Because Project Lazarus had only been launched one day ago I decided to reduce the chance of Ragers and Smart Zombies appearing in this encounter. As per the rules on p.37 of the ATZ supplement I, Zombie (hereafter abbreviated to IZ) Ragers would appear if the Activation Dice totalled 7. Because this encounter took place in a suburban area, the lower number would indicate how many Ragers would be generated. However, no Ragers would be encountered indoors. Smart Zombies would be generated on the roll of 1 on 1d6 whenever one or more zombies would appear. However, I'd only roll once per group not per zombie and they would be limited to one Smartie per group. This House Rule is merely a temporary measure and will be discarded as the campaign progresses further, possibly as soon as next time.
Team Vampifan entered the board in Sector 8, driving up the main street. Just to recap, Vampifan was a Rep:5 Star with the Nerves of Steel and Slow Attributes. He was armed with an Assault Rifle, BA Pistol and Knife. Angie was a Rep:5 Grunt with the Runt Attribute. She was armed with an Assault Rifle and a Knife. Big Sil was also a Rep:5 Grunt and he had the Knife Fighter Attribute. He too, was armed with an Assault Rifle and Knife. Gap was a Rep:4 Grunt with no Attribute and was armed with an Assault Rifle, a BA Pistol and a Knife. Rhiannon Marlow was a Rep:4 Grunt with the Athlete Attribute. She was armed with an Uzi Sub-Machine Gun. All except Rhiannon wore Body Armour.
PEF:1 was Rep:2 and was placed in Sector 6 at the far side of the skip.
PEF:3 was Rep:5 and was placed in Sector 3 behind the skip.
DAY 23 - First Base part 1
Before rolling for Activation, I had to roll for lack of sleep for Team Vampifan (see p.35 of IZ). Fortunately, no one suffered any adverse affects.
This meant that the PEFs would move first, starting with PEF:3 because it had the highest Rep. I rolled on the PEF Movement Table for it, and it passed 2d6. It moved one sector towards Team Vampifan and ended up in sight and in cover by the corner of the XLFSU. I rolled 1d6 to determine what it was but rolled a 6, meaning a false alarm. PEF:1 passed 0d6 on the PEF Movement Table and remained where it was.
The placement of Team Vampifan gave them Line of Sight on PEF:1, so I had to roll to see who or what it was. I rolled a 4 on the PEF Resolution Table, which resulted in a second false alarm. Much relief!
This turned out to be an excellent turn for our heroes. First, Angie dismounted her bike and walked to the back door of the XLFSU. From there she fired once with her Assault Rifle at the zombie chav and killed him. The Easy to Hit rule (see p.34 of BDTZ) where a shooter can substitute his or her Rep for the Impact of a firearm makes killing zombies so much easier. I still maintain it should be called the Easy To Kill rule as it doesn't make it any easier to hit a zombie.
Next, Big Sil dismounted his bike and crossed the road to Angie's parked bike. Please note that from here on you're going to have to ignore the riders on the two bike figures. Unfortunately, the riders aren't detachable. Big Sil also fired a single shot from his Assault Rifle and he killed the zombie at the far side of the shed.
All 14 of the zombies on the board moved 6" closer to Team Vampifan but none got in melee range.
Rhiannon fired a three round burst at the mini-horde but only succeeded in hitting and killing the small boy zombie. Vampifan selected autofire for his M16 Assault Rifle and in an impressive display of marksmanship shot and killed the remaining three zombies from the mini-horde. Gap fired once at a zombie security guard crossing the road and killed him, thanks to the Easy To Hit rule.
Angie fired once at the Smart Zombie and hit him easily. However, she rolled a 6 to wound him and so he was just knocked down. Big Sil shot and killed the zombie in the green tracksuit with a single shot.
"Whoa, he's a bit nimble," Big Sil exclaimed.
The zombie from the rear of the warehouse shuffled alongside the Smartie as he zeroed in on the two humans.
Uh, oh! That was not the result I was looking for! The three zombies close to Angie and Big Sil moved to within 4" of them and temporarily halted whilst the bikers took a Being Charged Test. Angie passed 2d6 and could fire at the zombies but Big Sil only passed 1d6 and could not fire. He could melee normally, however. Not surprisingly, Angie chose to fire a three-round burst at the charging zombies. She only hit one, the Smart Zombie, but her shot knocked him down again. This time, because she was being charged, she could not use the Easy To Hit rule. So, the other two zombies closed the distance and melee ensued.
All that was left to do this turn was to roll 3d6 for zombie reinforcements. Thankfully, none turned up.
Typical! That's the result I wanted last turn! Big Sil fired once at the prone Smart Zombie and spattered his brains all over the road. He had no idea that he'd killed a Smart Zombie or that such a thing existed. He just assumed it was an ordinary zombie.
That just left the zombie cop and he seemed momentarily bemused as he stood amidst the dead bodies all around him.
The zombie cop focussed his attention on Vampifan and charged. However, he had to temporarily halt, whilst Vampifan took a Being Charged Test.
Even though all the zombies had been cleared from the board I still rolled for Activation, after all, I could roll a 7 for a Rager encounter or double 1 or double 6 for a special encounter. Vampifan ordered his team to wait and see how Rhiannon responded to her treatment before they entered the XLFSU. I rolled 2d6 against Rhiannon's Rep on the Recovery During The Encounter Table (see p.22 of BDTZ). Sadly, Rhiannon only passed 1d6 and so remained Out Of the Fight for the rest of this encounter. In the heat of the battle, I totally forgot that the heroes had Medical Supplies in the pick-up truck as part of their Resources. It was only after the scenario was over that I remembered. Isn't hindsight a wonderful thing?
With that determined, Team Vampifan made a two-pronged entry to the XLFSU. Time to get out my ATZ Risks and Rewards deck of cards. After giving them a good shuffle I turned over the top card to reveal no humans or zombies present but a Food Resource. I reasoned that it would come from the food and drinks dispensers situated in the top right hand corner of the building. I rolled to see who found the Resource and it was Gap. For the first time this game there were no zombie reinforcements to roll for. What joy!
TURN 9. ACTIVATION - Vampifan = 2, Zombies = 5.
Uh, oh, that looks like a 7 to me! That meant that two Ragers would appear! This ought to be interesting! I rolled 1d6 on the Rager Placement Table (see p.37 of IZ) and scored a 2, placing them in the centre of the right table edge or Sector 6, if you like. The lead Rager was placed 8" on the board. Any others would appear 1d6" behind him. I rolled a 3 for the placement of the second Rager. Fortunately for Team Vampifan, Ragers are only Rep:4 and so were unable to activate this turn. Even so, they were still a major threat.
TO BE CONTINUED