morale as their 6 7 8
handlers. They may only fight in Close Combat, having
no ranged weapons. Some military dogs are equipped
with body armor.
A Special
Ops team
defends a
structure
from the
infected.
Odies (Oscars)
The Revenant Plague virus is so pernicious that it can
even occasionally reanimate human corpses that barely
possess enough muscle and connective tissue to
stand or move. Such posthumous infections result in
revenants that look more like skeletons than anything
else. In the early days of the plague, some wag coined
the name Odie for such revenants, derived from O.D.
or Original Dead. The military adopted the term, using
it interchangeably with the phonetic for the letter o,
Zombies will notice movement within their LOS but Oscar.
beyond their Awareness Range if they can pass a Troop Odies are usually encountered near cemeteries, crypts,
Quality Check. In a unit composed of a mix of zombie bogs, or any other places that moderately preserved or
types, always use the highest Troop Quality for such mummified corpses might be found.
checks.
Odies are very slow and brittle. A single burst of gunfire
Zombies always notice regular gunfire and will move or a well placed blow from a baseball bat are generally
towards the last direction from which it came unless enough to reduce an Odie to a dusty pile of rags and
they hear nearer gunfire or notice (or have already bones.
noticed) a living unit.
Zombies will always notice suppressed gunfire directed
at them within their Zone of Awareness. Otherwise, they Odies (oscars)
must make a Troop Quality Check to notice suppressed Movement 4"/Turn
gunfire anywhere on the table. Once theyve noticed it, Starting Troop Quality D6
zombies move towards suppressed gunfire in the same
manner as regular gunfire. Maximum Troop Quality D8
Awareness Range 6"
Zombies will always move towards regular gunfire in
Bonus Defense Dice/unit 0
preference to suppressed gunfire louder is always
more interesting to a zombie. Bonus Assault Dice/unit 0
Zombie Vision
Revenant zombies appear to rely on senses beyond
that of normal human vision. They can sense prey in
fog, smoke, or even complete darkness. They suffer
no negative modifiers when fighting at night or in poor
visibility.
Scenarios and Quirk of Fate cards will identify Traumatic Due to their telepathic powers, Dexters are aware of the
Zombies. A recently turned casualty is always a presence and general location of all living beings near
Traumatic Zombie for the unit from which it came. them. They may use these telepathic powers to steer
their Possessed and Remote minions to unsuspecting
Traumatic Zombies trigger the following negative effects Living victims. Simply put, units that are under direct
for units attacking or reacting to them: control of a Dexter may be moved directly towards
Reduce Troop Quality Die by one type any Living unit of the Dexters choice rather than being
when Reacting to a Traumatic Zombie forced to wait to see the humans or hear their gunfire.
Remote and Possessed units still must make a Quality
-1 Firepower Die when firing at/in close
Check to find Living hiding in buildings or rubble.
combat with a Traumatic Zombie
Possessed units Troop Quality doesnt increase when
Take a Combat Stress Test when firing at/
the Zombie Ferocity increases. They maintain the same
in close combat with a Traumatic Zombie
Troop Quality throughout the game.
Dexter Controlled Units Remotes (Dexter Controlled Zombie Units)
(Possessed & Remotes) Dexter controlled Zombie units, also called Remotes
A Dexters remarkable psychic abilities allow it to by field operators, benefit from their telepathic connec-
exert control over units of Zombies and weak minded tion to their far more cunning master.
or willing human slaves. The effects of this control
Since Dexters can see through their minions eyes,
vary, between Zombie and Living units, however, as
Remotes are not limited by their usual Awareness
described below.
Range. They can react to any Living movement or fire
As noted before, a Dexter may control a maximum within their LOS.
of 4 Possessed or Remote units at any one time. Any
Like Possessed units, Remotes can be guided to the
Zombie unit the Dexter is attached to does not count
position of Living units via telepathic connection.
against this 4 unit limit.
Otherwise, Remotes behave in the same manner as
Possessed
ordinary Zombies of their type.
Dexter controlled living units are referred to as
Possessed units. Possessed units behave much the
Left: Units
with 1" Unit
Cohesion.
Right: Living
occupying
a defensive
position
with 2" Unit
Cohesion.
Default Movement Rates In order for a Zombie unit to spot a Hidden unit, it must
In the war-torn streets of most Ambush Z scenarios, be within the Zombie units Awareness Range and the
people who want to survive tend to move cautiously. Zombie unit must make a successful Troop Quality
To reflect this, all Living and Possessed units have a Check. A successful check indicates the Zombies have
default movement rate of Cautious. spotted their hidden prey, while a failure means that
they are oblivious to their presence.
Zombies generally move their full movement towards a
spotted Living unit. Otherwise, they mill about in place Dexter controlled units are always aware of the position
or wander about randomly. of Hidden units.
In order for a Living unit to spot a Hidden unit, it must
Moving Units on the Table be within LOS and the Living unit must make a success-
To simplify movement, Ambush Z bases unit movement ful Troop Quality Check. A successful check indicates
on the position of a units leader. To move a unit, simply the unit has spotted their hidden adversary, while a
measure movement for the units leader and then place failure means that they remain unnoticed.
the members of his unit within cohesion distance
around him.
In Cover (+1 Defense Die): A unit does not move may Armor Dice & Zombie Toughness Dice
declare that it is In Cover. Living units are automati- Units who are wearing body armor receive additional
cally In Cover on any activation that they do not move Defense dice.
and are not Exposed.
Zombies receive extra Defense dice based on their type.
Romeos and Dexters that have not moved during their These bonus dice represent how difficult it is to kill
activation may declare themselves In Cover by passing something that is already dead.
a Quality Check. No other Zombie types may use cover.
Pinned units may also take a Quality Check to get
In Cover even if they have moved. This bonus die is Armor Dice
cumulative with other applicable Defense Dice.
Light Body Armor: +1 Defense Die
Solid Cover (+1 Defense Dice): Cover that has a
Anti-Zombie Armor: +2 Defense Dice
good chance of deflecting or outright stopping bullets is
considered to be Solid Cover. Some examples of Solid
Cover might include concrete or adobe buildings, sand Bonus Defense Dice
bags, stone walls, wrecked APCs, etc
By Zombie Type
Odies: No bonus dice
Zulus, Romeos, Dexters: +2 Defense Dice
SUPPORT WEAPON DICE Example 2: The same Ranger fireteam described above
has been interrupted by fire twice while moving into
Light Support Weapons: +1 Die position. It now fires. Its Firepower is 5, as described
Medium Support Weapons: +2 Dice above, but the two interrupts cost the unit two dice -
their final Firepower is therefore 3.
Heavy Support Weapons: +3 Dice
If a Possessed unit is being fired on and it has any 2-4: WIA. The unit gains a Casualty which
special weapons troops, dice to see if they were may count as a victory condition for some
casualties. If figure with a special weapon becomes scenarios. The figure is removed from play.
a casualty, the Possessed unit it belonged to can no 5-6: The casualty figures injuries
longer claim that weapons support dice. are slight. Casualty returns to action
at beginning of next turn.
First Aid Checks for Living Units
When a Living unit takes casualties, it must spend its
next turn determining the nature of their injuries. If it
is not already in a position that is out of LOS from any
Zombie units or in Solid Cover at the beginning of its
Members of Special Forces units all receive advanced The Revenant Virus is extremely virulent and can be
life-saving training, so all Special Forces figures count transferred through the slightest scratch. It spreads
as Medics. more or less quickly, based on the state of the host
bodys immune system. Some victims turn into
If casualties are being treated by a Medic or Special Revenant zombies a few days after exposure to the
Forces trooper, roll on the table below for the Aid Check: virus others might turn in a matter of minutes.
To reflect this, units who have Dependents as a result
of combat with zombies must make a Revenant Check
MEDIC FIRST AID TABLE at the end of each turn to determine if any of their
Roll a D6: Dependents have transformed into blood-ravening
Revenant zombies.
1: KIA. The unit gains a Casualty which
may count as a victory condition for some To perform the Revenant Check, simply roll a D6.
On a roll of 5 or 6, one of the units Dependents has
scenarios. The figure is removed from play.
turned.
2-3: WIA. The unit gains a Casualty which
Once one of a units Dependents have turned, that unit
may count as a victory condition for some need not take any further Revenant checks until they
scenarios. The figure is removed from play. suffer fresh casualties in combat with zombies.
4-6: The casualty figures injuries
are slight. Casualty returns to action Turned Casualties
Turned casualties are always Romeos. They immedi-
at beginning of next turn.
ately attack their former companions in close combat.
Their companions may attempt to React to the attack.
Firing on a former companion usually results in some
Revenant Anti-Virus (RAV) hesitation, though, so Professionals suffer a minus
Additionally, all potential casualties must be given one Troop Quality die type (If they are normally a D10,
a dose of the Revenant Anti-Virus or risk becoming they use a D8 for the Reaction Test). Survivors suffer a
infected with the Revenant Plague. Even the slightest minus two die type reduction. If this reduction lowers
scratch from a Revenant zombie is enough to transmit their Troop Quality die type below D6, they may only
the disease! React on a die roll of 6.
Units that possess RAV are assumed to give a dose of
Hot Shots
it to any potential casualties they might receive from
Some Special Forces units out on long patrols exhaust
Revenant zombies, preventing them from becoming
their supply of RAV. Such units usually carry a supply of
zombies themselves. Most military units are well
Hot Shots to be given in lieu of RAV.
supplied with RAV.
Hot Shots are specially designed thermite grenades
Units that do not have RAV and have Dependents due to
which are placed inside a wounded soldiers mouth
combat with zombies must make a Revenant Check at
and then detonated remotely. A small, ultra-hot blast
the end of each turn.
instantly vaporizes the casualtys head, guaranteeing
that they will not turn.
Disposing of Dependents The Living player allocates his Defense dice and
determines that the unit will suffer 2 casualties. Since
& Casualties more than half of his Defense dice were failure rolls
(with scores less than 4), one (and only one) of those
If a unit with Dependents moves to a friendly edge of
the table, it can hand its POWs or casualties off board two casualties must be one of the Dependent scientists.
unit and negate the Dependent penalty. Casualties can
also be handed off at aid stations or to casualty evacua-
tion units, as designated by a scenario.
Close Combats Against Units
Abandoning Casualties
with Dependents & Casualties
If a unit with Dependents and/or Casualties launches
Living units may voluntarily abandon casualties or be or receives a Close Combat, the Casualties are not
forced to abandon them as a result of fleeing Close counted as combatants. Dependents, however, even the
Combat. lowliest Whiskey Charlies, will still put up some sort of
Living units that abandon casualties suffer a reduction a defense and may add their dice to units Assault and
in Morale by one die type (i.e., a unit with D10 Morale Defense dice.
would go down to D8 Morale if they abandoned a
casualty).
This morale reduction only occurs the first time a unit
abandons a casualty.
The abandoning units Troop Quality is not affected
(this differs from the standard rule in the Ambush Alley
rulebook).
Morale Checks
Zombie and Possessed units are never subject to
Morale Checks or Morale effects.
Living units take morale checks under certain circum-
stances, described below.
When a unit is called upon to make a Morale Check,
it must roll a Morale Die for each figure in the unit
and consult the appropriate Morale Effects rules for
Professionals or Headhunters/Worthless Civilians.
NON-PROFESSIONAL
MORALE CHECK POINTS
Each time it is fired upon
Each time it takes casualties
Each time it is within 12" and within
LOS of a Romeo or Dexter unit
Morale Effects
If a unit has been forced to make a Morale Check, roll a
Morale Die for each figure in the unit.
All rolls of 4+ are counted as Successes and all rolls
less than 4 are counted as Failures. Total the number
of Successes and Failures and consult the appropriate
rules below to determine the results of the test.
CHECK POINTS Pull Back: Living that have been Pinned may be
forced to Pull-Back if they are Pinned a second time
Each time it takes casualties in the same turn. A unit that is forced to Pull Back will
Each time it is within 12" and within immediately move away from the last enemy unit that
fired at it and take up a covered position to re-group. It
LOS of a Romeo or Dexter unit
can move up to 6" to find cover (regardless of how far
it has already moved), but must move into the nearest
covered position.
Professional Unit Morale Effects
Professional units will respond in one of three ways to Units that are forced to Pull Back must spend their next
Morale Checks. They will either Stand, be Pinned or Pull turn regrouping. They can fire or go on Overwatch while
Back. regrouping, but they may not move. At the end of the
turn they are re-grouped and may move as desired on
Stand Result: If a Professional unit makes a Morale the following turn.
Check and the number of Successes (4+) is greater
than the number of Failures, the units morale holds and A unit that is regrouping following a Pull Back may be
they suffer no adverse effects. Pinned again by enemy fire and forced to pull back if
Pinned a second time.
Pinned Result: If a Professional unit makes a Morale
Check and the number of Failures is equal to or greater
than the number of Successes, the unit is Pinned.
Combat Stress
Stress, and the individual soldiers reaction to it, is an
Even the most well-trained and highly motivated unit integral part of the combat experience. The cumulative
of soldiers will take pause when suddenly reminded of effect of individual stress may eventually have an effect
their mortality in the face of enemy fire or faced with on a units overall combat performance. In a zombie
moral predicaments that take them out of the zone. rich environment, this stress can sometimes be more
This (usually) temporary drop in motivation is referred than a unit can handle.
to as being Pinned in Ambush Z
Scenarios using Combat Stress will indicate it in their
Pinned units must move to cover if they have any Special Rules section. Players may also opt to use
movement left. They may not move towards the enemy these rules with whatever scenarios they choose.
while seeking cover.
A pinned unit that cannot move to cover without moving Background Stress Level
towards the enemy may attempt to Get In Cover. The background stress level of a game is determined
by the scenario. Generally, the background stress level
Pinned units may fire at enemy units during their normal will be 0, but if the scenario involves units that have
activation or interrupt an enemy movement with fire. been out in the field too long with too little rest, are cut
However, pinned units lose 1 Quality Die on any test off, etc., the background stress level might start at 3.
theyre called on to make. Initially, all Human units on the table will have the same
The Morale Dice of pinned units are unaffected. Stress Level, unless otherwise dictated by the scenario.
As time goes by, Stress Levels will begin to vary.
More Stressed If more dice are equal to or greater than the current
Stress Level, the unit has passed the Stress Test and
+1 for each turn after the first
suffers no effects.
+1 for Dependents/Wounded in the unit
+1 if unit has abandoned casualties If more dice are less than the current Stress Level, the
unit has failed the Stress Test and Loses Confidence.
+1 for each zombie objective achieved
+1 if more than three zombie mobs in sight
+1 if fighting at night
Losing Confidence
A unit that loses confidence due to a failed Stress Test
loses a Firepower die. If a unit loses all its Firepower
Stress Relief dice through repeated loss of confidence, it becomes
-1 If unit has Revenant Anti-Virus combat ineffective and is removed from the table.
-1 for each regular objective achieved
-1 if unit is in a Barricaded Building Regaining Confidence
-2 if unit is in a Fortified Building Under the right circumstances, units can regain lost
-X for positive leadership within 6" confidence. Units may not regain confidence in the
same turn that they lose confidence.
Units may regain lost confidence if one or more of the
Positive Leadership & Stress following conditions apply at the beginning of a turn:
While most leaders, regardless of rank, are functionally
competent, some possess the extraordinary ability
to inspire their men. In Ambush Alley, we refer to
this combination of charisma and moral authority as
Regaining Confidence
Positive Leadership. Roll for regained Confidence if:
Positive Leaders may be of any rank, but most in most Unit is within 6" of Positive Leader
Ambush Alley games are squad leaders or platoon leaders. Unit has no zombie units within
Each Positive Leader has a Leadership rating ranging LOSUnit has friendly armored
from 1 to 3. This equates to the level of stress per turn vehicles in sight APC, IFV, or AFV
the leader can alleviate for each Regular unit within 6".
Unit achieved a scenario
Leaders with Positive Leadership and their leadership objective in the last turn
rating are noted in Scenario briefs.
Dexters: Avoid contact with the Living If in Optimum Range, Interrupt to fire at Living.
while directing Remotes and If within charge range and not equipped with
Possessed to neutralize them. firearms, charge into Close Combat
Zombie units: Find living units
If not in Optimum Range but Zombies have a
and destroy them.
Firepower of >6, Interrupt to fire.
Remote & Possessed units: Defend the
If Fired on and Zombie Firepower is <6, Interrupt to
Dexter and destroy the Living.
move out of LOS.
Zombie Actions and If fired on by Living and Zombie Firepower is >6,
Action Triggers interrupt to fire.
As each Living unit is activated, check to see if If activated at end of turn:
there are any Zombies within Awareness Range. If combat occurred within 6 and unit is not in cover,
If there are, move them directly towards the move to take cover and gain LOS of enemy.
activated Living unit and engage them in Close
Combat if possible. If combat occurred within 6 and unit is in cover
within LOS of the enemy, remain in place.
As each Living unit is activated, check to see
if they are within LOS of any Zombie units that If no enemy unit in sight and no combat has
are not within Awareness Range. If so, check to occurred within 10, move at Cautious speed
see if the Zombie units spot them, starting with towards nearest Living unit.
the nearest Zombie units first. Move Zombies
that spot Living units directly towards them at If no enemy in sight but combat has occurred
maximum movement. within 10, move at Cautious speed towards nearest
enemy unit to gain cover and LOS of enemy.
For Possessed and Remote units use the table at
right. If within charge range and not equipped with
firearms, charge into Close Combat
If Dexter is Attached to Unit:
Do whatever seems to be the smartest thing for the
unit to do! Play it as if YOU were the Dexter!
US Army troops have Body Armor. They sometimes US Army Ranger Rifle Squad
have access to Anti-Zombie Armor and Anti-Zombie 1x Squad Leader w/M-16 or M-4
Weapons. 2x USAR Rifle Fireteam
The following ORBAT is for a generic US Army Light US Army Ranger Machine Gun Squad
Infantry Rifle Platoon. 1x Squad Leader w/M-16 or M-4
3x Gunners w/M249 (SAW, Lt. Support)
US Lt. Inf. Rifle Fireteam 3x Assistant Gunners w/M-16 or M-4
1x Fireteam Leader w/M-16 or M-4 3x Ammo Bearers w/M-16 or M-4
1x Grenadier w/M-203 (RGL, LT. Support)
1x Gunner w/M-249 (SAW, Lt. Support) US Army Ranger Platoon
1x Assistant Gunner w/M-16 or M-4 1x Platoon Leader w/M-16 or M-4
1x Platoon Sgt. w/M-16 or M-4
US Lt. Inf. Rifle Squad 1x Radio Operator w/M-16 or M-4
1x Squad Leader w/M-16 or M-4 3x US Rifle Squads
2x USAR Rifle Fireteam 1x US Army Ranger Machine Gun Squad
US Lt. Inf. Rifle Platoon HQ Squad
1x Platoon Leader w/M-16 or M-4
1x Platoon Sgt. w/M-16 or M-4
1x Radio Operator w/M-16 or M-4
2x Gunners w/M-249 (SAW, LT Support)
2x Assistant Gunners w/M-16 or M-4
US Lt. Inf. Rifle Platoon
1x Rifle Platoon HQ Squad
3x Rifle Squads
Mission Brief
Three high value civilian scientists are barricaded in a
building and require rescue. The town they were inves-
tigating has suffered a massive outbreak and is now
crawling with Zulus. Its only a matter of time until the
scientists are detected and become part of the problem,
rather than the solution.
Fireteam Alpha is nearby and is directed to respond on
foot. They are to link up with the scientists and escort
them safely out of the area.
E: Entry/Exit point for Living
Living Mission Objective 1, 2, & 3: 6 x Zulus
Fireteam Alpha must make their way to the building X: 3 x Scientists in barricaded building
mark on the Table Set-Up diagram and take the scien-
tists under their protection. They must then escort the
Scenario Stats
scientists to safety by exiting at point E on the diagram.
Background Stress Level 0
Remember that Alpha will be subject to the rules for
Infection Level 4
Dependents once it links with the civilian scientists.
Game Duration (turns) 6
Revenant Mission Objective
Feast on Living flesh!
Optional Rules
Try the scenario with no special rules in play and see
how it goes. Then attempt the game using these special
rules, one at a time:
Play the scenario using the Night Fighting rules.
Give Fireteam Alpha silenced weapons.
Photo by Robert Thivierge
Mission Brief
The central square of a small town has been cleared of
zombies and most of the towns population (who have
not taken to the road in flight or already fallen to the
Revenant plague) have barricaded themselves in the
towns police department building. Unfortunately, the
town stands squarely in the path of a massive wave of A: Police Squad 1
Revenant zombies trudging their way towards a large B: Police Squad 2
metropolis, drawn there like iron filings to a magnet. C: National Guardsmen
The towns only defenders are its few police officers PD: Police HQ Building
and a few hastily assembled ad hoc units of Army 13: 6 x Zulus
National Guardsmen. H1 15: Hotspots
This scenario details the defense of one corner of the
town square, where a few cops and Guardsmen risked Scenario Stats
their lives to block the zombie hordes entrance into the Background Stress Level 2
square through a large park. Infection Level *
Game Duration (turns) 6
Living Mission Objective
Find a spot to hide or fortify and hold out until rescue. * Zombie reinforcements are automatic. Since the
town center has been cleared, theres no chance of
Revenant Mission Objective encountering random zombies if Living units enter
Feast on Living flesh! Reach the Police department buildings.
building and continue feasting on Living flesh!
Optional Rules
Try the scenario with no special rules in play and see
how it goes. Then attempt the game using these special
rules, one at a time:
Play the scenario using the Night Fighting rules
Photo by Robert Thivierge
Mission Brief
A SpecOps team being exfiltrated by air after days
of operating in a Hot Zone has been downed by an
unexpected shoulder launched anti-aircraft missile,
probably stolen from a National Guard Armory by some
militia group or another. The Helo Pilot was able to auto-
rotate the stricken chopper into a relatively safe landing.
The two man crew and the operators aboard suffered H: Helicopter crash site.
little more than a few cuts and bruises. The chopper Starting position of Living Forces.
came to rest in a somewhat rural area, but it seems 13: 6 x Zulus
that its dramatic arrival has drawn the attention of every
Revenant in the county. The team must find a safe spot Scenario Stats
to hole up and await rescue! Background Stress Level 3
Infection Level 4*
Living Mission Objective Game Duration (turns) 6
Survive for 6 turns
* The Infection Level for this game is 4 for the purpose
Revenant Mission Objective of any tests. Zombie reinforcements automatically
Feast on Living flesh! arrive at the beginning of every turn after the first.
Mission Brief
A fresh supply of RAV must be delivered to the police
station of one of Dawalas Revenant besieged neighbor-
hoods. Two Reaper Teams are dispatched to deliver it.
Normally a single team would be sent, but a Dexter is
believed to be in the area of the neighborhood and it is
hoped that the delivery team will have a chance to kill
two birds with one stone.
Scenario Stats
Background Stress Level 0
Infection Level 5
Game Duration (turns) 6
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