Talis 5
After the battle at the logistics base, the equipment and ammunition situation has improved. The infected have continued to expand their territory, and your current base is now under threat. Unfortunately, you do not currently have the option of moving as the scientists are at a critical stage of their research.
Worryingly the infected are showing further signs of adaptation as time goes on. By day 5 it is becoming apparent that not only do some of the infected `go fast’ to close in on their victims, they are beginning to act more intelligently and use cover to approach your positions. It appears the `infection’ may be mutating.
On the bright side, the science team (assisted by your medics), have been inoculating refugees that are still appearing from the city. It appears the inoculations have been successful as none of the inoculated refugees has gone berserk.
As a result all of the units have acquired more recruits (a die roll for recruitment will precede this game). The inoculation of your own troops also now means you may dice to save on a medical roll should troops fall victim to the infected.
The scientists have now also produced a dozen of the area effect shells which may produce an antidote effect upon the infected. The first twelve rounds have been issued for trial. It is noted that the effectiveness has not yet been tested but the science team are confident that
You need to hold the base while the production of the vaccine ramps up, and the area effect gas ramps becomes available beyond the current experimental level. It is currently thought that successful mass production may allow delivery using crop spraying technology (or something similar).
Mission.
Hold the base.
Test the antidote shells.
Umpires notes
Start with 10 infected elements per player unit, appearing in 6 x 18” zones.
Reinforcements and Berserkers
Roll 2 D6 / zone. That’s the number of die rolls assigned made for infected appearing or `berserkers’. New infected appear on a 6, existing infected in that zone go berserk on a 1. Berserkers move double on a one. Berserkers are always those nearest the enemy.
New adaptations.
Berserkers roll again after their move. Another 1 means they get another move and another die roll. So 2 ones means a move of 32 cm, 3 a move of 48….. All berserkers stop when they contact an enemy element.
Infected will use cover where they can.
Retro Virus `shells’
Experimental shells to `cure’ the infected.
To Hit. As normal. They form a smoke screen area, 20cm square and then drift downwind 10cm / turn (reducing in size as the gas disperses. Unfortunately the also act as a smokescreen as well, however the infected will not avoid the area as they have absolutely no idea what the smoke is. A miss means either the shell has failed to detonate properly or has sailed way over the heads of the target and landed off board.
As with many experimental weapons even when they hit these are horribly unreliable. Roll a D6 for each infected in the area after their move, (or the weapon has been fired).
Result:
Cured civilians will run and hide in the nearest building.
1 XP per hit per 7/8/9/0 achieved.
Medics
Dart guns. Medics may use dart rifles with the vaccine.
Results after hits
1-2 – stopped
3-4 – dies
5-6 – cured.