Washington and Jerome about to meet up |
At the end of the last scenario I had the leader of the gangers (Jerome) escaping the gang's HQ and being joined by a civilian (called Washington), who in turn was fleeing a horde of zombies.
The terraced buildings, I'd already determined to each have a roof hatch.
Once Jerome and Washington were together they would head for the Safe house to plan their next step.
For this scenario, zombies would only be generated by noise, there would be no spawned zombies as the spawn points were already depleted and it was a continuation from the previous scenario.
In the building that Jerome had just left there were three more members of his gang, all hiding on the ground floor (they had had nowhere to run). These latter three would all require to recover from their fear (recover from the effect of running away), which at best would allow them to be in a state of Duck-Back" (ATZ rules). From "Duck Back" they could recover back to normality, stay ducked back or once more hide (effectively run away).
Just off-table below the house marked 'A' were a zombie horde of about 35 whilst the immediate threat of zombies were by the indicated red marker.
The table area was the same as in the last scenario save for the fact it had been rotated 90 degrees, had two terrain boards removed (the two northern ones) and a further two added (these can just be seen to the right in the photo below.
Jerome, Washington and the three others had to make it from the house marked 'A' to the Safe House marked 'B'.
Door on the safe house would be open only a roll of double '1' else they will be locked tight.
The horde by the South Barricade (indicated by the red marker) |
Rood hatches would be open in any event.
As I was playing the scenario solo I made up their plan and the various other rules I would use.
Their plan would be simple, go to the Safe house and check the door, if it was locked check next door and go around the back if neither were already open (putting as much space between themselves and the zombies by the red marker before making any noise (smashing down a backdoor or breaking windows)
Fast movement in the open within 24" of zombies would attract them (whether or not they had a LOS) as would fast movement within 6" if inside a building, so normal movement would be the order of the day for all the gang.
Jerome is only slightly above average in his stats whilst Washington is well above average for Civilians (save for Washington); the others are pretty much run-of-the-mill. Here's the entire crew's stats:
Initiative Leadership Shooting Melee Driving Fitness
Jerome: 4 4 3 4 3 3 Rifle & BA pistol, Knife
Washington: 4 4 5 5 4 5 Shotgun, BA Pistol, Knife
Hiding in the house:
Jax 4 5 2 3 5 2 BA Pistol, Knife
Leroy 3 3 2 2 5 5 BA Pistol, Knife
Patience 3 3 3 5 3 4 Knife, BA Pistol (no ammo)
Other than Jerome who is a ganger, all the others are civilians.
The three still in the starting building and currently unable to act will all take the same route to the safe house, namely up to the roof of house 'A', across the roof to the adjacent house and then downstairs into the back yard and finally across the street to the safe house, to join the others, without moving fast this would take about 12 turns !
The horde waiting just off table |
For surviving the 'Alamo' scenario I gave each of the above an attribute, though they were unlikely to affect this particular scenario.
I didn't envisage much, if any Zombie action as only Events would really affect the scenario, but as they say "Best laid plans..." etc.
Encounters in houses would be with either Civilians, Gangers or Zombies. The zombies would have to be dealt with and the Civilians and Gangers 'negotiated' with I pre-decided that any gangers encountered would have a 50% chance of formerly having been in the gang.
And that is it for this week, as I have limited computer access atm but the first part of the scenario will be related in next week's post.
In other news my fourth post in my new Gladiator Project's blog can be found here.