Not doing so well on the sticking to my wish list front, am I? But you can’t expect me to resist this one… you’ll see…
In a Nutshell: The Zombie Apocalypse for Savage Worlds’ Showdown miniatures rules, by Rust Devil Games. Intended for head-to-head skirmish wargaming, but also viable for co-op, solo, and RPG games. 102 page PDF. You need the Showdown rules as well as this book to play, but since those are free to download from Pinnacle Entertainment, I’ll let ’em off just this once.
Chapter 1: Welcome to Zed or Alive (5 pages)
This introductory chapter tells you what you’re letting yourself in for: A campaign-style skirmish wargame with zombies. A grimdark settlement (Stadium City, so called because it’s built in an abandoned sports complex) barely holding out against the zombie hordes.
It also explains the setting rules. Bailing effectively introduces a morale check, a Spirit test taken by the group’s leader when a member drops or is eaten by zeds, representing his (or her) decision to sauve qui peut. There are expanded rules for climbing and breaking down doors – take heart, only a couple of paragraphs. The Pain rule means that when figures are hurt, they must pass a Spirit check or scream in pain (drawing zombies). And so on. The key point is that the world of ZOA is dangerous. Wild Cards don’t get bennies. There’s a variant incapacitation rule called Bleeding Out which I haven’t really grasped; maybe it will become clear in play. Nobody has Arcane Backgrounds.
Chapter 2: Denizens of the Dead World (14 pages)
These come in four flavours: Survivors, Tribals, Military and Shamblers. You begin with $400 – effectively, points – with which to buy figures and equipment; your group must be 2-4 figures to start with, and can grow to 8 over time. You need to track food, water, ammo, experience points and a few other things. Depending on which flavour of group you choose, you select members from a series of pregenerated characters, each with their own stats, skills, edges, hindrances and points cost.
Something that feels a bit clunky here is that the group’s Fame is calculated using a different table of values from the one you use to buy them. Still, that only matters once, when you set them up.
Something I like is that each group has a camp. More of that later.
Survivors are what it says on the tin; regular people who’re just having a bad day. They may elect to start with a random edge and a random hindrance, but the word "elect" implies to me that they need not. There are four survivor templates; Everyman (jack of all trades), Veteran (has police or military experience), Worker (good at building and fixing stuff), Kid (lucky), and Caregiver (medic type).
Tribals are your traditional cannibal gangers living in the ruins and eating Survivors. They may be Warchiefs (leaders), Shaman (fixer/healers – the Tribals have lost most of their technical knowledge), Headhunters (the basic Tribal), or Quislings (insane pets who can sometimes pass for Shamblers).
The Military are the field representatives of surviving government officials, who now live in underground bunkers, searching desperately for The Cure. They are utterly ruthless, and see the other groups as at best a way to distract zombies, and at worst as lab animals. Military figures include Grunts (the basic), Medics, Operators (elite special forces veterans), and Snipers. They differ from the other groups in having specific missions to accomplish, and regular resupply by airdrops; Survivors and Tribals are generally scavenging when you meet them.
Unlike the other three group types, Shamblers are NPCs operated by the rules rather than a player. Like most zombies in fiction, they are attracted to noise; one of the game aids is a decibel meter, and the more noise you make, the further away zombies can detect you. If that distance reaches the maximum (12"), then more noise not only attracts the zeds that were already present, but generates more of them. I rather like that, I’ll have to try it out. It is also possible to play as the Virus Strain, but I’ll talk about that under the Campaigns chapter.
This is actually quite cleverly thought out, as there is a logical reason for each faction to fight all of the others.
Chapter 3: Confrontations (10 pages)
These are the scenarios used for individual games. Ambush, Finders Keepers, Rumble, and The Drop are head-to-head; The Horde, Highway of the Damned, Outbreak, The Hunt, and Thinning the Herd are co-op (and can be played solo or head to head as well).
- Ambush: One group is returning from a successful scavenging mission, when a second group attacks.
- The Drop: A Military group is being resupplied by air, but another group found the supplies first.
- Finders, Keepers: Two groups fight for possession of rich loot.
- Rumble: Two hostile groups encounter each other in the ruins, and decide to teach each other a lesson.
- Outbreak: Just when the groups thought it was safe to relax, the infection takes hold inside their supposed haven – both need to get out before the zeds eat them, preferably taking some civilian NPCs with them. (Tribals are allowed to eat them later.)
- Highway of the Damned: Looting traffic jams for fun and profit.
- The Horde: Two groups are just about to fight over some loot when a zombie horde surrounds them; they must work together to survive.
- The Hunt: An especially large and vicious aberrant zombie is causing trouble. Sort it out.
- Thinning the Herd: There are just too many zombies near Stadium City. Discourage them for a bounty payment.
Weather rules are found here, too.
I like that under the random generation table for confrontations, even though your groups may be enemies, the luck of the dice may force them to co-operate to survive.
If I understand correctly, because Shamblers always move last, and they’re the only foes you would meet in a solo game, you could play solo without drawing for initiative – unless you wanted a chance of getting a joker, of course.
Chapter 4: Campaigns (47 pages)
The campaign rules let you string together a series of confrontations into a longer story, by adding rules for what happens between scenarios; treating wounded, managing supplies, and so forth. The game assumes a week passes between confrontations.
The premise for wound treatment is that most people still alive a few years after The Crash are resistant to the zombie virus in some way. Consequently, it seems that they are easily taken out of the fight, but not easily killed, by wounds. However, they do accumulate damage which reduces their stats – busted kneecaps, crushed hands and so on. As usual in SW, you can use experience to buy the losses back, so it’s not as grimdark as it sounds.
Speaking of experience, it seems it would accrue at a higher rate than usual, but is based on actions during the game not on attendance at sessions as in normal SWD (not a criticism, a stylistic choice). Advancement is much as normal, though there are a number of new edges (I liked Comic Relief, which gives friends morale modifiers due to the character’s jokes) and some tweaks to existing edges and hindrances.
Between confrontations, group members may be assigned to duties such as repairing equipment, caring for wounded, scavenging for food, scouting for a new camp, buying and selling goods at the bazaar, gambling, or recruiting to replace losses. Characters with the Gadgeteer edge may also craft items from loot, for example making a great axe from a baseball bat and some circular saw blades.
This is the chapter where your group’s camp is detailed (makes sense, as you wouldn’t need it in a one-off encounter). Where you’ve holed up is decided by the draw of a card, which gives a capsule description of the location (pawn shop, mansion, or whatever) and the benefits the camp gives you, which may be trait bonuses, additional duties that can be performed there, and so forth.
Here, too, are the rules for the repair and maintenance of vehicles, and the care and feeding of animals, notably dogs (extra combatants) or horses (transport).
The penultimate part is my favourite: Virus Strains. As well as the main factions, a third player in any scenario can represent the virus itself – controlling not just ordinary Shamblers, but more advanced versions of zombies. The Virus earns experience for causing damage and killing people, which advance it to more evolved stages. As it evolves, the Virus can field more dangerous abominations (the sort of things you find in Left4Dead) and also buff the basic Shambler zombie to make it more dangerous. You can have multiple Virus players, each representing a different strain.
Finally, we have rules for importing characters from SWD roleplaying, or exporting them to it. Since Showdown is essentially SWD with the non-combat elements stripped out, this is straightforward.
Appendices (19 pages)
The Armoury, a list of weapons, armour and personal equipment; first time I’ve seen a skateboard in an equipment list. Vehicles, from bicycles to hummvees to motor homes. Freak Events. Loot Tables. Game Aids, including a decibel meter, quick reference sheet, squad sheets, and several pages of markers and burst templates.
Full colour throughout; two-column black on grey text, lots of pictures, some cartoonised, some out-and-out cartoons, some not.
Tables and boxouts are done in a faux handwriting font and laid out to look like post-it notes or squared notebook paper stuck on the page; the rulebook as a whole is designed to look like a manilla folder full of a survivor’s notes.
SUGGESTIONS FOR IMPROVEMENT
Layered PDF please, so I can print it without remortgaging my house to afford the ink.
Not so much a suggestion for improvement as a plea for enlightenment: Am I the only person left in the world who doesn’t name their miniatures? If so, what do the rest of you do when a figure dies, eh? Answer me that!
THE INEVITABLE COMPARISON WITH ALL THINGS ZOMBIE
Both are table-top zombie skirmish games suitable for head-to-head, co-op or solo play. Both are good.
|Focus||Solo or co-op, head to head optional||Head to head, solo or co-op optional|
|Turn Sequence||Fluid, driven by reaction tests||Draw for initiative|
|Undead Opponents||Zombies||Zombies, advanced zombies, aberrant mutations|
|Factions||Survivors, gangers||Survivors, tribals, military, virus strain|
|Campaign Start||Day zero||Some years after|
|AI for NPCs||Advanced, with emergent behaviour||Simple|
|Record-Keeping and Upkeep||Very simple||Complex, granular|
I thought I’d like this, which is why I backed the Kickstarter, and as it turns out, I do. I put in enough cash to gain access to the supplements in PDF format as they appear, so you may see those reviewed here later.
If I were still in a tabletop gaming group, I would try to get this going as a campaign, because I think it would be a blast to have a dozen or so players with various factions, and also a good gateway to roleplaying. Apart from a number of zombies, you only need a handful of figures apiece, which appeals to me; divvy the zeds up among the players and as a club you could have a decent horde in no time.
Overall Rating: 4 out of 5. I expect to use this at some point, probably dusting off Don and Bex from the ATZ/SWD crossover game to do so.