CHUCK. First Action. Move North one Zone. This brings him in contact with the Walker who was threatening Fred.
Third Action. Ranged Fire with Rifle. He rolls a 3, which is just enough to hit the female Walker shambling towards him. She drops down dead with a bullet to the head.
CHUCK. First Action. Move North one Zone into Zombie Spawn Zone 2. If you're wondering why he didn't just stay put and shoot the Zombies next to Fred there is a nasty little rule that Zombicide uses, called Target Priority. The shooting Survivor does not choose freely the targets he hits with successful Ranged Combat rolls. Hits are assigned in this order -
1. to Survivors (except for the shooter)
2. to Walkers
3. to Fatties or Abominations (player's choice)
4. to Runners
The hits are assigned until all targets of the lower degree of priority have been eliminated. I know that some players hate this rule and ignore it but I'm okay with it because it forces players to think tactically. If Chuck had fired he would have had to kill Fred before he could kill the Walkers and there was no way that I'd do that. So, Melee Combat it is then.
Third Action. Ranged Combat with Rifle. This time he scores a hit with his roll of 5. I really wanted to kill the two Runners first but because of the Target Priority rule, Fred must eliminate the Walkers first. Still, he does kill two of them because of his Reaper: Combat Skill. He generates a second Noise token, which is just out of shot.
Second Action. Melee Combat with Crowbar. Chuck rolls a 5 and kills the newly arrived Runner.
Third Action. Ranged Combat with Rifle. A roll of 5 hits and kills two more Walkers. He generates a Noise token.
Third Action. Moves South one Zone, bringing him outside the generator room.
Fourth Action. Opens door to the generator room with his key. Only Chuck could open this door because he holds the key for it. Whenever a door to a building is opened for the first time, Zombies are spawned inside in the same manner as their Spawn Zones. You must draw a Zombies card for each room in the building. As the generator room is only a one room building I only draw one card for it and it turns out to be two Runners.
Second Action. Moves South one Zone to stand outside the generator room.
Third Action. Ranged Combat with Rifle. Fred fires through the open door and kills both Runners with his excellent roll of 6 and of course, his awesome Reaper: Combat Skill. He generates a Noise token.
Second Action. Moves West one Zone.
Third Action. Moves West one Zone.
Fourth Action. Moves North Zone and reaches the Exit Zone.
Third Action. Moves South one Zone.
Fourth Action. Moves West one Zone.
FRED. First Action. Moves East one Zone.
Second Action. Moves North one Zone into the Exit Zone.
Third Action. Exit board. Game over. Mission accomplished.
That was just so much fun to play. What an incredibly exciting and tense game it was! I absolutely loved it! I was so pleased it ended well for Chuck and Fred because I honestly did not think they would make it. When the two Runners wounded them and they were stuck on Zombie Spawn Point 2, I really did fear the worst. The fact that they survived was truly epic and made for some great story telling. I must admit that starting off with Low Profile and Reaper: Combat Skills greatly aided them and was an awesome combination for the pair.
I hope this batrep gives you a good insight into how Zombicide plays, as well as a flavour of how much fun it can be. Trust me, I plan on posting lots more Zombicide batreps. Thanks for reading.