Vampifan; Rep:6 Star; Nerves of Steel and Slow, armed with Assault Rifle, BA Pistol and Armour.
Big Sil; Rep:5 Grunt; Knifeman, armed with Assault Rifle, BA Pistol, Knife and Armour.
Angie Johannson; Rep:5 Grunt; Runt armed with Assault Rifle, Knife and Armour.
Hannah Vaughn; Rep:4 Grunt, Stone Cold armed with BA Pistol and Knife.
Jamie Vaughn; Rep:3 Grunt, Brawler armed with Pistol.
Billy Vaughn; Rep:3 Grunt, Wuss armed with Catapult.
The seventh member of the team, Gap, stayed behind to guard their home and he took no part in this encounter.
HOUSE RULE From now on I shall be using Oliver/Whiteface's house rule on when Ragers, Smarties and Psykers may appear. Very basically, at the start of each scenario you roll 1d6. On a roll of 6 Ragers appear as per the rules of the I, Zombie supplement. Otherwise, play on as normal. Smarties and Psykers can only appear after the arrival of Ragers. The full rules can be found on Oliver's blog site here http://obviouslyzed.blogspot.com/2011/05/house-rule-lazarus-timeline.html I rolled a 2 on the d6 so no Ragers would appear in this scenario.
PEF:1 was Rep:3 and was placed in sector 6 at the side of the garage and out of sight of team Vampifan.
Day 35 - Going Hog Wild part 1
This was day 35 of the campaign and it took place in a suburban area of Mayhem City during the hours of daylight. This was a straightforward Discover scenario. Note that any reference to the basic rulebook will use the abbreviation BDTZ, whilst references to the I, Zombie supplement will be abbreviated to IZ.
Vampifan led his team to the back door of the red-brick garage. Vampifan, Big Sil and Angie had their Assault Rifles at the ready. Hannah held her BA Pistol by her side. Jamie had stuffed her little Pistol down the side of her pants but Billy held tightly to his Catapult as he looked round for zombies.
PEF:3 passed 0d6 and so remained where it was.
The PEF roll was too high for them to activate. Vampifan took one step towards the back door of the garage and paused to fire a three round burst at the two zombies left standing from last turn. He hit them both and killed them with expertly placed head shots. Then he entered the garage. Big Sil and Angie also paused at the back door to fire single shots at the two newly arrived zombies by the flatbed trailer. They, too, put down their targets with some fine shooting. Hannah and her family followed and also entered the garage.
The leader of the new group was called Carver Hale, a Rep:5 Star with the Stone Cold and Axeman (a version of Knifeman) Attributes. He was armed with a one-handed Axe and a Shotgun. He and Vampifan had to roll on the NPC Interaction Table (see p.117 of IZ) to see if they were friendly, neutral or hostile. Both leaders ended up scoring the same amount of successes (i.e. none) so they exchanged small talk and agreed to co-exist peacefully.
Hale's team consisted of Sister Saw, Rep:5 and armed with a BA Pistol and a Chainsaw; Zack Norris, Rep:4 armed with BA Pistol, Knife and Gas Mask, Sergio Garcia, Rep:4 armed with a Shotgun and Pistol, Denzel Stephenson, Rep:4 armed with twin Pistols and a metal Baseball Bat and finally, Joelle Wexler, Rep:4 armed with a BA Pistol and a Knife. How sweet it would have been if they had teamed up with Team Vampifan on a permanent basis. But it was not to be.
The PEF had rolled too high to activate, so Carver Hale led his team outside. He charged the little girl zombie in the yellow dress. Being a Star, he automatically passed the Wanting To Charge Test and he smote the girl's head from her body with a mighty swing of his axe. Joelle also passed her Wanting To Charge Test and she used her lethal combat knife to decapitate her zombie opponent. As Team Hale moved further out of the garage they were able to draw Line Of Sight wityh PEF:2, lurking at the side of the white Ford Transit van. I was hoping this would be a false alrm when I rolled on the PEF Resolution Table, but it was another Hostile Encounter. This time the hostiles were human and they numbered half as many again as the heroes, in other words, nine. I should have rolled to see who they were but I didn't because I had a definite plan in mind for who they should be - a biker gang mounted on motorcycles! I've been wanting to try them out for quite a while now, having discussed such a meeting with some of my blog followers in previous posts.
Their backstory was that they had recently had an unsuccessful run-in with Carver Hale and his crew, which resulted in the Wild Hogs suffering heavy losses. One of their gang tracked Team Hale to this location and reported back to Boss Hawg with the news. He ordered those bikers still fit to travel to join him in gaining retribution. As they approached this particular suburb of Mayhem City, Boss Hawg ordered his gang to switch off their engines so that they could silently sneak up on Team Hale. It was only a short distance for them to freewheel their bikes to the small building across the street from the garage. It was from there that they waited to ambush Carver Hale. Now it was time for bloody vengeance!
Boss Hawg let rip with his SAW, firing all four shots at Carver Hale. His dice rolls were 5, 3, 1 and 1, indicating a hit, a miss and run out of ammo. Oh, dear! His hit managed to knock Hale Out Of the Fight. I immediately rolled for Team Hale on the Leader Lost Table and they passed 2d6. They could carry on as normal and they swiftly elected Sister Saw their new leader. After all, she did have the highest Rep of those remaining.
The biker to the left of Boss Hawg fired his SMG at Joelle Wexler. Only one of his three shots hit and that merely caused a Knockdown result. Joelle rolled on the Recover From Knockdown Table and passed 2d6. She was just Stunned.
The Johnny Reb biker to the right of Boss Hawg fired his Pistol twice at Sister Saw and missed with both shots. She should have taken a Received Fire Test but I totally forgot about it as I was so caught up in the moment. Oops, slapped wrist for me!
The Rep:5 biker armed with the Shotgun also fired at Sister Saw but he fared very badly. Out of 6d6, he rolled four 1s and his other two shots were misses. So, he was well and truly out of ammo. With a roll that bad, I determined that his Shotgun was jammed and unusable for the rest of this encounter.
Because they were snapfiring, the three Rep:4 bikers left had no chance of hitting anyone as they'd need a 10 to hit and the best they could roll was a 9. However, all was not lost. The Pitiful Shot rule (see p.9 of BDTZ) gave them some hope. Any roll of 6 allowed the firer to roll against his Rep and if successful the shot hits. As it was, it made no difference. None of them hit. On the bright side, none of them ran out of ammo for their SMGs!
Standing next to Sister Saw was Zack Norris, an ex-US Marine. He was also armed with a BA Pistol and he fired twice at Boss Hawg. He hit once but only scored a Knockdown on the biker leader. Boss Hawg passed 2d6 on the Recover From Knockdown Test and was stunned. This temporary loss of leader necessitated the gang to take the Leader Lost Test. They passed 1d6, meaning that they had to Halt and choose a new leader when next active.
At the other side of the silver Ferrari were Sergio Garcia and Denzel Stephenson. Sergio fired his Shotgun at the Johnny Reb biker to the right of Boss Hawg. He hit three times, scoring a Knockdown and two OOF results.
Denzel drew one of his twin pistols and fired once at the fourth biker on a chopper bike, situated right in the middle of the biker gang. He hit but only scored a Knockdown result. However, the Wild Hog only passed 1d6 on the Recover From Knockdown Test and thus went OOF.
Clearly, Team Hale had fared far better than the Wild Hogs.
TO BE CONTINUED