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Showing posts with label ATZ. Show all posts
Showing posts with label ATZ. Show all posts

19 November 2012

Cirque Du Infierno

Cirque du Infierno, the Circus of Hell (Cirque is French for circus while Infierno is Spanish for Hell)
Cirque du Infierno has been around for hundreds of years, though it hasn't always went by that name, changing its name when suspicions started to get too great. During its history it has always been a haven for those who sought to sow evil where they tread. To satisfy the evil urges of its members the circus would routinely stop at small backwater European villages and towns that it knew wouldn't be missed if not heard from, kidnapping the youngest members and killing everyone else. After coming to North America the circus changed it methods, instead of small towns and villages, it would stop in large cities, and set up on the outskirts of the worst area in town, places where if someone was found dead or came up missing wouldn't raise any suspicions.

The circus is ruled over by a council of three members, the Ringmaster, the Seer and the Fool. The Ringmaster is chosen by the various members of the circus, excluding the clowns and gypsies, though different members of the circus may don the Ringmaster title for performances, there is only one individual that is addressed by the circus as the Ringmaster. The Seer is appointed by the oldest members of the Gregorski gypsies that have been with the circus since its beginning, the current Seer is Papa Georgie. While the Fool is the head of all the clowns in the circus, no matter what the name or makeup the Fool used in the past upon becoming the Fool his former identity is no more, having an all white face, with black accents and a Black and white checkered costume.

When the outbreak happened the Circus was travelling as the Roger Bros. Circus, Sideshow and Carnival. Its last stop was Mayhem City, where it now resides and thrives controlling a good portion the Old Historical Mayhem District, a fairly run down portion of the city, as the evil loving gang they are.

Some pics of my Current Gang:

 Clown with Heads and Knife- Jimbo, Knife Thrower- Slade, Midget Clowns- Biffo, Boffo & Baffo, Clown on Ball- Yama, Twho-Headed Freak- Bill and Phil, Fat Lady- Big Ethal

Firebreather- Drake (working name), Roustabout- Christoph, Roustabout- Malcolm, Fortune Teller- Madame Estella, Clown- Bonzo, In the front are the Carnies Eddie (with the knife) and Ben (with the pistol)

 
Roustabouts Christoph and Malcolm, Other then a some minor paint work Christoph is a stock Vampire Roustabout (minor paint work include the skull belt buckle, jacket repainted and "blood" to the Mallets head), Malcolm has his head swapped with a GW Catachan Jungle Warriors head, skin repaint, skull belt buckle, and "blood" to head of Mallet.

I will try to get a pic of the Carnies front side uploaded, for some reason the pic I did take isn't loading.

I have created a new Attribute (currently a WIP) just for a couple of the figures in this gang (the Midget Clowns and the Two-Headed Freak):

Hive Mind- What it does right now (remember this is still just a working draft of the attribute) is allows the figure to ignore the first Out Of Fight or Obviously Dead result against it, though it permanently has its rep and skills all reduced by 1, all other OOF and OD results are treated as normal. Hive Mind also grants the figure the Ambidexterous ability (limited to right handed weapon and one left handed weapon, or one two handed weapon).

The idea behind it is that the characters that make up the mini are so in sync with one another that they think as one entity (or are one two minds sharing one body in the case of the two headed freak). While they can survive losing one of the members (or in the case of the two headed freak one of the heads), it comes at a cost, due to the shock of the loss of one of its "minds" the figure will be unable to function on the level it was, hence the permanent -1 to Rep and all its skills. I added the ambidexterous ability to represent that the figure is made up of more then one individual (or heads) so it can attack with little to no penalty with a second weapon.

I am also goign to be starting a draft for a custom Attribute for Big Ethel, Drake and possibly Madame Estella (though Madame Estella will follow the Psy template in I, Zombie even before the Lazarus project has been initiated, since she is supposed to be a Gypsy Fortuneteller/Psychic). Stats for the gangs members will be in a later post.


All I need to do now is get some more Killer Clown Minis. I am looking at the Eureka ones on Unicycles, just trying to find somewhere stateside to order them from to see if its cheaper that route or order direct from Australia? I also have on my short list of figures to get the other Reaper Chronoscope Killer Clown, the Ringmaster and Herq the Strongman. I also need to find some evil gypsy looking minis too to represent the Gregorski gypsy clan

Most the figures in the gang will be grunts with The Ringmaster, The Fool, Bonzo, Jimbo, The Seer (if I can find a suitable mini to represent him) and maybe one other Clown all being stars. The Stars will represent the Ruling Council and the Clowns will represent the gangs main muscle, the members that all the others follow when away from the circus.


Note: I do not know anything about the true Romani culture (commonly known as Gypsies), or their surnames. If Gregorski is a true Romani name I apologize in advance if I have caused any offense as using it to represent the "evil" gypsy clan that is part of the Cirque du Infierno in my ATZ campaign world, the use of the name is for the purpose of fictional background information for use in a game.

17 November 2010

Castle Pharmaceuticals: White Rook Divison Part 2

This should be one of the last two posts on Castle Pharmaceuticals and White Rook (other then possible updates on their existence in my Mackinac Island campaign). This post will will reveal some of the structuring of White Rook in a little more detail.

White Rook Division- The Bio-Weapons Division of Castle Pharmaceuticals, a covert division of the company.

Black King- Head of the White Rook Division, current identity known only to a few.

Blood Queen- The Black Kings right hand, identity only known to the Black King

Bishops- Heads of the Research Facilities, color coded
Black Bishop- Head of the largest and most prestigious White Rook facility
Purple Bishop- A ruthless Bishop willing to do anything to become the
Black Bishop (the Bishop of Death according to her, a title she wants),
and eventually the Black King (a position she ultimately feels should be
hers).

Black Knights- The Mercenary force operated by Castle Pharmaceuticals, that acts as their security and extermination team for any "accidents" or "tests" that get out of hand. The only part of White Rook known to the public. They are believed to be nothing more then an armed security force to protect Castle Pharmaceutical Facilities and upper echelon.

Pawn- Staff of White Rook, these can be Researchers, Maintenance Crews, Animal Handlers, ect... color coded based on the Bishop they work under. Refered to as Pawn , ir Red Pawn Smith or Blue Pawn Johnson

Black Prince- Rumored to be the White Rook Code name for the head of Castle Pharmaceuticals. It is also rumoured he is nothing more then a figurehead in the company and that the Black King controls him.



Now some additional background info I use in my campaigns, please not this doesn't include the Lazarus Project from I, Zombie, I am currently working that into my campaigns.

X-Virus (Pedes Mortis Virus)- A virus discovered in 1925 by Dr. Smitherson, this virus is lethal to those infected. Kills the host off within a few weeks of infection, then reanimates them into a mindless beast that consumes the flesh of the living. Due to the way it works it will only reanimate and survive in the host for two weeks after the host expires. White Rook and Castle Pharmaceuticals have destroyed traces of this virus, other then the one that White Rook has in storage.

Z-Virus (Zombie Virus)- A more virulent form of the Pedes Mortis Virus. Developed in 1943 by Dr. Smitherson. The Z-Virus is longer lasting then the Pedes Mortis Virus. Once infected the Z-Virus will kill and reanimate the host withing 24-72 hours or initial infection. The virus then will reanimate the host and will survive in the host until the host has been destroyed, either through natural decay (though the virus slows the rate of decay down) or destruction by any other method.

Dr. Elizabeth Marie Smitherson- Discovered the Pedes Mortis Virus in 1925, also developed the Z-Virus in 1943. Infected by a test subject in 1945, as a result of the infection about 80% of her staff were subsequently infected, along with a National Guard unit were lost either through infection or the fire that destroyed the facility.

Capt. James Adam Keller- The sole survivor of the 1945 incident that killed his entire Guardsman unit and the staff at the White rook Facility. Recruited by White Rook to establish a security force to handle any future incidents. Capt. Keller named the new security force the Black Knights.



A small sampling of White Rook Z-Virus Experiments (White Rook Experiments also includes the standard Zombie template/profile found in ATZ). I have more experiments on my list but still have to draw up the background on them. I may do a later follow up post of just experiments going into more detail on them and possibly include pictures of them if I obtain/make minis to represent the experiments. I have included in the experiment the template/profile to use for the experiment and where to find it. For experiments that don't have any template/profile I will have to either create one or use one that was created by another individual (with their permission of course).

All experiment names are currently the working name unless other wise noted.

Stalkers (official name in my campaign)- A White Rook experiment that has shown limited success. Stalkers where designed to go in and clear out targets from areas where high concentrations of Z-Virus infected may impede Black Knight operations. Initial tests with the Stalkers proved successful, unfortunately it was later discovered that control of the Stalkers gradually diminishes unless they receive regular doses (once every 5-7 days) of a special chemical compound. This compound is administered to a Stalker though its food supply. Stalkers while created utilizing the Z-Virus are not hosts to the virus and cannot infect humans or other creatures with the Z-Virus. Stalkers use the Chupacabra profile found in the Giving Up The Goat Scenario by Two hour Wargames. I am thinking of using the Reaper Chronoscope Chupacabra figure for my Stalkers.

Delvers (working name, also referred to as Terror Worms in my Mackinac Island Campaign)- Another White Rook experiment. A Delver is a giant worm that tunnels through the ground looking for food. The Delvers were designed to be released into an area to destabilize the local government, economy, and reduce the population, before an invading force goes in. Unfortunately the Delvers proved to be uncontrollable and difficult to kill once released. Delvers while created utilizing the Z-Virus are not hosts to the virus and cannot infect humans or other creatures with the Z-Virus. Delvers use the BA Worm profile from I, Zombie by Two Hour Wargames. Not sure what figure I will use for this yet, may have to try and sculpt my own figure.

Exterminator (thinking of calling them the Inquisitors instead of Exterminators, since they won't only kill their targets, but also try to capture them alive when ordered to)- White Rooks most successful B.O.W. experiment utilizing the Z-Virus, once given an order by White Rook they will follow the order to completion or until receiving amended orders, upon completion they return to a designated location and await pick up by White Rook or further orders. Exterminators are tough foes with hard thick skin and an even harder and thicker bone structure that allows them to receive massive amounts of damage. Unfortunately for White Rook has discovered that Exterminators can only be created from a small percentage of the Human population, less then 2% of the worlds population are genetically compatible with the surgical and genetic enhancements done before introduction of the Z-Virus to the subjects system. The surgical and genetic enhancements preformed to a subject prior to the introduction of the Z-Virus helps build up the subjects muscle mass, thickens the bone to protect vital organs, and toughens the skin, in addition to allowing White Rook to surgically implant/attach weapon systems to the Exterminators arms/hands as needed. Unlike most humans infected with the Z-Virus Exterminators are not undead, they still breath, need nutrition, and have a functioning circulatory system. Exterminators also have a sterile version of the Z-Virus in their system that will not infect humans or other creatures if exposed. Currently do not have a profile for Exterminators, luckily so far in my campaigns we have yet to run across one, Will have to work out the profile later and post it. Thinking of using the Hasselfree Jotun to represent the Exterminator.

07 November 2010

Some New ATZ Weapons and Items

Decided to post some of the Items I use in my ATZ games that aren't found in the ATZ: Better Dead Then Zed rule book. These items are are either found in ATZ: Haven, ATZ: I, Zombie, ATZ: Risk and Rewards Deck, the THW Yahoo Group posted by others, or created by me.

For the Items I created I tried to keep them as balanced as possible but I can't guarantee that they are fully balanced. Some items such as the Crossbow and Bow I play as though they are silenced weapons and they follow the procedures for a silenced weapon (described later in this post).


BA Machine Pistol- Rng 12, Target 3, Impact 2. The BA Machine Pistol was originally in the 1st Ed of ATZ, and left out of ATZ: Better Dead Then Zed.

Carbine- Rng 24, Targets 1 or 2, Impact 2. IIRC another Item from ATZ 1st Ed. This is a Semi- Automatic Rifle that has a shorter length barrel. An example of a Carbine would be the M1 Carbine from WWII or the Semi-automatic M4 clones available.

Assault Rifle Carbine- Rng 24, Targets 1 or 3, Impact 2. A weapon I created. This would be akin to the M4 that the US Military has in use today.

Machete- Rng N/A, Targets N/A, Impact 2. The Machete is a melee weapon that adds 2d6 to your attack rolls when used in Melee. Released by Ed Texeria in his ATZ Risk and Rewards Deck and I, Zombie rule book.

Scope- May be attached to any ranged weapon except for the Bow and the S.A.W.. Using the scope allows the shooter to extend the range of the weapon by 12” and allows for one additional d6 to be rolled when firing one shot. In effect, the shooter rolls 2d6 and counts the best results on the Ranged Combat Table. Note the 12” range increase does not stack with the Marksman attribute, though the additional d6 does stack. Released by Ed in the Risk and Rewards Deck.

Silencer- may be attached to any firearm excluding the S.A.W. and the Shotgun. A silenced weapon does not make much noise when fired, so to reflect this use the following procedure when it has been fired:
1) Only an enemy within 12” of the Shooter has a chance of being alerted
If the enemy is a missed target, he will roll 1d6 against his Rep to see if he must take a Received Fire test. If so, the test is taken at -1 to its Rep.
If the enemy is a non-target figure with LOS to the Shooter he will follow the same procedure as if he were a target to see if he can take an In-Sight Test. If so, the test it taken at -1 to its rep.
2) Those that do not qualify under #1 above but are within 12” of the Shooter and outside of LOS will only be alerted to the fact that someone is firing with a silenced weapon.
3) Firing with a silenced weapon does not attract Zombies.
4) Firing of a Bow or Crossbow counts as firing a silenced weapon
The silencer was introduced in the free ATZ: Haven Scenario Hostage Rescue initially released by Rebel Minis with their Haven Boxed set.

Sniper Rifle (Custom Bolt Action Rifle)- Rng 60, Targets 1 or 2, Impact 3 Sniper rifle is equipped with a scope, and the user receives the +1d6 bonus when firing. When used by a shooter with the Marksman attribute, they shooter may take two shots, and will receive the +1d6 bonus from the scope for both shots. This is a weapon created/modified by me.

Bow- Rng 24, Targets 1, Impact 3. Composite Bow used with two hands. The Bow may be fired once when active and once in reaction during the turn. Firing does not attract zombies and firing the Bow follows the procedures for firing a silenced weapon. Introduced in the Risk and Rewards Deck. Part about functioning as a silenced weapon added by me.

Crossbow- Rng 12, target 1, Impact 2. Hand held pistol type crossbow. Once fired the crossbow must be reloaded. It takes one full turn of activation to reload. When reloading the crossbow the figure may now Fast move, melee, or any other action. Firing the crossbow functions as a silenced weapon and does not attract zombies. Introduced in the Risk and Rewards Deck. Part functioning as a silenced weapon added by me.

Grenade- Rng 6, Targets 6” Blast Circle, Impact 2. Fragmentation grenades that can only be tossed by hand. Blast Circle equals # of Targets (6)

Grenade Launcher- Rng 24, Targets 8” Blast Radius, Impact Varies see below. The Grenade launcher can either be mounted to a weapon (ie the M203 Grenade Launcher) or stand alone (ie the M79 Grenade Launcher). To use the Shooter must be active and nominate a spot within LOS. Blast Circle equals # of targets (8). Impact varies based on grenade type used.
High Explosive (HE) Grenade- Impact 2. HE grenades are a fragmentation style grenade.
Tear Gas Grenade- Impact N/A. Any figure within the Blast Circle will immediately move 8” away from the direction that the grenade was fired from. This movement replaces one turn of their activation, whether current or in the future. Figures hit by Tear Gas do not count as Out of Fight. Firing counts as 1 shot for attracting zombies.
Tear Gas Grenade launcher released in ATZ: Haven. HE grenade created by me.

M240 Medium Machine Gun (MMG)- Rng48, Targets 5, Impact 3. This weapon requires a two man team to function properly, with one acting as the loader. When properly crewed the MMG is not subject to the Tight Ammo rule found on page 17 of the ATZ rules. However if there is not a loader then it is subject to the rule. This was released in ATZ: Haven

HMMWV (Humvee)- Speed 18, Turns 1, Seats (see below), Bash Value 6. This vehicle can be configured one of two ways. It will either be a cargo/troop carrier with a crew of two and eight others or a Fire Support Weapon. When used in the latter form it is fitted with a crew served Medium Machine Gun (MMG) and will have a crew of three with two working the MMG and room for six more. Released in ATZ: Haven

Baseball Bat- Rng N/A, Targets N/A, Impact 1 (one handed) or 2 (two handed) The Bat provides and additional 1d6 per arm used when used in Melee. So id it is used one handed it provides an additional 1d6, if swung with two hands it provides and additional 2d6. Released in the Risk and Rewards Deck.


I am always looking for new ideas for weapons, items and vehicles to add to my ATZ games.