|Part of the East Side district of Perdition|
It's a very basic scenario and I used their encounter table from the scenario, rather than the normal decks of event cards, sticking as close as possible to the original, but using my own rule addenda.
There were to be no PEFs (Possible Enemy Forces), nor would I have zombies spawning onto the table, but they could be attracted by gunfire and other noise.
Rather than go through a blow by blow account, I'll let the photographs tell the story, with only minimal editorial interjection.
His starting position is the red star in the bottom left and the six buildings are numbered in the order he visited them, even though his original plan was exactly the opposite !
His route is shown by the blue arrowed lines.
|Starting Position, within 1 move of the first building.|
He was armed with a BA pistol and knife and had fairly modest stats:
Initiative 4, Leadership 4, Shooting 3, Melee 4, Fitness 3 and Driving 3, but he could hot-wire any vehicle almost at will (an attribute)
|Turn 1 and an event !|
|No plan survives contact with the enemy|
|Like Jerome, the dog legged it too !|
|The zombies soon gave up chasing the dog|
|At the first house - phew.|
|Jerome and his new ally|
|Another event - a single zombie "Run for your lives !"|
Once more Jerome quickly took to his heels followed by his new but not-so swift companion as a zombie appeared across the street from them
|"Oh shucks, he's got a gun !"|
|"Oh bother, so has he"|
Seemingly now dogged by events a rival ganger ( a white supremacist we suggested) rounded the corner of a yard to confront Jerome armed with an assault rifle ! After one shot each (part of the scenario rules), the rival ducked-back stunned behind the cover of the fence.
|Note the zombie attracted by all the racket.|
|"Take that you cad !"|
(the white counters indicate noise - in this case one 'noise counter' per gunshot)
|"Yay, we're bad-asses"|
|"And now we are three"|
|"Quick run this way"; "If I could run that way I wouldn't need the talcum powder "|
|"It's empty chaps"|
|"Is it time to run yet ?|
|"What about now?"|
|"It's time now. - Run !"|
|"Just keep running"|
|"A little help here ?"|
|"Come back "|
The scenario had said Victory was increasing your gang in a limited amount of time, but failed to say how long or how many turns that time was. We'd been playing a little over two hours and had had
twenty five turns.
For the next scenario, again taken from the 'Haven' supplement the gangers wold start in the same position as they had finished, with the same gangers, but with a clean zombie-free board.
It was an interesting scenario and enjoyable enough, but not one that I'd be repeating
That's it then for this week, as always your comments are both welcomed and appreciated.