Archive for the ‘All Things Zombie’ Category

Scooby Doo and the missing maiden

This is going to be a playthrough of Black Site Studios “Don’t look back”. The game is a horror game where you’re group of survivors is trying to escape from a killer, very much 80″s horror movie style.

The game comes with a set of 6 figures with cards for their stats, for this game I’m going to use some of my own figures, the Scooby Doo gang, Brian Medlin produced some cards and stats for using Scooby Doo and friends.

As an add on I have given Scooby and Shaggy the hide rule. Each turn if there is a suitable hiding place (Wardrobe, Box, Plant Pot etc.) they may chose to hide. if successful the killer / ghost goes away, if unsuccessful the killer/ghost appears in close contact with them.

There are 7 points of interest scattered around, the gang need to investigate these and find 3 clues, if they can get together with all the 3 clues they will be able to solve the mystery!

The game starts with the gang outside the spooky Henson mansion, a local girl has gone missing and she was last seen when someone dared her to go into the old Henson Mansion on her own.

Turn 1

Fred confronts the ghost

Turn 1 sees nothing happening with the fright tokens, (on turn 1 fright tokens activate on a 10 only) we should have placed an extra fright token in the centre of the board but forgot.

Velma enters the mansion, she has a jump scare test and scores a 7. Something made her jump as she enters and her terror score goes up 1.

Fred enters and also has to take a jump scare test, he scores a 1. The ghost lunges at him from out of nowhere, he feels a chilled grasp around his neck but the ghost fails his attack roll and Fred is unharmed.

Daphne follows them through the door, her jump scare was a 2, an eerie sound. She trips but manages to regain her footing (passes an awareness test)

Meanwhile outside Scooby and Shaggy have come to the conclusion that Ghosts like to hang around spooky old building so they will head to some trees that look safer.

Turn 2

For the fright test we threw a 4, tokens activate on a 6+ this turn so again the fright tokens do nothing and again we forgot to put a token down in the middle of the table.

The ghost lets out an unearthly Wail, Fred, Velma and Daphne all take 1 wound and 1 terror! The ghost still has Fred in it’s chilled Grasp. Fred feels the ghostly grip around his neck tightening, he suffers another wound.

Daphne screams and runs toward the window distracting the ghost which drops Fred and moves toward Daphne, Velma runs past and into the Torture chamber, she automatically passes the jump scare test.

Scooby and Shaggy are just wandering around aimlessly (or looking for food) and find themselves closer to the graveyard.

Turn 3

This time we threw a 8 for the fright tokens which means they activate this turn. On one we threw a 9, this would mean the killer arrives. as he is already in play he becomes enraged. 1 fright token moves into contact with Shaggy (the fright token stays in play but anyone who activates within 4″ of a fright token takes a terror)

The ghost moved into contact with Daphne emitting an unearthly wail as it it did, everyone took an injury and a terror (the wail has a radius of 10″) The ghost grasps Daphne in its chilling grasp. This attack does the number of terror tokens a character has as injuries, as the killer is enraged this is also doubled. Poor Daphne takes 6 more wounds.

Fred uses his “baby blues” to get Daphne to move toward him, Daphne stumbles away from the ghost toward Fred. He calls for Daphne to run and heads through the door into the banquet hall, feeling safe he draws breath and starts to calm down. (his jump scare was “laugh it off” so he removes a terror token) Daphne hides in the cupboard, the strange shadows in the closet only add to her fear (her jump scare was “Strange Shadows” which adds 1 terror)

Outside Scooby activates taking a terror token for being within 4 inches of a fright token, He investigates the terror token “See Shaggy, it’s nothing” the fright token is removed and Shaggy moves up to the point of interest.

Turn 4

The fright tokens activated on a 4+ this turn. One moved into contact with Daphne and the other 2 were removed.

As the Ghost had no Line of sight to a character it was placed 6″ from the character with the most terror points (Daphne) and in cover. It is then moved D10 inches plus the terror points of the character it is attacking. It easily caught Daphne moving into the closet with her.

Its unearthly wail shattered the darkness yet again causing 1 terror and 1 injury to Daphne, Velma and Fred. Its chilling grasp reached out for Daphne doing the same number of injuries as she has terror points, 5. The 5 wounds were too much and Daphne succumbed. The Ghost moves off table to savor it’s kill.

Fred takes a terror for activating near a fright token, he investigates the point of interest. It’s an old book, the page it is open to talks about sacrifices and full moons, heavens above tonight’s a full moon. This could be a clue.

Velma investigated her point of interest, it was a golden chalice. The bottom is stained with what looks like dried blood, a post it note on the side says “remember to take to graveyard”. Could this be another clue?

Shaggy and Scooby investigate their point of interest, there are footprints in the mud and what look like drag marks heading into the graveyard.

Turn 5

Fright Tokens activate on a 3+. There is only one fright token on the board and that moves up to Fred.

The ghost reappears behind the candelabra in the banquet hall before attacking Fred from behind.

The unearthly wail rings out again causing Fred and Velma an injury and a terror token each. The ghost’s chilling grasp again starts to slide around Freds neck but he avoids injury.

Velma leaves the torture room and stands in the doorway of the banquet hall calling out to Fred to run (Encourage action gives +4 to Freds skill action) Fred stumbles away and passes his trip test before running past Velma and down the hall.

Scooby and Shaggy head for the back door of the mansion.

Turn 6

Fright tokens are now rolled for every turn, this time the token moves up to Velma.

The ghost appears in the entrance hall causing a point of terror to Fred and Velma before attacking Fred again.

The unearthly wail causes a terror and an injury to all the characters. The ghostly fingers again slide around Freds neck this time injuring him (he has 7 terror so takes 7 wounds) this puts him on 10 wounds, nearly done for.

Velma calls encouragement to Fred as she runs past, Fred stumbles away and heads for the back door. Scooby comes in the back door, scores a “laugh it off” for his jumps scare and removes a terror point. He uses his Scooby Snack skill to place a supporting Character. A pizza boy appears in the entrance hall “hello did some one order pizzas?”

Shaggy comes in the back door, his jump scare moves the closest character in to contact with him (Tap on the Shoulder) Fred collapses on Shaggy. Shaggy uses his “Lets take a look” action to heal 2 of Fred’s wounds. He turns on his flashlight illuminating the 3 of them and removing a terror point from each.

Turn 7

The ghost moves toward the Pizza boy not quite making contact. the unearthly wail again causes everyone an injury and a terror point.

The gang all run out the back door. Together they piece together the clues, zoiks there’s going to be a sacrifice in the cemetery under the full moon tonight.

Turn 8

Running into the cemetery they find the missing lass tied to a slab. The girl is saved but more importantly what happened to the pizza?

I picked up the RV made by Sarissa Precision for use in games of the walking dead. I believe they make the official one sold by Mantic. There are slight differences between the 2 but they are the same size as the game template. I wanted to be able to use it with or without the awning so magnetised it. This was easier than I expected.

The model is a MDF frame with a card wrap. the add on pieces are also mostly card.

I split the pieces down into 3 groups,
1. The inner frame which I sprayed black, I painted around the window areas silver.
2. The outer card wrap which I sprayed with white primer. I wasn’t worried about getting a showroom finish, this is a beat up post apocalyptic RV! A thin coat doesn’t cover over the lasered detail on the card. I used a silver sharpie to colour the silver areas of trim on the white.
3. The ladder, Air con etc I sprayed with a metallic nickel colour. I then assembled it.

The card over the MDF is 1mm thick, I used 1 mm deep by 3 mm wide magnets (careful not to go too deep, you still want the MDF to support the magnets)

To get everything square use your stack of 1mm magnets to mark your cut off line, come back 2mm from the end.
cut off the marked piece that would have gone in the recess on the card outer.
You need to be careful with polarity. I make a stack of magnets and put a dot of red sharpie on one side of each of them so I can see the polarity. Put your magnet on a plastic bag on a metal block and then glue the support to it. The plastic bag stops you inadvertently sticking the magnet to the block with superglue and the block helps to keep everything square.
The supports all magnetised. The top frame is 2 mm thick so i used a 2 X 3 MM magnet here. The 3 mm magnets at the bottom of the supports are slightly too big ( 2 mm wide magnet would have been perfect but I don’t have any)
The magnet in place on the RV. Before I put the magnet in the top piece I used it as a template to mark the magnet location on the RV.
The magnet on the top strut has been touched up with silver but will be hidden by the awning any way. I put everything on the RV dry using the magnets to hold in place and then glued the awning to the supports. The last thing I did was once the glue had dried between the supports and the awning I took it off and glued the top bar to the awning assembly.
The awning is nice and secure but easily removed so you don’t have to have your Winnebago driving down the street with the awning out. (just for interest the roads and buildings are from Sally 4th)

Turn 6

Turn 6 starts with the Z’s throwing a 4 and the Family throwing a 3 for activation. Z’s and PEF’s move first with only the Z’s with a line of sight to a human being able to activate (Zombie Frenzy). The Rep 3 PEF can’t activate so remains near the church. The Rep 4 PEF activates and throws a 5, 4. You add 1 to the rep when resolving PEF’s if shooting has occurred. The PEF passes 2 dice and moves 12 inches toward the nearest human. PEF’s always use cover where they can.

The PEF can not move the full distance without being observed, it stops at the corner of the car in view of Madz. The PEF now has to be resolved.

“Mum, I think there’s something behind the white car” Madz calls out. Big Bean stops searching the ambulance and carefully scans the area around the car.

To resolve the PEF we throw 2 dice against the encounter rating of the area (in this case 3 – Suburban) a 5 and a 4 are thrown so both dice fail. with zero passes the PEF is removed – Nothing there.

It’s alright, it’s just an empty bag being moved by the wind, nothing to worry about.

The Z’s activate now, there is only 2 with a line of sight to a human and they start to shuffle toward Ev.

To be a group a figure must be within 4″ of another figure in the group. Big Bean and Madz now form one group, the rest of the survivors form another group.

Big Bean and Madz fast move toward the garage. 2 dice are thrown with the result being used for both tests. I throw 4,1. Big bean passes 2 dice so doubles her movement, Madz (Rep 3) passes 1 dice so moves 1.5 times her normal distance.

“Mum, its freaking me out out here” Big Bean replies “yeah me too, can’s see anyone around we’ll make a run for the garage and wait for dad there”

Meanwhile back at the firehall little Bean calls down to Ev ” we can’t get down the ladder, those things are down there. you try and catch up to the others and we’ll try and make our way through the firehall.”

Ev and H try to fast move after Big Bean, they throw 5,1. both pass 1 dice so add half to there normal move. They went round the barrier, (there don’t seem to be any rules about getting over obstacles. May do something to give the possibility of tripping getting over something or just no fast move over an obstacle?)

Little Bean and Shades need to get through a door or window to get into the fire hall. ( I decided that I’d throw a dice for each door or window attempted, on a 5 or 6 it would be locked) Shades moved to the door and luckily threw a 1 for an unlocked door. There are tables for deciding whats inside if you enter a building but I have the cards so just drew a card. We’re in the suburbs so the building is clear. They both move to the top of the stairs.

Shades moved up to the door and knocked “anyone in” “Dad, just go in” He checks the door handle and finds it unlocked walking in he sees nobody around, Little Bean pushes past heading to the top of the stairs “Dad, look it’s Ecto 1!”

Turn 3

The Family threw a 5 to activate, as their highest rep is 4 they cant move but they can react. The zombies threw a 2 meaning they finally move. They will move toward the last human sighted or noise or continue on in the direction they were going.

Little Bean having climbed the ladder calls down. ” Dad, there’s some crates up here shall I look?” Shades Replies ” it’s Shades to you, and no wait till I get up there I just want to make sure it’s clear down here”

I hadn’t added any PEFs (potential enemy forces) but decided to add 3 of them now. I threw a dice for each one of 3 to establish a rep, scoring a 5,4,3, The PEF’s activate on the Zombie dice but using their own rep.

I indicated the PEF’s with a civi human figure and a dice beside them. One PEF 3 decided to hang around behind the church, PEF 4 climbed down from the ruined building and hid at the corner of the casino, PEF 5 moved up beside the cop car.

Round the corner Madz and Big Bean hear noises then someone shuffle out from behind the fencing.

As neither have seen a zombie yet they have to take the Zed or not test. Madz throws a 2,2 which is a pass but the double means it’s someone they recognize “

That’s Sue she runs the gymnastic club at school” Madz freezes in place.

Big Bean throws a 3,1 again passing both dice , this means she will charge into contact with the Z. Big bean doesn’t have a hand weapon so she count’s as unarmed, this is not good, I therefore interpret the charge as being running to help.

Big Bean starts toward Sue seeing she is ill and wanting to help.

As a citizen she has to take the brown pants test to see if she will charge home, she throws a 4 and passes.

Madz shouts “stop Mum” Big Bean hesitates, Sue seems to be acting pretty crazy, but decides she has to help and runs on.

On the charge into melee test, Big bean is -1d6 as a citizen and -1d6 for unarmed (no hand weapon), the zombie automatically passes 1d6. The melee goes ahead with no shots fired.

Bean throws 4 dice for her rep, she also gets +1 to her final score (human advantage) and the Zombie throws 3. Big bean wins the melee by 3, it only takes one success to kill a Z.

Big Bean reaches out to Sue, “Sue are you OK, can I help” Sue goes crazy grabbing across the barrier for Beans throat. Bean pushes her away and she stumbles on the kerb falling backward, her head hits the pavement hard and splits open. Lucky break for Big Bean. Madz calls out ” are you Ok?”, ” yeah I’m fine but I’ve got to find something I can hit these things with.”

Shades is still round the corner and is the only one still to see a zombie and understand the threat.

Turn 4

The family throw a 5 meaning they again remain in place, the Zombies throw a 4, this mean only Z’s with a line of sight to a human can activate, PEF’s 4 and 5 can also move.

The PEF’s each throw 2 dice to see how they move, PEF 5 scores a 2,3 passing both, this means she moves toward the nearest human staying in cover. She moves up to the side of the fire hall. Z’s ignore PEF’s and, I guess, visa versa.

PEF 4 also passes both dice and moves up behind the Ambulance using the vehicles for cover.

Turn 5

The family throw a 2 and the Z’s throw 3. This means everyone gets to activate with the Z’s and PEF’s going first.

The closest PEF goes first, it passes 1 dice so moves away.

PEF 5 goes next passing 2 dice, it moves along the side of the fire hall until coming in sight of Shades. The PEF now needs to be resolved,

“hey little Bean, I think there’s someone coming round the corner”

I throw 2d6 against the encounter rating (Suburban = 3) I throw 2.2 so pass both and go to the Contact table (these change varying how far into the apocalypse you are, I use the day 1 to Day 10 table) It’s daytime so there is a -1 modifier. I roll a 4-1 =3. This means that we have citizens, I throw on the citizen table and get a 4 which gives 2 citizens.

A young lad carrying a golf club in one hand and a phone in the other walks round the corner followed by a lady.

To find out how we react we go to the Meet and Greet table, this is highest rep against highest rep, Shades scores one more success and has the choice to “Talk the Talk” or “Walk the Walk”. he chooses to Talk the Talk and they ask to join up.

” hi folks hows it going? ” calls Shades

” hi, people are acting weird, mind if we hang with you? I’m Ev and this is H”

I had a couple of pregenerated characters made up, H is Crazy H and has a BA pistol, Ev has a golf club and a phone!.

When I resolved the PEF it was within 6 inches of a zombie so we ran a Z or not test.

Shades replied” sure you can stick with us, is that fella behind you with you?”

Both H and Ev pass 1d6, this means they recognize it as a zombie and can shoot once as the zombie charges. Crazy H shoots with her BA Pistol, she scores 5 and adds that to her rep to give 8 hitting the zombie. She now throws for damage. This is thrown against the impact of the weapon , in this case a 2. She scores a 3, the zombie stops in place but suffers no other damage.

Turning quickly H and Ev recognise that this thing charging them is bad, H gets a shot off hitting the Zombie, it looks down at the new hole in its chest and stops and appears to study the hole. Shades was too far away to see that it was Zombie ” what the hell did you shoot at him for, you could have just said he wasn’t with you” Ev replied “guess that’s why we call her Crazy H ay?”

The noise of the shot and shouting generates another zombie, she slips out of the back door of the casino behind Madz unnoticed (zombies can’t activate on the turn that they are generated)

The rest of the zombies now activate but none can reach the family and their new friends.

Shades climbs up the ladder to Little Bean, H runs round the corner, Madz and Big Bean run to the ambulance “maybe the paramedic is in there and knows whats going on” say Big Bean. Little Bean searches the crates but they are empty ” beer crates, looks like the hose monkeys were having a little party out here” mutters Shades.

Ev seeing the zombie slip out of the casino charges it waving his golf club over his head.

He needs to be able to get within 6″ to charge which he does easily, he stops at this point for the charge into melee test. He has a -1d6 penalty as a citizen so throws 1 d6 which he passes, the Zombie auto passes 1d6, He charges into combat!

Ev throws 3d6 for his rep and 2 for the golf club, he also adds 1 to his score for “human advantage” the Z throws 3d6 for her rep. EV scores 1 more success than the Z so the Z drops, finally dead.

Have tried to get to grips with ATZ a few times but this time I’m serious. This will probably be a long or multi part post as I intend to explain things as I work out how to play. Please do comment if I have something wrong.

So the scenario is – The family have been camping, the fan belt on the van broke and they need to find a garage to get a new one. They have heard the news on the radio that there’s some kind of sickness going round and there’s been some violent incidents in the street.

The family are “Shades” or Dad, he’s been trying to be cool and is demanding the family call him shades. He has a shotgun as the family have been hunting. In keeping with the cool nickname business Mum is running under the tag of “Big Bean” she has a couple of BA pistols (she’s also in charge of the show.) Daughter 1 goes by “Madz” and has been hunting with a crossbow and Daughter 2’s tag is “Little Bean”. She has a BA pistol and a teddy bear, she also has one hell of an attitude so watch out for the teddy!

The game starts by the Family moving, they can move normally or take a fast move, 1 set of 2 D6 is thrown and the number of “passing dice” is counted for each character. So a level 3 character would need a 1,2 or 3 to pass and level 5 character would need a 1,2,3,4 or 5 to pass. Each pass allows that character to move half of there normal move extra. I throw 5 and a 6 so no one fast moves this time.

A dice is thrown for each character, I’m taking this as a suburban area as we are just approaching the city. A zombie will be placed as per the score on the dice.

The dice go a bit in our favour this time and we only generate 9 zombies. These are place 12 inches away from the generating character. They are placed in a random direction, I use a games workshop direction dice.

I then threw for who could activate throwing a 3 for the family and a 5 for the Zombies. This means the Family move first as they have a rep greater than 3. The zombies don’t move this time as they have a rep of 3 (4 if they can see someone)

Seeing there are a lot of “people” in the road ahead Shades tells little Bean to go right, she gets within 6 inches of a zombie. As she has not encountered a Zombie yet she take the “Zed or not Zed” test.

She’s a smart girl and realises that something crawling toward her that has been chopped of at the waist is not normal. She pulls out her pistol and shoots it in the head.

She throws 2 dice against her Rep for the Zed or not test scoring 1 success. This means she can fire one shot as the Zombie charges her. She throws a 5 and adds her rep of 3 to give an 8 which is a hit. Normally Zombies can be taken down by scoring equal to or less than the rep of the shooter. As this Zombie is charging she doesn’t get this advantage so needs to score the impact (2) of her weapon or less to take out the Zombie. She throws a 1 which gives an “Obviously Dead” result. The zombie slumps to the ground.

The family all rush over. Big Bean shouting “what do think you’re doing, I told you that is not a toy you can’t just shoot it in a town,” “but Mum, I mean Big Bean”, that thing was moving and it hasn’t got any legs:” Madz is staring at the remains “cool, that’s a zombie.” “nonsense” say Big bean and Shades simultaneously, “you only get zombies in movies “

Turn 2

I throw a 6 for the zombies and a 3 for the family. again the zombies just stand around while the family moves toward the garage.

Little Bean climbs the ladder beside her at the back of the fire hall, Shades moves up to the ladder (it takes a full move to change levels although I may house rule this to no penalty for proper staircases)

Madz and Big Bean head around the corner.

I got these off of Ebay (waylander.2012) for use in Mantics Walking Dead game. They are basic models but perfectly serviceable. Quick paint job with a wash over with one of  the Secret Weapon Washes.

I believe the fences came from Hovels.

Mall 1

Fuller Schitz Mall

The start of my 4Ground Mall, I didn’t go with the base set for 2 reasons, the price and the size of the included shops.

Each small store is 100mm wide by 280mm long with only one entry point. I feel this might constrict or limit play too much. These stores are the large one with a width of 200mm, the pictures are from my first game and I think i made the right choice.

The models is great, it wasn’t that difficult to build but there is a lot too it. I still need to put the signage up.

The scatter terrain in side came from different sources. The tables and chairs come with the food court, i mounted them in sets on clear bases for durability and ease of play.

Theres some of the Mantic objectives, (suitcases, boxes etc) scattered around. the card is a mixture from Stoezel and Worldworks. The benches I believe came from Sally 4th.

The building is from TTCombat.

 

So I picked up The police station and extension from Table Top Games from Ebay. I’d never seen any of the stuff from TTCombat first hand but the price was good so I thought I’d give them a try.

Well,very impressed, went together well, very sturdy and excellent value. I need to do a bit of work to stop it looking so clean but thats definately my problem not the building.

The building separates into different floors so it will make it easy to play through the floors.

It was just painted up with craft paints, the wood floors were printed out from images on the net.

The rest of the stuff in the background is Worldworks stuff I made a number of years back.

The Mystery Machine

Posted: 31/12/2011 in 28mm, ATZ, Scooby Doo
Tags: ,

Scooby and the gang have been looking for wheels ever since seeing “Confused dad’s” blog. Searching the junkyard on Ebay turned up this,

Confused Dad is building the Misery Machine out of this model and, I make no apologies, that inspired me. I’ll try and make the original Mystery Machine so out with the bodyfiller!

If you’ve not been go and have a look at his Blog he’s done a great post Apoc Scooby and gang!

ATZ Game

Posted: 29/12/2011 in 28mm, All Things Zombie, ATZ, Worldworks
Tags:
Well had a couple of friends over to play toy soldiers today, unfortunately the game kept getting interrupted by picking up and depositing teenagers all over town. I started with the best intentions of getting some in-game shots but only got a few pre game pics done.

Shades, Bert and Ernie, Big and Little Been and Duster

There were 3 groups working, Shades with 2 soldiers, the soldiers are prepainted models from mongoose Evolution I picked up cheap on Ebay, their task would be to land by Helicopter, they had information that the warehouse was actually a front for a secret lab that had been working to find a cure for the outbreak. They were to make their way to the warehouse and try to locate survivors. Shawn had control of this group. From previous experience I know that if he’s got a gun he’ll use it regardless how many Zeds he may attract, so I gave him the most weapons of any group.

The second group were lead by Big Been accompanied by Little Been and a spare Artizan cowboy that was sitting near the front of the figure cabinet. Mark had command of this lot and they were survivors living in the town, they have seen the helicopter land and are to make their way to it.

Ray, Spawn and Madz

This Group was made up of Ray, Spawn and Madz. As I would be controlling them I limited their weapons, Spawn only having a Golf Club and a cell phone. Maybe we need a special rule about Teenagers with Cell phones – “too busy to kill a Zed, updating my Facebook profile dude”, for another game maybe. Madz had a crossbow nice and quiet and I had a shotgun, potential to generate 6 Zeds at a time. Figured I’d just try to complicate things for the other two groups as the game progressed. As it turned out I didn’t need to, Big Beens group had that covered.

View toward the Corner Shop

View from the corner shop

Over the hill and Far away

A couple of view across the table. The building on the left of Over the Hill and Far away is from Old Glory the rest are card building from Worldworks games.

The original buildings I made by mounting on foam card and are a larger scale than the later TerrainLinx models.

Inside Church, Apartment and Garage

Inside the Gun Shop

The Church is one  of the old Worldworks models which I mounted on Foamcore and put windows printed on acetate into, the apartment and Garage buildings are made from the new TerrainLinx sets, you can see the pillars and the removable walls. It’s a clever system and easy to change around but doesn’t look as good to me as the originals if you foamboard mount them. The fence round the church is dollar store Christmas decoration.

Inside the Warehouse

Office in the Warehouse

The warehouse is again a foamboard mounted model with acetate windows, you can build it to whatever size you want, this one being an L shape 14″ on the long sides, Theres is racking in the unseen side of the warehouse and a ladder allowing access to the rack and the top of the office. Waiting patiently in the office is the aim of the scenario, one scientist with all the answers.

Ray goes to Church

Shades has a walk in the park

Been's been to the gun shop 2

Been's been to the gun shop 1

Although the game didn’t finish it was a lot of fun,  Shades started out with his bodyguard from the helicopter shooting at the first and only Zed on the board and made his way into the warehouse.

Big Been started in the church and started out for the helicopter but got distracted, with 4 people rolling for activation (Zeds and 3 groups) doubles were not infrequent. A double causes a test on the random occurrence table. One of these occurrences was the alarm on the school bus going off and attracting more Zeds each turn. Been, in a particularly public-spirited mood, headed for the bus to quiet the alarm, all the zombies also headed for the bus, Shades used the distraction to get into the warehouse.

Ray was on the terrace of the apartment by the church, attempting to go through the building to join in the fun was a slow process. Every room the team entered had either Zeds or gangers in it. Ray was taken out early but Spawn took his shotgun and role as leader and carried on. By the time the team got to the main gun shop they had 3 extra gangers with them and a Squad Automatic Weapon unfortunately before they could get out side and put some hurt on the Zeds the game ended.

Big Been finally realised that being out on the street with no one else but half a town of Zombies was not a good plan so jumped through the window into the warehouse where she was met by Carolee, Carolee declined the offer to join the group recognising that Big Been was a born Zombie magnet and ordered them to leave. As all the Zombies had followed Been’s team to the warehouse going outside was not a good idea, Carolee fired a warning shot to show she really wanted the group to leave and popped little Been just to get the point across and there we ran out of time.