Escape From Alcatraz Zoo
A Horrorclix Scenario by ChaosIndustries
Background-
The Alcatraz Zoo has long been noted as a leading wildlife reserve, but a power surge has knocked out the systems locking down the creatures. At first, it’s just snakes and wolves that get out, but then the true secret of the zoo emerges: genetic research and modification occurring below. These strange creatures want the same as their more natural brethren - escape.
The alarms go off in multiple locales around the globe, alerting various groups to the trouble brewing. Containment teams are in route within minutes, tranq guns loaded for bear.
What no one yet knew was that the surge was created by some college students, sneaking in as part of rush week at their campus. The only other people are maintenance & security. None of them are ready for what’s coming.
Objective-
One team controls the animals bent on escape. They win if all their models escape through a start area opposite to their own chosen by the keepers or if all the keepers‘ force are killed.
The other controls the keepers, trying to put them back in their cages. They win if all the animals are killed/locked up (see below).
Otherwise when no more animal forces are on the board, count up points. Animals that escaped off the map count x2 points for the animal player. Animals that were captured count double for the keeper player. Animals & keepers that were killed count normally.
Army Size-
300 points for the animal player. 3 actions per turn. 6 victims (1 cop & 1 exterminator).
200 points for the keeper player. 2 actions per turn. 6 victims (1 cop & 1 exterminator).
Time-
60 minutes or until one of the two win conditions occur. Should time be called, winner is decided by points.
Map-
Haunted Mansion or Crumbling Masoleum
Setup-
Armies and victims set up as usual.
Special Scenario Rules-
Loaded for Bear All Keepers are armed with tranquilizer guns. They may be given a ranged combat action, if that attack hits, give the target an action token instead of inflicting damage. Models that normally have a range of 0 are replaced with a range of 3.
How’d That Get There? When a Keeper becomes adjacent to an animal that is vulnerable during their move, they may pick it up to move with them. At the end of their move, place the animal in any space adjacent to it. Should this space be the animal’s start area, it is considered captured. A keeper can carry up to two animals in this way at a time.
Questions, Comments, Concerns or Suggestions regarding this scenario can be posted in our forums