Giving Up The Goat PDF
Giving Up The Goat PDF
Giving Up The Goat PDF
INTRODUCTION
Three days ago two members of your group went
downriver by boat in search of supplies. They were
expected back before nightfall but it's been three
days since they left.
Julie and Phil have only been with your little group of
survivors for a short time. Maybe it was a mistake to
let them go by themselves but sometimes that's the
way things go. Since the zed outbreak it's better to
look out for yourself.
MAPS
The first map is called the River Map. It is made for a
3'x6' table divided into three 2'x3' sections.
The northern section of six squares is section
1.
The center section of six squares is section
2.
The lower section of six squares is section 3.
But that still doesnt make you feel any better. You
asked for volunteers and two others will go with you.
You just hope for their sake that Julie and Phil didnt
go all the way down to Lake Havasu. Not with the
rumors about things worse than zombies prowling the
countryside.
Giving Up The Goat is a scenario for use with All Things
Zombie - Better Dead Than Zed and Chain Reaction 3.0 as
well. It is not a standalone game! Note that this scenario
takes place after the start of the zombie apocalypse.
****************************
Disclaimer - Giving Up The Goat deals with mature
subjects and is not recommended for children of any
age. Use at your sole discretion.
THE SCENARIO
As always, the less you read the scenario before
actually playing it the more enjoyable it will be.
AREA
PLAYING THE
SCENARIO
SPECIAL INSTRUCTIONS
PEFS
PEFs are Possible Enemy Forces and a common tool
used in many Two Hour Wargames games. They
represent a variety of things. They can be enemies,
allies, items, or places. PEFs can be almost
anything! Their use reflects the uncertainty of what
the player can expect to run into.
NIGHT TIME
a. Toss 1d6.
b. If the score is a 1 or 2 then the PEF
is located on the northern section of
the River Map.
c.
f.
PEF MOVEMENT
BOAT
You have come across the small power boat that was
used by Julie and Phil. If you have encountered the
boat in the river it is beached on the east (1-3) or
west bank (4-6). If you encountered it in the open it is
on the side of the river that you are. The boat is
empty.
RESOLVING PEFS
CAMPSITE
WHAT IS IT?
CHUPACABRA
After you know how the situation with the PEF has
played out you need to see exactly what it is. Rolling
1d6 on the What Is It Table will tell you what PEF
Resolution Table to use.
FERAL DOGS
These used to be domesticated dogs but are now
wild beasts. If they outnumber the player characters
or have gained the upper hand they will immediately
charge into melee. If they do not have either they will
follow behind the characters waiting until they do
outnumber the players. This can be by a reduction in
the number of player characters or a result of more
Feral Dogs being encountered. In this case, they
have joined into one larger pack.
GANGERS
TRAIL
GUTTED HORSE
VEHICLE TRACKS
JAVELINA
The javelina is a large (40-80 pounds) boar-like beast
found in the US southwest. It is not usually
aggressive but it will be if contacted by the player.
Javelinas are Rep 4 and will melee with 3d6 and an
Impact of 2. They do not take reaction tests and must
be either beaten in melee or shot into submission.
ZOMBIE
You may either meet one dead zed (head loped off)
or live ones depending if you are on the "B" or "C"
PEF Resolution Table. If you have met live zombies
you have met 1 + 1/2d6 zombies. Test for Zombie
Surprise as on page 44 of ATZ - Better Dead Than
Zed.
RATTLESNAKE
You met a poisonous snake which for simplicity we
refer to as a Rattlesnake (Rep 4). If gaining the upper
hand it will attempt to bite as outlined on the Gaining
The Upper Hand Table. If it does not it will rattle and
hiss. If not approached to within 1" it will leave you
alone.
BOATS
SURVIVORS
POWER BOATS
MOVEMENT
GROUPS
TYPES OF BOATS
BOAT DESCRIPTIONS
Heres a brief description of each type of boat.
Small manually powered boat Small fourman rowboat manually powered by oars.
Medium power boat Medium sized tenman boat with twin outboard motors.
DRIFTING
Boats will drift in two ways.
TURNING
Boats may make one turn (change direction up to 90
degrees) whenever desired during their movement. A
second turn may be made by power boats but must
move at least its current speed before doing so.
SHOOTING AT BOATS
COMBAT
Boats can be involved in combat in a variety of ways.
The driver of the boat rolls 2d6 versus his Rep and
consults the Running Over Swimmers Table.
RAMMING BOATS
BOAT BASHING
Show time! The boats have bashed and now it's time
to see the damage.
CHUPACABRA
REPUTATION
Chupacabras will be Rep 4 (1-4) or Rep 5 (4-6).
MELEE
WEAPONS
Chupacabras can only do damage in melee. They
have an Impact of 1 and will roll 1d6 per each point of
Rep when in melee.
Fast
Move
MOVEMENT
PASS 2D6
All move up
to 2X normal
distance.
In Sight
CHUPACABRA ACTIVATION
Chupacabras activate as if they were human.
CHUPACABRAS ACTIONS
Unless dictated by the PEF section it will attempt to
move face to face with a human and close to within
6" of its target.
Being
Charged
REACTIONS
Recover
From
Knock
Down
In Sight.
Being Charged.
COVER
Chupacabras will use cover when given the chance.
DAMAGE
Chupacabras will take damage as a normal human.
Move to
within 6" if
face to face
and within
range.
If to the rear
of the target
will charge
instead if in
range.
If not in
range will
retire
instead.
Prepare for
melee.
Stunned Figure
cannot act
or react until
having spent
one full turn
of activation
doing
nothing.
PASS 1D6
Those in
cover
move up
to 1.5X
normal
distance.
Others
move up
to 2X
normal
distance.
Move to
within 6" if
face to
face and
within
range.
If to the
rear of the
target will
charge
instead if
in range.
If not in
range will
retire
instead.
All will
retire.
PASS 0D6
Those in
cover
move
normal
speed.
Others
move up
to 1.5X
normal
distance.
All are
obviously
dead.
All will
retire.
All will
retire.
TOTAL
WEAPON
3
Pistol
4 (1-3) Pistol
4 (4-6) BA Pistol
5
BA Pistol
6
Machine Pistol
7
Submachine gun
8 (1-2) Submachine gun
8 (3-6) Shotgun
9
BA Pistol
10 (1-3) BA Pistol
10 (4-6) Machine Pistol
11+ Assault Rifle
Gang
RECRUIT
Special
2
3 or 4
5 to 8
9 or 10
11 or 12
TYPE
Star
Boss
Hard Case
Banger
Punk
Wannabee
REP
5
5
5
4
3
2
In Sight
Rally (Ldr)*
Man Down *
Leader Lost*
Received Fire
(Ldr) *
Wanting To
Charge (Ldr)*
Being Charged
(Ldr)*
Recover From
Knock Down
PASS 1D6
Those in cover move normal
speed.
Others move up to 1.5X normal
distance.
If out of ammo or range will halt
in place.
Otherwise snap fire.
Chargers halt and snap fire.
Retrieving wounded carry on.
Those in cover snap fire.
Others will Duck Back.
Those in cover snap fire.
Others will charge into melee.
Those charged to the rear will
melee but with penalties.
All cannot fire but will melee
normally.
Those in cover will carry on.
Otherwise retire.
If no others carrying on within
4 then duck back.
Otherwise carry on.
All halt. New Leader chosen
when next active.
All are out of the fight.
PASS 0D6
Those in cover
remain in place
instead.
Others move up to
normal distance.
All may not fire.
All will retire.
TOTAL
WEAPON
4 (1-5) Pistol
4 (6) BA Pistol
5
BA Pistol
6 (1-2) Machine Pistol
6 (3-6) Shotgun
7
Shotgun
8 (1-4) Submachine gun
8 (5-6) Bolt Action Rifle
9
Bolt Action Rifle
10 (1-3) Semi-Automatic Rifle
10 (4-6) Semi-Automatic Rifle
11+ Assault Rifle
Survivors
RECRUIT
Special
2 or 3
4 to 9
10 to 12
TYPE
Star
Veteran
Experienced
Newbie
REP
5
5
4
3
(Ldr)
In Sight
Rally (Ldr)*
Man Down *
Leader Lost*
Received Fire
(Ldr) *
Wanting To
Charge (Ldr)*
Being Charged
(Ldr)*
Recover From
Knock Down
10
PASS 1D6
Those in cover move normal
speed.
Others move up to 1.5X
normal distance.
If out of ammo or range will
halt in place. Otherwise snap
fire.
Chargers halt and snap fire.
Retrieving wounded carry on.
Those in cover snap fire.
Others will Duck Back.
Those in cover snap fire
instead.
Others will charge into melee.
Those charged to the rear will
melee but with penalties.
Others cannot fire but will
melee normally.
Those in cover will carry on.
Otherwise retire.
If no others carrying on within
4 then duck back.
Otherwise carry on.
All halt. New Leader chosen
when next active.
All are out of the fight.
PASS 0D6
Those in cover
remain in place
instead.
Others move up to
normal distance.
All may not fire.
SWIMMING
# OF D6
PASSED
2
1
2
# PASSED
D6
Pass 2d6
Pass 1d6
Pass 0d6
2
# Dice
Passed
Pass 2d6
Pass 1d6
Pass 0d6
RESOLVING PEFS
(Taken versus Rep)
# Dice
Passed
Pass
2d6
Pass
1d6
RESULT
May cross to the other side this activation.
Place the figure on the other side of the
river in a straight line.
Reach halfway across the river and stop.
Must retake the test when next active. If
started the activation in the middle of the
river then count this result as if passed
2d6.
Holy crap! You get swept 12" down river
(in this case south). Place the figure in the
middle of the river and stop. Must retake
the test when next active. If started in the
middle of the river then the figure drowns
and washes ashore 12" down river on the
east (1-3) or west (4-6) bank.
Pass
0d6
If player moved
into the section
Player has gained
the upper hand.
Parties blunder into
each other.
If in woods then
place each side
6" apart with
both sides
being in cover.
If in clear area
then place each
side 12" apart
with both sides.
If on the river
then place each
side 12" apart.
PEF has gained the
upper hand.
Lack Of Sleep
SLEPT 6 OR
7 HOURS
No effect
No effect
-1 to Rep
SLEPT 4 OR
5 HOURS
No effect
-1 to Rep
-2 to Rep
1
SLEPT 2 OR
3 HOUR S
-1 to Rep
-2 to Rep
-3 to Rep
PEF MOVEMENT
Result
PEF moves one section, even
diagonally, directly towards the closest
player character. If enter player
occupied section then go to resolve the
PEF.
Roll 1d6.
If score 1 to 3 then PEF moves one
section, even diagonally, directly
towards the closest player
character. If enter player occupied
section then go to resolve the PEF.
If score 4 to 6 then PEF will remain
in place.
PEF moves one section away from the
closest player character towards the
south. If this means they would exit the
board they will. They will not return.
WHAT IS IT?
Die Score
Previously
Resolved PEFs:
0 PEF
1 PEF
2 PEFS
3 PEFS
4 PEFS
A
A
A
A
A
B
A
A
A
B
B
B
A
B
B
C
B
B
B
B
C
C
C
C
C
C
C
C
C
C
5 PEFS
6 or more PEFS
A
A
B
B
B
B
C
C
C
C
C
C
11
ON RIVER
IN OPEN
IN WOODS
1
2
3
4
Gangers
Gangers
Gangers
Survivors
Zombies
Gangers
Gangers
Gangers
Zombies
Zombies
Survivors
Survivors
5
6
Survivors
Survivors
Survivors
Survivors
Survivors
Survivors
PEF
Chupacabra
Feral Dogs
Gangers
Javelinas
#
1
2
3
4
ON RIVER
Chupacabra
Javelina
Javelina
Feral dogs
IN OPEN
Chupacabra
Javelina
Rattlesnake
Zombie
IN WOODS
Chupacabra
Chupacabra
Chupacabra
Javelina
5
6
Feral dogs
Feral dogs
Feral dogs
Feral dogs
Rattlesnake
Feral dogs
1
#
1
2
3
4
5
6
NA
Rattlesnake
Survivors
ON RIVER
Boat
Boat
Gutted horse
Campsite
Vehicle tracks
Trail
2
# Dice
Passed
Pass 2d6
Pass 1d6
Pass 0d6
IN OPEN
Boat
Gutted horse
Campsite
Vehicle tracks
Trail
Trail
Zombies
IN WOODS
Bled out javelina
Bled out javelina
Dead zed
Trail
Trail
Trail
Result
Recover and continue the adventure.
Recover and continue but at 1 to your
Rep until return to camp where you can
fully recover.
OOF becomes OD.
12
Result
The Chupacabras will choose one
character each, at random, and
attempt to paralyze him (page 14).
1 + 1/2d6 feral dogs will immediately
charge into melee. Players must take
the Being Charged Test at -1 to Rep if
the dogs are encountered in the
woods.
The Gangers will take the In Sight
Test with 3d6 instead of 2d6 but
counting only the two best results.
1/2d6 javelinas will immediately
charge into melee. Players must take
the being charged test at -1 to Rep if
the javelinas are encountered in the
woods.
One player figure, diced for at random,
is bit by a Rattlesnake (Rep 4). Once
the player character is determined roll
on the Ranged Combat Table. If a hit
is scored the player has been bit, if not
the snake, missed or the bite did not
penetrate and drops to the ground.
The Survivors will take the In Sight
Test with 3d6 instead of 2d6 but
counting only the two best results.
1 + 1/2d6 zombies will immediately
charge into melee. Test for Zombie
Surprise as on page 23 of Origins or
page 44 of ATZ - Better Dead Than
Zed. Count the zombie surprise total
at 2 more than the actual total 1 if the
zombies are encountered in the
woods.
TYPE
Two-man Raft - manually
powered.
Small manually powered
boat
Small power boat.
Medium power boat.
Cigarette Boat
16
16
32
2
2
2 (1)
4
10
5
3
4
6
# OF D6
PASSED
2
1
# OF D6
PASSED
2
1
0
BV
RESULT
Driver is on target and the target must
now roll the Dodge The Boat Test.
Driver is slightly off target and the target
must now roll the Dodge The Boat Test
but counting 1 Rep higher.
Driver has missed completely. Move the
boat half its current speed past the
target.
Pass 0d6
# SUCCESSES
Score 2 or
more than
enemy
RESULT
Target has evaded the boat. Move the
boat half its current speed past the
target.
Target is hit and rolls on the Ranged
Combat Table counting half of the boats
Bash Value, rounded down, as the
Impact.
Target is hit and rolls on the Ranged
Combat Table counting the boats Bash
Value as the Impact.
Disabled Boat
# PASSED D6
Pass 2d6
Pass 1d6
A score of 1, 2, or 3 is a success
A score of 4, 5, or 6 is a failure.
RESULT
# OF D6
PASSED
2
WANTING TO BASH
Score 1 more
than enemy
RESULT
Boat is disabled and reduces speed
by half next activation then to zero
on next.
Boat is hit and may only move at
half speed until repaired.
No effect.
Same number
13
RESULT
Loser is struck with devastating
result.
Winning boat continues past half its
current speed
o If the larger BV boat won
- The smaller BV boat
breaks apart. All occupants
will roll on the Ranged
Combat Table counting the
winning boats Bash Value
as the Impact.
o If the smaller BV boat
won - All the occupants of
the larger BV boat are
tossed overboard. All
occupants will roll on the
Ranged Combat Table
counting half of the winning
boats Bash Value, rounded
down, as the Impact.
Loser is struck and all occupants
are tossed overboard.
Winning boat continues past half its
current speed.
No appreciable damage. Move
attacking boat to the right (1-3) or
left (4-6) and past half its current
speed.