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Wednesday, 21 November 2012

My FFO Campaign - Week 1 - Day One parts 1 and 2

Okay, here it is, my first ATZ-FFO batrep. This sees the hero of my campaign, Scotty "Vampifan" Bryant, on the first day of the outbreak of the zombie plague. The Day One scenario can be downloaded for free at http://site.twohourwargames.com/ATZFFO/DayOneRough.pdf
This batrep will purposefully be rules heavy, as I explain the game mechanics of the new rules for the benefit of new players and for experienced players who'd like to know how FFO differs from the previous rules, Better Dead Than Zed. I should point out that the Day One scenario is designed with the beginner in mind and is very user friendly. Quite a few of the basic rules like In Sight tests, initial zombie placement and PEFs are not used in this scenario. Melee combat against civilians works differently to the normal game to keep things simple.
All notes relating to the rules will be written in blue text to differentiate them from the rest of the batrep. All page numbers will refer to the ATZ-FFO rulebook unless otherwise noted.
The scenario takes place in the centre of Mayhem City (an urban area) for parts 1, 2 and 3 and in the suburban area of Springvale for part 4. It all takes place during the daytime. All four encounters were played on 3' by 3' game boards made up of ground tiles from WWG's Streets of Legend set and an assortment of buildings primarily from WWG, plus a couple from Genet Models and Stoelzel's Structures.

PART ONE - WORKPLACE
Vampifan was on his lunchbreak when he saw a news report on the TV in the restaurant where he was dining, announcing that dead people had reanimated and were attacking the living. The police were advising everyone to stay indoors and lock themselves in until further notice. Due to his job and hobbies, Vampifan was something of an expert on the undead and his initial reaction was to dismiss the news as a hoax. Zombies did not exist in real life, only in fiction. Still, on the off chance that the news was true, he decided to head back to his office, where he was manager and graphic designer of a computer games company called Vampisoft, pick up his gear, then collect his pick-up truck and drive home, stopping on the way to fill up the gas tank. He slowly made his way back to the Vampisoft offices. Just as he was about to cross the road to the office block, two clearly panicked citizens ran towards him.
This photo shows the part of Central Mayhem City where the Vampisoft offices were located. The offices are actually my lawyers' offices but I designed a new logo to temporarily stick above the front door. it's a simple way to transform the building.
This photo shows the main street running from north (bottom of the photo) to south (top of the photo). The board is divided into nine sectors, each 1' square. Sector 1 appears at the bottom left of the photo and sector 9 is in the top left of the photo.The Vampisoft offices are located in sector 5 in the middle of the board.
And here's the reverse view of the same street running from south at the bottom to north at the top.  
Before play could begin I had to roll 1d6 on the Contact Days 1-10 table (see p.61), with a -1 modifier because it was Daytime. I rolled a 4 which was modified to 3 for a result of Citizens. Next, I rolled 1d6 on the How Many table (see p.62), this time with a +1 modifier because the encounter was in an urban area. I rolled a 2, which was modified to a 3 for a result of 2 Citizens. They were placed 1d6 inches in front of the objective and facing the player character. I rolled a 6, so they were situated 6" away from the front door of the Vampisoft offices.
TURN 1.   Activation - Vampifan = 3, Civilians = 2.
Vampifan walked to the corner of the T-junction and began to cross the main street as he warily eyed the two men in front of him. 
The two terrified civilians, charged at him, intent on knocking him out of their way rather than running past him. "How odd!" thought Vampifan.
In the Day One scenario, there is no need to take the Charge Into Melee test against terrified civilians. Melee combat against them happens automatically. Here's how it happens. Vampifan is Rep:4 but under my house rules, he has a Melee score of 3. Because he was unarmed he suffered a -1 penalty, which gave him a Melee score of 2. The two civilians were both Rep:3 and because they were also unarmed they also suffered a -1 penalty to their Melee scores. That meant all three combatants had Melee scores of 2. In FFO a character fights each opponent, attacking them in turn (see p.31 for the Melee Combat table). Both opponents rolled a number of dice equal to their Melee scores and looked for successes. A success being any roll of a 1, 2 or 3 . Against the man in the suit Vampifan won the combat by 1 success to 0. I rolled 1d6 to see what, if any damage, Vampifan inflicted (see p.31 for Melee Results). I rolled a 1, which would normally have been an Obviously Dead result. However, in the Day One scenario, any damage done to a citizen is ignored and he simply runs past your character.
"Hey, watch it, buddy!" Vampifan shouted as he shoved the man in the suit away. As he turned from watching the guy run away, the second civilian ploughed into him.
Vampifan was sent sprawling and landed on his back, as the second citizen knocked him down.
In the second combat, Vampifan scored 0 successes but the civilian scored 2. I rolled 1d6 to see what damage was inflicted on Vampifan. I rolled a 5 for a result of Knocked Down. Vampifan had to roll 2d6 against his Rep on the Recover From Knock Down test (see the Citizen Reaction Tests chart in the Quick Reference Section). He passed 2d6 and was Stunned. He could not act until he had spent one full turn of activation doing nothing. I could have avoided this if I had remembered the Star Power advantage he had, but I forgot all about it. D'oh!
TURN 2.   Activation - Vampifan = 1, Civilians = 4.
Vampifan remained stunned this turn, and lay on his back getting his wind back.
TURN 3.   Activation - Vampifan = 3, Civilians = 4.
Any roll that totals 7 for Activation results in another roll on the Contact Days 1-10 table (see p.5 of the Day One scenario). This rule appears because the Day One scenario does not use PEFs and so allows for further encounters with citizens or zombies. This time I ended up with 3 Civilians, who were placed 4" away from the entrance to the Vampisoft offices. Vampifan had two things going for him this turn. Being Rep:4, he could could activate this turn and because the Citizens were only Rep:3, they couldn't activate. To activate, a character must roll equal to or less than their Rep scores on the Activation dice (see p.13).
Not wanting to fight a trio of terrified civilians, who had suddenly appeared in front of him, Vampifan decided to run around them.
With a sudden spurt of speed, Vampifan swerved to one side of the startled group and ran past them into the safety of the Vampisoft offices.
The distance between Vampifan and the front door of his workplace was 11", a distance that could be covered if he made a successful Fast Move test (see p.15). Normally, you would roll 2d6 and compare the results to the Reps of all those in the party taking the test. For each d6 passed, the character could add half his Movement score to his normal Movement. However, Vampifan has the Slow Attribute, so I only rolled 1d6 for him. A result of 3 meant he passed the test and could add 4" to his Move of 8" for a total of 12", enough to get him to the front door.
This ended Part 1 of the scenario. Vampifan had not met any zombies and speculation amongst his co-workers was rife as to whether the news stories were true or not. The reward for reaching his workplace first was that Vampifan was able to collect his katana, his laptop computer, one lot of medical supplies and enough cash from the safe to class as 3 Luxury Items. All in all, it was a hell of a good haul. Now he had to go and retrieve his pick-up truck from where he'd parked it not far away from the office block.

PART 2 - VEHICLE
To reach his next destination without delay, Vampifan had to roll on the Getting There table (see p.4 of the Day One scenario). He passed 2d6 by rolling against his Rep and reached the location without delay. At the start of each separate encounter you have to roll 1d6 on the Contact Days 1-10 table and place any opposition 1d6" away from the objective and facing the player character. This time I ended up with 3 terrified citizens, (a boy, a man and a woman) 1" away from the pick-up truck, blocking Vampifan's way.
Here we are, still in Central Mayhem City, and Vampifan takes a short cut past the building in the centre front of the photo above to reach his pick-up truck, hidden from view by that very same building.
This is the view up the main street from the north (in the bottom of the photo) to the south (at the top of the photo). Vampifan's black pick-up truck can be seen in sector 5, in the middle of the board in between the red hatchback and the blue sedan.
This is the reverse view showing the main street from the south (at the bottom of the photo) to the north (at the top).The large office block belongs to a firm of solicitors, even though it looks remarkably similar to the Vampisoft offices.
TURN 1.   Activation - Vampifan = 4, Civilians = 1.
As Vampifan began to cross the road, he immediately noticed the panicked look on the faces of the three citizens running towards him and he had a flash of deja vu. Not wanting to experience his previous mishap, he withdrew his katana and yelled, "just stay the fuck away from me!"
The terrified citizens totally ignored his warning and seemed determined to rush through him, rather than taking the sensible option and avoiding him.
This time, Vampifan rolled 5d6 for his Melee attack dice (3d6 for his Melee score, plus a 2d6 bonus for using a two-handed weapon). As before, the citizens only rolled 2d6 each, making combat a very one-sided affair. Against the teenage boy, Vampifan won 3-0. Against the man wearing the flat cap he won 2-1, and against the young woman he won 2-0. No damage was inflicted as this was not a normal melee combat.
Vampifan held his ground and the trio rapidly moved past him without any harm being done to either side.
TURN 2.   Activation - Vampifan = 4, Zombies =3.
The Activation dice came up with a total of 7, resulting in a new roll on the Contact Days 1-10 table. This time, I rolled up 2 Zombies and they were placed 2" away from Vampifan's pick-up truck and just 3" away from him. This forced Vampifan to take the Zed Or No Zed test (see p.49). He passed 2d6 with rolls of 3 and 1, so he could now take the Charge Into Melee test.
As two more citizens staggered into view, Vampifan saw their blood soaked clothing and horrendous wounds that should have lain out any normal human. The woman had lost her right foot and and her right hand and was hobbling along on the stump of her leg. The old man was also limping badly, with his left foot facing behind him as it had been twisted through 180 degrees. He also had a metal spike piecing his right thigh. Vampifan had no doubts at all in his mind just what they were - they were the walking dead - zombies! So, the news stories were right after all, he thought. He gulped and gripped his katana tighter in his hands that were now trembling.
He thought about charging and attacking them but by the time he had made his mind up they were on him. He was still amazed at the fact that they could move at all, given the extent of their injuries.
Before Vampifan could take the Charge Into Melee test he first had to pass the Citizens Brown Pants test (see p.30). This test affects all civilians and remains in play until they become either Gangers or Survivors. Vampifan had to roll 1d6 against his Rep. He rolled a 2 and so passed the test. Now he could take the Charge Into Melee test (see p.30). Unfortunately, he suffered a -1d6 penalty for being a citizen and so only rolled 1d6 for the test instead of 2d6. He rolled against his Rep and scored a 6 - a failure. The opposition should also roll but in the case of zombies, they never roll and always count as having passed 1d6. Because the zombies had passed more d6 than Vampifan I had them charging him.
Vampifan quickly regained his composure and swung his katana at the female zombie. The devastatingly sharp blade sliced through the zombie's neck with consumate ease and she crumpled to the ground as her head departed her body in a spray of blood.
Zombies roll 3d6 in melee combat and are classed as using Improvised Weapons (this gives them no bonus or penalty to hit). Vampifan rolled 5d6 because of him wielding his katana in a two-handed grip. He scored 3 successes to the zombie's 0 successes. In actual fact, Vampifan only rolled 2 successes but he gained a bonus +1 success for fighting a zombie (see p.31). Rolling 1d6 on the Melee Results table (see p.31), Vampifan rolled a 3, which was the same number of successes he'd scored but wasn't a "1", meaning his opponent was Out Of the Fight (OOF). However, all OOF results against zombies are classed as Obviously Dead (see p.49). He had just killed his first zombie.
His reverse swing against the male zombie was not so accurate as the katana sliced into the left shoulder of the walking dead man. Still, it landed with enough force to unbalance him and the zombie was knocked over.
In the second round of combat Vampifan and the zombie both scored 1 success, but the +1 bonus for Vampifan fighting a zombie meant he won the combat by 2-1. I rolled for damage and this time Vampifan only scored a Knock Down result. Any result of Knocked Down against a zombie, meant the zombie was knocked down to the ground but was not Stunned. The Recover From Knock Down test was not taken. The zombie would regain its feet when it was next active at the cost of its full movement (see p.49).
TURN 3.   Activation - Vampifan = 3, Zombies =6.
Standing next to the prone male zombie, Vampifan stabbed him in the forehead for an automatic kill. He wiped the blood from his katana as he walked across the street to his pick-up truck.
This ended Part 2 of the Day one scenario. Vampifan's next destination was a gas station to stock up on gas. Because my campaign is set in America, I'm using the American term "gas" for petrol, although I must admit it always baffles me why Americans call petrol, which is a liquid, "gas!"

TO BE CONTINUED

65 comments:

  1. Great stuff, the new rules seem to run smooth. i think gas it short for gasoline like petrol is short for petrolium

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    1. Ah, that would make sense. Thanks, Shintokamikaze.

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  2. Excellent start my friend, in fact it's stunning!

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  3. Oh, yay, another one!

    Looks like Scotty didn't took long to try out his newly modeled weapon! :D

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    1. Giving Vampifan a katana could be one of the best decisions I've ever made, Mathyoo.

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  4. Great beginning Bryan! Looks like Vampifan got a good start. I will be rooting for team Vampifan! I had my FFO rulebook next to me while reading your bat rep and looked up the appriopriate pages as I read. That actually worked very well. Thank you for including the instructions on how everything works. This is a very fun way to learn the rules! Can't wait for parts 3 and 4!

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    1. I'm pleased with the new layout, David. By making the rules details a different colour to the main text helps to differentiate them and means that those who aren't interested in the game's mechanics can easily skip over them. I'm also very glad that you are finding my examples of play a lot of help. That means a lot to me.

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  5. Damn fine rep VtG! And as Darkoath said, thanks for the step-by-step and page references

    May this be the start of a long and healthy life for Vampifan v2!

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    1. I'm hoping this version of Vampifan has a much longer innings than the previous one. Once again, I'm so pleased to hear that the step by step instructions are useful to you.

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  6. Just a quick question about your ground tiles Bryan, how are they all 6" by 6" or 12" by 12", im new to putting them together, it seems the ones i made from streets of Mayhem are 7" by 7". Am i doing something wrong in my printing or file selection?? thanks

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    1. That's an easy one to answer, Shintokamikaze. Streets of Legend is designed with WWG's Terrainlinx (TLX) sets in mind and they are all based on increments of 3". The old Streets of Mayhem set was designed with the old style buildings in mind, and they worked on 7" by 7" tiles. The Streets of Mayhem set and Streets of Legend set are NOT compatible. Now, I must admit that I am not a fan of the new TLX buildings. They are unnecessarily fiddly to make. However, the new TLX ground tiles are something else again and I have nothing but the highest praise for them. In Streets of Mayhem you are stuck with one type of design for the ground tiles. But in Streets of Legend you have a choice of three designs for your street tiles - clean, dirty and apocalyptic. How cool is that? Take my advice and ditch Streets of Mayhem. Streets of Legend is your best bet for ground tiles.

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    2. Thanks mate, i will do that, the only thing is i like the parking lots

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    3. That is the one thing that is missing from the Streets of Legend set. I liked the old parking lots as well. There is supposed to be a car park expansion coming out for the TLX system but who knows when?

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  7. Those damn panicked civilians will get you every time. Believe me, I know!

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    1. They are an absolute pain in the arse if your Star is unarmed. However, see how easy Vampifan beat them once he drew his katana. Moral of the story is arm your Star with a two-handed weapon.

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  8. Excellent start and nicely laid out and explained thanks Bryan.

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  9. This is excellent! I love watching examples of how games are played. It helps me with my understanding immensely.

    Plus, if I play it wrong later I can always say "Huh.... I learned it from Bryan."

    Cheers!

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    1. Yikes! The responsibility of getting the rules right first time! Actually, to be fair, FFO is a much more user friendly set of rules compared to previous versions of ATZ. Plus having play tested the rules a lot, I ought to have a good understanding of how they work.

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  10. Thanks for giving the new rules a shakedown cruise and letting us come along for the ride. As always, I'm blown away by the quality of your terrain. Looking forward to the next installment!

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    1. Thanks, Christopher. You're very welcome to join me on the ride. Things get a lot more "interesting" next time.

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  11. Terrific start, Bryan. Separating story-telling and rules explanation is brilliant.

    Nice Vampisoft-Logo by the way ;D

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    1. You know something, Stefan? The idea of keeping the rules separate from the main text by use of a different colour is such a simple and logical solution that I can't believe it has taken me this long to come up with it!

      Ha, ha, ha, thanks for the comment about the logo, you cheeky monkey! What others won't know is that Stefan sent me his own design for a Vampisoft logo, which unfortunately arrived too late for me to use it. Even so, I very much appreciated the gesture.

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  12. Nice clarly explained AAR. Firstly let me say I am looking forward to the next installment. Secondly I think America is a good setting, British Zombies always maintain a comedy feel (even if only slightly). Loved the way you worked the coloured fonts to break the writing up between the Narative and rules explanation. All in all a really great blog post. Cheers mate.

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    1. Thanks, Clint. North America was always going to be my first choice for setting a zombie apocalypse in.

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  13. A good solid start. When I 1st read this, there were but 4 comments. I will read them when I can. Good effort mate.

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    1. My batreps always proof popular, Bob, so it's not surprising that this post has attracted so many comments.

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  14. Another great AAR!

    Question, on scenario two, turn one shouldn't Vampifan have 6 melee dice (4 for rep and 2 for the katana)?

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    1. Thanks, David. Did you not read the bit where I said, "Vampifan is Rep:4 but under my house rules, he has a Melee score of 3." (The quote appears after the 5th photo.) As I explained in an earlier post my characters' Driving, Melee, Shooting, Fitness, People and Savvy are all separate skills. I don't want Rep to be such a catch-all for so many skills. Check out my post about the ATZ-FFO Character Record Sheets for more on this subject.

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    2. No problem, David. No harm done at all.

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  15. Ah, it was fun to read another report. And that was a good one. Really has me itching to start my own campaign.

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    1. I'd advise waiting until you are absolutely certain it's time to start before you take the plunge. From my own experience, I know just how much work is involved in setting up a zombie apocalypse campaign. I wish you all the very best for when you do start your own campaign.

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    2. It's true, I want to wait until everything is ready. But I have most of what I need at this point. Once I get a fair amount of my Studio plastics painted, I think I'll be ready. A few more buildings and city terrain wouldn't hurt either though.
      But if I wait until I have EVERYTHING I need, I'll never start haha. I can always keep adding little bits, so long as I have the meat of it prepared, which is close, but not quite yet.

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    3. That's the spirit, Adam. It's a fine line between deciding just when you have enough to play and needing more. To be fair, we'd all like more than what we have, yes, even me! I have so many model buildings that I want to make I wonder if I'll ever have the time to make them all. I do have a good collection to choose from but I want LOTS more.

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  16. >> I must admit it always baffles me why Americans call petrol, which is a liquid, "gas!"

    Just slang for gasoline.

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    1. Yeah, I get that now. I didn't realise it was a slang term. D'oh!

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  17. The saga continues...

    And you are of to a good start. Lets see if Vampifan can keep things together now the zombies start gathering again!!!

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    1. So far, so good, Johnny. However, things get a lot tougher in the next part!

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  18. Great start Bryan,
    Can't wait to see the mayhem unfold at the gas station!!! Loving the added Katana to Vampifan, and the seperated rules text is a great idea

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    1. I'm glad you're enjoying it, Dave. Things certainly hotten up at the gas station! Stay tuned!

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  19. It's nice to be here in the beginning of the adventure this time. I, too, love the Vampisoft sign - I think I got the biggest kick out of that part. Nice job on entertainingly introducing the new rules. I've been lurking at everyone's batreps for over a year now, and one of these days I'm actually going to play.

    I still sit with mouth agape at your scenery though, Vampy. It's just awesome.

    I noticed a little tidbit to go with Mayhem City being in the USA. The cars parked on the street would be facing the opposite direction of what they are now (since we drive on the wrong side here, from what I hear). You can actually get a ticket for parking on a street in the wrong direction depending on demeanor of your local police.

    I'm not actually picky enough for any of that to bother me - it all looks good enough it could be scattered about and still work fine! Kepp up the good work!

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    1. >>You can actually get a ticket for parking on a street in the wrong direction depending on demeanor of your local police.

      When I moved back to the States that was one thing that was hard to get used to, I was so used to parking either direction on either side of the street.

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    2. Guys, you are both right about the placement of my parked cars. Living in the UK I just went along with our way of parking and totally forgot that in America, people drive on the "wrong" side of the road. However, when I set the board up for part 3, I realised my mistake and rectified the problem there and then. Having made the mistake once, I doubt if I'll make it again... and if I do, I'm sure you guys will tell me. :) By the way, I never knew it was an offence to park on the wrong side of the street in America. How odd! That would never happen in the UK.

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    3. Happens to you here as well. IF there is a traffic warden around, that is. 15€ penalty the first time.
      Concerning driving on wrong sides of roads: Did you never wonder that there might be a reason why it is called "driving on the *right* side of the road" ;)

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    4. We have lots of odd laws here, Bryan, although most are left over state laws that never get taken off the books. My favorite ones for my home of Alabama include that it is illegal to spit on the sidewalk (enacted when tuberculosis was rampant), and I had a friend once who was cited for not honking his horn before passing another vehicle on a 2-lane road (I think this one came around when horses/wagons and cars first started sharing the road).

      We can always write up the parking as part of the lawlessness of Mayhem City: Home of VampiSoft.

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    5. Stefan, I think the fact that us Brits drive on the left side of the road can best be summed up by Obelix when Asterix and Obelix visited Britain many years ago - "those Brits are crazy!"

      Russ, we could start a whole topic just on odd laws that are still in existence. Ultimately though, I think you hit the nail on the head - it's all down to the lawlessness of the Mayhem City inhabitants. After all, why else is the place called MAYHEM City?

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  20. Very good...stand by for future.

    Now question :
    in FFO i don't find the rules of "seven" 7 (ex: Any roll of 7 for Activation results in another roll on the Contact Days 1-10 table.). Exist in FFO (which page ?) or you conserve this in BTZD ?

    Thanks

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    1. FreDerf, there is a very good reason why you can't find the rule about rolling on the Contact Days 1-10 table if you roll a total of 7 on the activation dice and that is because this rule only appears in the Day One scenario. It appears on p.5 of the scenario and is ONLY used in the Day One scenario. This rule is used as a replacement for PEFs, which are not used in this scenario. Thanks for pointing out this to me. I have edited the batrep accordingly, to explain this better.

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  21. Good start Vampifan, I look forward to more episodes in this drama, your terrain is as good as always.

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    1. Thank you, TE. I hope there'll be a LOT more episodes to come.

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  22. What a great start of a new campaign! I haven't taken a look at the new Day One scenarios yet, but I think I've noticed a small difference to the old Day One. Back then, those *bleepin'* terrified civilians have ruined a lot of my games, because if they won a melee the mission was automatically over. I like the new version way better!

    Whiteface / Oliver

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    1. Thanks, Oliver. I can confirm that there are differences between the BDTZ Day One scenario and the FFO version. The differences are mainly in the way the scenario is played. The new version is well worth downloading, in my opinion. Terrified citizens can still end an encounter if they score an OOF or OD result on you. But if you're only Stunned you can carry on. Plus, you can negate the damage you receive by successfully using the Star Power advantage... which I forgot to do for Vampifan when he got knocked Down!

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  23. Hi Vampifan,

    fantastic battle report. Only one easy question, can you play inside vampisoft offices? I want to buy some big buildings from WWG,because only have mayhem apartments,mayhem armory, mayhem police HQ and streets of legend (nearly all printed, 50% cutted, and 10% mounted). I am looking for little supermarket stores o shops, which ones you recomend?

    Would be nice to see a report of all of your buildings in one report.

    sorry for my bad english.

    waiting for spanish pdf of ATZ final fade out to start playing.

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    1. If you want to know what the inside of the Vampisoft offices look like click on this link - http://vampifansworldoftheundead.blogspot.co.uk/2009/08/wwg-lawyers-offices.html

      The WWG sets you have are a great start. I much prefered the old style WWG buildings to the TLX buildings. For the shops and supermarkets you are looking for, I'd recommend some of the Stoelzel's Structures sets, which I now find are the best on the market. Here's a link to the Stoelzel's products - http://www.wargamevault.com/index.php?manufacturers_id=4244&filters=0_0_0_0

      No need to apologise for your English. I understand you perfectly well.

      All the best and I hope you don't have too long to wait for your copy of FFO.

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    2. thanks!!! I don´t like TLX buildings, to much work.

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  24. Great looking city Vampifan! Enjoying the return of your campaign so far looking forward to reading part two. :o)

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    1. Cheers, David. Your wait for the next part won't be long now.

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  25. Sounds like a great start to a promising game! Also... Happy Birthday!! (I assume it's your birthday unless a forum lied to me!) :)

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    1. Many thanks, Carl. Yes, it is my birthday today. Yay, me!

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  26. I may be wrong but when attacked by multiples civilians, won't you throw your dices only once ? It would be : you have 6 dices to allow on the 3 civilians. This represents multiple attackers better, no ?

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    1. That's not how I read the rules, Barbarian. Plus, a lot of the rules for the Day One scenario differ from those found in the main rulebook.

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