Dogs in ATZ (Fan-Based) Dogs come in many sizes and breeds. Samples of dog sizes: Large = Great Danes Medium = Collies Small = Chihuahua Normal movement for most dogs is 10. They can Fast Move per test. Bite impact is mostly affected by size of dog. Large Dog Bite = 2 Impact Small & Medium Dog Bite = 1 Impact Claws = 0 Impact or none A dog s sense of smell is 24 for normal items & 36 for zombies over a day old. However, that is voided if there are lots of dead bodies laying about. After the outbreak, domesticated animals will become a rare sight. Unless someone maintains a dog all through the outbreak and into the Apocalypse, that dog will become feral. These feral dogs hunt to survive (and have probably forgotten their loving home) are probably vicious in their hunger. Reputation Dogs reputations are determined by their aggressiveness and fighting ability. Reputation 5 These are alpha dogs or trained dogs that are vigorous and cunning. Reputation 4 These are very sure dogs that are aggressive and fit. Reputation 3 These are average dogs that are somewhat aggressive, yet hungry. Reputation 2 These are poor quality dogs that are malnourished, ill-treated and scared. Attributes Here are other characteristics that affect dogs: Tough Shoot: represents the difficulty in hitting small dogs due to their low profile/agility/etc. They always count as Fast Movement in the Ranged Combat to hit Table. Bash: Large dogs can Bash. 2 BASH ATTACK Victim s Rep +1d6 if behind cover 2 Pass Stay Up and carry on 1 Pass Halt while keeping balance 0 Pass Fall prone Ferocious: usually Alpha dogs or trained killers. They are allowed an additional 3d6 during the first round when in melee or same-square combat. Frenzy: Crazed dogs (from rabies or NBC agents) are adrenaline junkies when they first enter melee or same square combat, but when things don t go their way, they tend to fade. During the first round, they score Success on 3,4,5,6. If they win or Evenly Matched, they are still in Frenzy the next round. They lose this benefit this fight once they lose during a round. These creatures usually attack whether provoked or not. Vicious: Usually feral dogs, they excel in close combat and get an additional 1d6 when in same-square combat or Viciousness happens every round, not just the first. Feral Dog Pack Attack: when a pack of Feral Dogs outnumber the players, they will attack as a pack. 1
If they double outnumber the players, they turn into a swarm. Swarm is a gathering of many dogs, overwhelming a figure in the same space (not adjacent to the figure). They will continue to swarm until they players bring down the feral dog count to equal or the players manage to run away. A swarm raises feral dog Rep by +1. OR you can use Feral Dogs rules from Giving Up the Goat page 6. Rabies will cause the character to be out of action for several months if he doesn t die in the After The Battle Recovery phase at -1 Rep. Trained Dogs Dogs can be trained to do various tasks. In wargaming, this usually covers Guarding, Attacking and Tracking. Military, Police and Survivalists have trained their dogs to do these tasks in normal non-apocalypse situations. Human Attributes: Animal Empathy: Ability to befriend animals. Figure has empathy for all normal animals and can make friends with most of them. To befriend an animal, approach it in a friendly manner when 12 from animal. Go to Animal Handling Chart Animal Handler: You know how to train animals and can help capture them. You can even train them to hunt and kill on command. This is also used to train bears to dance and dogs to roll over. See ANIMAL TRAINING Chart and ANIMAL HANDLING chart. ANIMALS (if you want to make it tougher, make it an Opposed Challenge Task) Dogs in ATZ (Fan-Based) 2 2 ANIMAL HANDLING Chart +1d6 if have ANIMAL EMPATHY -1d6 if not an ANIMAL HANDLER Pass 3d6+ The animal loves you. It follows you around and becomes LOYAL. Pass 2d6 The animal likes you and won t do anything against your party unless they harm it or its friends. Pass 1d6 The animal simply ignores you. The animal hesitates, not sure of your intentions. Try again Pass 0d6 (1-3) The animal distrusts you. (4-6) The animal hates you and attacks. 2 ANIMAL TRAINING Chart +1d6 if have ANIMAL EMPATHY -1d6 if not an ANIMAL HANDLER Pass 3d6+ The animal is an incredible example of training. It can anticipate its master s commands and can often work on its own. It is now a Rep 6 animal. Pass 2d6 The animal has now been trained to respond correctly to the given command. It is now a Rep 4 animal or Rep +1 for those already Rep 4 or more. Pass 1d6 (1-3) The animal has somewhat been trained to respond correctly to the given command 50% of the time. (4-6) The animal is confused and can t be trained. Pass 0d6 (1-3) Goofed. The animal hates you, but not others. (4-6) You have created a monster and it will attack anyone.
Loyalty: Dog will follow and do anything the Master says. All rally's and commands the Master declares are followed by Loyal dog. Dog will also cover Master s ass even when Star doesn't request it (per QRS) and dog avenges (go HEROES ALL page 14 ATZ2) Master s death or Cheated Death when it happens. However, once the outbreak is known, it will take a month for an Animal Trainer to develop a Zombie Killer (ZK or ZEKE) technique. Training a dog takes a week. To see if the training works, the dog takes the See Feast test at +2, then the Sanity Test at +1. If Zeke Dog s Master is there, Zeke gets +1d6 on its rolls. Zeke s will attempt to acquire another master. It will be loyal if the new selectee feeds it and loves it. Zekes are undisciplined if in Heat or near a dog in Heat. ZEKE Dogs Guard These dogs are trained not to bark. They growl or nuzzle their master to let them know of danger. Attack These dogs are trained to hunt. Animals They run down a victim until it is exhausted. Humans They go for the arm or throat. Zombies If the Master is there, they trip up the zombie (bash attack) to make them fall. If Master isn t present, they either try to tear off feet or tear off the jaws. Once the jaw is removed, they attempt to get the brain through the hole. Tracking the dog s ability to trail or track things. See TRACKING Chart. Dogs in ATZ (Fan-Based) 3 2 TRACKING Chart [after 5 success, they have tracked target] +1d6 for breeds that track +1d6 for tracking zombies +1d6 for fresh trail -1d6 if pursuers covered tracks or old track Pass 2d6 Chasers find tracks and can follow. Roll on tracking table again, counting 1 success. Pass 1d6 Chaser must re-roll on Tracking table. If they Pass 2d6, they can then count another success. But if Pass 0d6, then they have lost trail. Pass 0d6 Lost Trail. Special Note: Animals and zombies (NON-SANCTIONED) Zombies attack anything and eat anything. However, there are still animals around. They just avoid zombies. If an animal bites a zombie there is a 50% chance it will die of poisoning, 25% chance it will be sick for a week or 25% chance that nothing will happen. Of those sickened, there is a 1 in 6 chance that it will acquire a taste for and immunity to zombie flesh. Some animals that die of zombie bites [have zombie fluids injected into system] have a 1 in 6 chance of becoming zombies also There are both zombie pack dogs, regular feral dog packs and Zombie eating dog packs. By the way, the 2 nd generation of dogs have learned not to bark in the presence of zombies. They growl. Only when it is safe (no zombie smell) will a wolf or coyote howl at moon. Cats Though there are less cats now, they seem to be unaffected personality-wise by the apocalypse. They run from zombies, but still purr to the pet. There are zombie cats, but they tend to go after mice and birds and dogs.
Dogs in ATZ (Fan-Based) 2 DOG REACTION TESTS A score of 6 is always a failure. REASON PASS 2D6 PASS 1D6 PASS 0D6 FAST MOVE Move up to 2X normal distance. IN SIGHT Charge and do not take Wanting to Charge Test. Zombie Halt and IN SMELL RECEIVED FIRE WANTING TO CHARGE BEING CHARGED bark. Human/Animal Bark Zombie Bark. Carry on. Halt and melee normally. Move up to 1.5X Halt Zombie Halt and bark. Growl Zombie Whine Chargers carry on. Others will Halt. Duck Back DOG DOWN Carry on. If half the pack is OOF, then Duck Back. MASTER LOST RECOVER FROM KNOCK DOWN Runs to Master to protect. Otherwise carry on. (1-3) Carry s on. (4-6) Halts and Howls. Move up to normal distance. Duck Back Zombie Run for cover and whine. Halt and cock head. Zombie Duck Back and whine. All will Duck Back. All halt. All will Run Away. All will Run Away. All will Run Away. All are stunned. Out Of the Fight. All are Obviously Dead. CARRY ON The figure is in good order and can act and react as desired. always activate regardless of actual Rep until has left board. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will DUCK BACK Move to the nearest cover within 6. This can be in any direction, even forward. If no cover available within 6 then drop prone in place, ending your turn. Figures in Duck Back cannot see or be seen by the cause of the test. 4
Chain Reaction 3.0 Swordplay 2 TRAINED ZEKE REACTION TESTS A score of 6 is always a failure. +1d6 if Master is present. REASON PASS 3D6 PASS 2D6 PASS 1D6 PASS 0D6 FAST MOVE IN SIGHT IN SMELL RECEIVED FIRE WANTING TO CHARGE BEING CHARGED Move up to 2X normal distance. Human/Animal Look to Master and growl quietly. Zombie Look to Master and growl quietly. Human/Animal Look to Master and growl. Zombie Growl and point. Try to identify firer, then charge. Charge and skip Wanting to Charge test. Counter Charge 3 and skip Wanting to Charge test. Move up to 2X Look to Master and Bark. Zombie Charge and skip Wanting to Charge test. Human/Animal Human/Animal Look to Master and growl. Zombie Growl. Carry on. Halt and melee normally. 5 Move up to 1.5X Charge and skip Wanting to Charge test. Zombie Charge. Bark Zombie Charge towards smell. Chargers carry on. Others will Halt. Halt and melee normally. Move up to Halt. Zombie Halt and Bark. Growl Zombie Whine. All will Duck Back. All halt. Duck Back DOG DOWN Carry on Carry on. Carry on. Duck Back. MASTER Goes berserk Runs to Master to Carry s on. Halts and Howls. LOST after enemies protect. RECOVER No Affect All are stunned. Out Of the Fight. All are Obviously FROM Dead. KNOCK DOWN CARRY ON The figure is in good order and can act and react as desired. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will always activate regardless of actual Rep until has left board. DUCK BACK Move to the nearest cover within 6. This can be in any direction, even forward. If no cover available within 6 then drop prone in place, ending your turn. Figures in Duck Back cannot see or be seen by the cause of the test.
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