Help support TMP

"THW ATZ Rules Query" Topic

6 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.

Back to the Zombies Message Board

Areas of Interest

World War Two on the Land
Science Fiction

Featured Hobby News Article

Featured Showcase Article

The 4' x 6' Assault Table Top

Personal logo Editor in Chief Bill The Editor of TMP Fezian begins to think about terrain for Team Yankee.

466 hits since 10 Jun 2019
©1994-2020 Bill Armintrout
Comments or corrections?

DuckanCover10 Jun 2019 5:17 a.m. PST

I've got nearly every set of rules that THW has printed, since about 2008 but, currently, they are all in storage. I've a question or two concerning mechanics, and I figured the question would probably most likely be answerable here.

There are mechanics covering Panic and Sanity in at least one of THW's game systems, but I can't recall which. Are they in any of the ATZ games or supplements? If not, any ideas which game they may be in?

Thanks in advance!


dragon610 Jun 2019 8:20 a.m. PST

Lovecraft's Revenge? I don't have that one

roving bandit10 Jun 2019 9:51 a.m. PST

High Moon has Sanity rules

SBminisguy10 Jun 2019 5:42 p.m. PST

The NUTS! Compendium has Shell Shock/Sanity rules as well as long term effects.

lugal hdan10 Jun 2019 8:38 p.m. PST

ATZ does sort of have sanity rules – Hopefully Ed will forgive me paraphrasing the test here:

Sanity Check (2D)
Pass 2 – Take all reactions a -1 REP. Recover on next activation.
Pass 1 – Huddle in corner, may be rallied
Pass 0 – Out Of Fight (gibbering in corner), and has some permanent consequences.

This check is caused by the first time a figure sees a zombie (ever, not per-scenario).

Ed the Two Hour Wargames guy13 Jun 2019 3:17 p.m. PST

Here's an easy one. Decide what will cause you to go insane.

Roll 2d6 versus Rep.

Pass 2d6 All good, forfeit one turn of activation, but can react normally.

Pass 1d6 If reason to take test had higher Rep than you, drop your Rep by the difference. Recover it after the adventure.
If equal or less Rep, re-take test. If pass 1d6 on re-take, count it as passing 0d6.

Pass 0d6 If reason to take test had higher Rep than you, drop your Rep by the difference. Do not recover it.

If equal or less Rep,drop your Rep 1 point, do not recover it.

Now, if you kill whatever caused you to take the test, all lost Rep immediately recovered.

Sorry - only verified members can post on the forums.