The Foreshadowing - Mar's Attacks
Somewhere in an Eastern-European nation, within a quarantined area known simply as "The Zone", a strange event is unfolding. Stranger even that the anomalies that proliferate The Zone itself. After one of the frequent emissions within the Zone, an unusual "aircraft" comes to a hard landing at an abandoned factory site. The local military track the landing and quickly dispatch a recovery squad to retrieve the aircraft. As they arrive however, another emission occurs that leaves the exposed soldiers brain fried and turned into mindless zombies.
Mar's Attacks Zombie rules
They weren't the only ones who noticed the strange aircraft crash either. An international team of special forces personnel disguised as Mercenaries, and who have been in the Eastern-European nation training local forces, receive a message from their superiors to depart to the crash site immediately.
The Mercenaries comprise two teams of 4 for a total of 8 Mercs. These teams can either stay together or split into two and be moved separately as part of the Mercenary Activation phase.
Between them and the landing site however are the brain-dead soldiers who were caught outside when the Emission hit. These zombies mill around the vehicles they travelled in when they still had functioning brains.
There are a total of 12 Zombie Soldiers scattered around the military vehicles. They carry weapons, but for this scenario, the Zombies don't remember how to use them.
The mindless Zombies are unaware however that they are being watched from the abandoned factory by eye's not from this world.
Others too saw the fireball descend to the abandoned factory location. A group of Bandits were at a nearby abandoned village. Seeing the fireball and thinking it a downed military aircraft, they decide to head to the location in order to see what they can salvage for sale on the black-market. Waiting out the most recent emission behind solid walls, they now quickly make their way to the abandoned factory.
The Bandit team comprises a total of 9 members lead by a single Bandit Leader.
The Martian's, having encountered issues when they are flying over The Zone, make a forced landing at the abandoned factory. Here, with difficulty, they manoeuvre their saucer into the factory to commence repairs. The arrival of the Soldiers (now Zombies) and the more recent emission have delayed the repairs, and the Martian Engineer is only now just getting to the final stages of the saucer being fully operational again.
From Turn 4 of the game, the Martian Engineer (if he's still alive) rolls a die at the beginning of the turn. On a roll total of 8, the saucer is repaired, and the Martians immediately leave. The Martian Engineer gets to add the current turn number to the roll. This means that the saucer will be repaired no later than Turn 7 if the Engineer keeps rolling 1's.
The Martians take up positions around the Factory on two levels.
The Martian's are led by a single Martian Leader (with yellow boots and gloves). The Martian Engineer (in green) must remain on the top of the saucer in order to repair it. If the Engineer dies, the saucer remains unserviceable, and the Martians are stuck on Earth.
The Martians have also captured a woman, whom they intend to take back to their Mothership for nefarious purposes.
The Woman Hostage can be rescued for victory points if the Martians are defeated. Alternatively, if she is alone, she can roll a die at the end of each turn and on a 1 or 2, she can flee. As long as she remains alone, each turn she can add +1 to the die roll. So, the attempt next turn can be then made on a 1 to 3, then a 1 to 4, etc.
The Martian Engineer must survive in order for the saucer to be repaired.
Additional House Rules
Models move 6" when they activate in the Movement phase.
All models get to move, shoot and fight eligible targets during their activation phases (move, shoot, fight, etc).
Weapon ranges are 12" for normal rifles, automatic weapons and lasers. For sniper rifles, range is either 24" or 36" depending on the sniper weapon. Grenades can be thrown 12" and use a standard Small Explosion Template when they explode applying damage to all models whose base is at least partially under the template.
Windows can be fired through and act as Partial Cover. The model must have partial Line of Sight (LOS) to their target to fire through a window.
Initiative: at the beginning of each turn a d6 is rolled. The result indicates who gets to act first. Activation then flows along the flow chart of Bandits -> Martians -> Mercs.
Roll Activation
1-2 Bandits activate first, then the Martians, then the Mercs.
3-4 Martians activate first, then the Mercs, then the Bandits.
5-6 Mercenaries activate first, then the Bandits, then the Martians.