Friday, 25 March 2022

Post Apoc Chase Tables




































This is based on the ones I did for fantasy a few posts ago.
In a chase, you could use a map or an abstract approach. Draw a line. Divide the line into segments before the person being chased reaches a target or safe place. You could keep it open based on how successful they are vs obstacles versus pursuing enemies. If the person being chased passes two-ish obstacles ahead they get away. Players might attack a fragile wall blocking a path behind them which might get them away or a hunter could set off the fragile structure with a ranged attack to trap their quarry. 

The descriptions are just keywords to inspire you. These should be resolved with a skill or save or stat roll. Some may involve an attack. This doesn't mean the chase ends while they fight. The attacker may or may not pursue the runner or might get into conflict with the hunter.   

d12 Apocalypse Chase Table Zones
1 Wasteland 
Zone - deserts, barren lands
2 Toxic Swamp - polluted toxic wetlands
3 Coastal Debris 
- garbage-strewn shorelines
4
 Slime Jungle - mutated jungles and dangerous creatures 
5 Rubble 
Zone - urban ruins of the ancients
6 Market Street 
- in busy settlements
7
 Ag Zone - ancient farmlands
8
 Ancient Ruin - old ruined bunkers and structures
9 Intact Complex 
- functional ancient facilities
10
 Forbidden Zone - shunned areas of war damage
11 
Battlefield Zone - live active combat area
12 Tunnels - ancient subterranean passages


d12 Desert Wastes
1 Soft sandy dunes
2 Strong wind 
3 Quicksand
4 Pile of bones
5 Dust devil
6 Dust storm
7 Spiky vegetation
8 Animal burrows
9 Wrecked vehicles
10 Sinkhole into ruin
11 Semi exposed ruin
12 Predatory mutant plant or animal, the borrower or a trap

d12 Toxic Swamp
1 Water obstacle
2 Toxic pool
3 Swarm of vermin
4 Garbage
5 Thick vegetation
6 Carnivorous plants
7 Huge grazing mutants
8 Predatory mutant
9 Cannibal swamp folk, horny and hungry
10 Diseased miasma or foetid pool
11 Diseases corpses (1in4 some undead)
12 Semi exposed ruins

d12 Coastal Debris
1 Soft sandy hills
2 Dead sea animals
3 Washed up wood
4 Vehichle wreck
Semi exposed ruins
6 Mutant creature colony
7 Channel of water
8 Toxic waste
9 Hungry beast (solo or pack)
10 Strong winds  
11 Gaping hole (1in4 burrow)
12 Cliff or chasm

d12 Slime Jungle 
1 Thick vegetation
2 Hostile vegetation
3 Water obstacle
4 Ambush predators (like snakes)
5 Colony of hostile slime
6 Angry humanoid hunters
7 Swarm of vermin 
8 Quicksand
9 Gaping pit
10 Muddy slopes
11 Hunter traps
12 Diseased miasma or foetid pool

d12 Rubble Zone
1 Blockage
2 Gaping-hole
3 Fragile structure
4 Narrow walkway
5 Traps
6 Hostile mutant
7 Campsite (occupied)
8 Fortified (1in4 with defenders)
9 Ambush point
10 Loose rubble slopes
11 Dangerous technology
12 Firefight! (combat in progress)

d12 Market Streets
1 Militia
2 Pickpocket
3 Pushcart seller
4 Boxes of goods
5 Livestock
6 Angry humanoid
7 Gang of hoodlums
8 Crowd blocked
9 VIP coming through
10 Wagon or vehichle
11 Pushy salesman
12 Caughing plague carrier

d12 Ag Zone
1 Maze of crop fields
2 Irrigation ditches or pipes
3 Polydome structures
4 Wrecked farm machine
5 Collapsing sheds
6 Grazing animals
7 Vermin control robot
8 Moving farm machines
9 Spray cloud of chems or water
10 Hostile mutant creature
11 Drone swarm
12 Angry farmers or ag robots or androids

d12 Ancient Ruin
1 Locked or seized door
2 Collapsed passage
3 Flooded section
4 Shaft or pit (1in4 has rope, ladder or elevator) 
5 Technology hazard (electricity)
6 Bad air
7 Tight squeeze
8 Mounds of garbage
9 Hostile mutant or undead
10 Hostile humanoids
11 Booby trap
12 Automated defence system (guns or robots)

d12 Secure Complex  
1 Locked door
2 Barrier or fence
3 Alarm system
4 Automated defence
5 Robot security
6 AI communication
7 Forcefield
8 Moving machines 
9 Dead-end
10 Elevator  
11 Stairs
12 AI controlled door

d12 Forbidden Zone
1 Radioactive waste
2 Pools of chemical sludge
3 Crack or pit in the earth
4 Semi exposed ruin
5 Piles of bones
6 Ground collapses into ruin
7 Minefield or booby traps
8 Wrecked war machines
9 Craters and rubble
10 Hostile mutant or undead or robot
11 Dangerous cult or gang
12 Violent humanoids

d12 Battlefield  
1 Clouds of smoke
2 Wounded combatant
3 Foxhole or trenches (1in4 with live combatants)
4 Wreckage (1in4 with wounded combatant)
5 Crossfire (two sides shooting or sniper)
6 Explosions (smoke, dust. rubble)
7 Mines or trap or automated weapon
8 Tight squeeze or crawl required
9 Damaged ruins
10 Lone combatant
11 Squad of combatants on the move
12 Hostile mutant creature rampaging

d12 Ancient Tunnels
1 Flooded section or water crossing
2 Collapsed ceiling
3 Fragile section
4 Floor drops to another passage system
5 Stairs or ladder
6 Elevator Shaft (1in6 working)
7 Locked or jammed door
8 Robot security
9 Mutant creature
10 Gang of morlocks or abhumans
11 Pile of rubble or garbage
12 Tight squeeze or hole

--------------------

bonus table

d12 Automated Defences
1 Minefield
2 Mine or grenade with tripwire
3 Gas released by motion sensor
4 Light machinegun static senty 
5 Light machinegun tracked drone 
6 Armoured light machinegun turret
7 Automated grenade launcher or mortar
8 Sonic screamer or Electric Arc Gun
9 Rotary light mg turret
10 Pop up laser defence turret (5d6)
11 Force Field
12 Laser Battery (10d6)

Mines and grenades can be stun, arc, napalm, gas whatever

The point of these is to scare players, keep them moving and stage an exciting cinematic chase scene to blow them to pieces.  

No comments:

Post a Comment

I love and welcome feedback but not spambots
Good feedback and suggestions inspire me to write more