Showing posts with label Two Hour Wargames. Show all posts
Showing posts with label Two Hour Wargames. Show all posts

Saturday, 2 August 2014

July 2014 - Little SWAT Team on the Prairie

Good evening, all. I have decided to start making monthly posts to a) keep you in the loop regarding any happenings at PZM HQ, be it painting, sculpting or gaming and b) to inspire me to actually do those things more often.

So, even though it is now August I thought I would begin by showing you what July brought to the table.

The main project on my desk this month was getting my SWAT Team prepared for Hospital 911 from Two Hour Wargames, a supplement for All Things Zombie - Final Fade Out.

And here they are...




These are just a single Project Zeke Miniatures P-Sec Private Security Squad with an additional converted P-Sec officer for the commander

The obvious choice would have been to paint them in the traditional blue/black uniform but I keep seeing SWAT officers wearing more military-coloured fatigues on TV and in films so, to be a bit different, I opted for the green/black motif you see before you. I also got a hold of some SWAT decals from Company B and they really complete the look.

Some of you may already recognise the SWAT commander (second from the right). Yup, it's Bridges from Safe House 2014.

The conversion was a simple head swap as I had a spare Bridges head after doing the A.J. conversion. I know a Stetson is hardly tactical but we're playing with zombies and toy soldiers here; I think I can probably afford some artistic license.

Anyway, here's a closer look...


SWAT Commander Bridges

SWAT decal from Company B


Faithful followers of Safe House 2014 may remember mention that Bridges had a background in law enforcement - Texas Rangers, to be precise - so I thought it would be fun to develop the character further with a sort of  'origins' campaign as a SWAT Commander using the SWAT Team scenarios from Hospital 911 and some non-zombie encounters set before the outbreak, using the new Chain Reaction v.3.1 from Two Hour Wargames.

AARs of Bridges' story will be coming shortly.

Finally, in a recent trip to the Scottish Borders, I happened across this little number in a charity shop...



It's actually a bird house but the scale is ideal. And with THW's Lew's Booty coming out soon I thought this would make a great centrepiece in a rural campaign.

That's all for July. I will catch you fine survivors soon.




Friday, 11 July 2014

Safe House 2014 Act 3 AAR (Game 6 - Game 9)


Act 3 - Bird Down


Game 6

As quickly as we arrived back at the precinct, we were leavin' again. The bird had gone down somewhere in Spring County. She went down fast but the ditch seemed controlled enough that there could've been survivors. We decided it would be best if we got to 'em first.

Act 3 begins with our intrepid band making their way to investigate the crash site of the helicopter they saw go down somewhere outside the city in Spring County in Act 2.

We put our heads together about how we wanted to approach the rescue mission. We agreed that Jim would lead the group and they would take his Freelander to the crash site as it was our best off-road vehicle and had plenty of extra seats for any survivors we might find. Jim would be joined by Sadie and Eddie (I figured Eddie's M60 would be perfect for clearing zeds out quickly in the countryside without much risk of attracting more).

Lets have a look at the crash site:

Bird down


Because this campaign encounter needed to feel urgent and frantic, we used a smaller playing area (the green bits) so we would be right in the thick of it from the get go. Our group entered in the Freelander from the east.

The crashed chopper is in the centre with one survivor still on his feet, protecting three out of the fight survivors from the zeds that were attracted by the crash (the fires and smoke bomb are just for effect and you can find an awesome video on how to make your own HERE).


The loan survivor holding position...

...as the hungry horde approaches.


Off we go! And here's some more mood music that we used for the encounter:



Wasting no time, Jim put his foot down, smashing the Freelander through the three zeds closest to the stricken crash survivors and bringing the SUV to a stop on the other side of the crashed chopper.


Splat!...Splat! Splat!


Sadie and Eddie dived out of the vehicle and each ran to the aid of an out of the fight survivor. They both picked up their respective wounded and pulled them back to the Freelander.


Sadie and Eddie extract the wounded


The survivor that was still up fell back, shooting as he went, unfortunately having to leave his remaining comrade behind as the zeds drew in and began feasting on his broken body for three turns.


The last survivor falls back...

...as the horde closes in.

Jim hopped out of the driver's seat to provide cover fire for the survivor and between them they drop four approaching zeds.


Jim; getting it done


With the wounded safely in the vehicle, Eddie took some pot-shots at the surrounding zeds, taking one down and spraying a couple more off the hapless victim being feasted upon.

Sadie followed suit, killing a few feasting zeds and dead-checking their victim whilst everyone else made it back to the Freelander.


Sadie cleans up


With nobody left to rescue and wounded in need of attention, Jim got us out of there.


Aerial photograph of the crash site aftermath

A few bandages later and we'd patched the survivors up pretty good. The fella that was still conscious just introduced himself as "HANK" - must be some sorta' codename or call sign 'cause that's all he gave us - but he didn't tell us much more'n that until we got him to the Sheriff's station. Turns out HANK and his team were private security - "P-Sec", they called themselves - workin' for Prosperity Corporation. As it turned out, someone at Pro Corp had consolidated some fragments of the military and rolled 'em in with there own mercs as part of some countrywide reclamation initiative called Operation Roundhouse. The P-Sec boys were on a rescue op of their own when their chopper hit the skids. Lucky we were there, huh?

Final thoughts: This. Was. Awesome. The brevity of the encounter was totally mitigated by the cinematic moments that just kept hitting us in the face. It was a shame to lose a grunt but to be honest it just added to the flavour (pardon the pun). Eddie also bagged himself a Rep increase and we all made some new pals. Splendid times.



Game 7

So the boys HANK and his team were lookin' for were a squad of marines designated "Zulu". Zulu squad had been doing long range reconnaissance in Bloom when their comms had gone dark. Their sole purpose was to gather intelligence on the densest areas of infection, survivor numbers, horder migrations...the whole shootin' match. Everything Pro Corp would need to take back the city. But something went south and Pro Corp needed that intel. Zulu's standing orders in the event of loss of communications or separation were to rendezvous for evac at Camp Hemsworth; the military base just outside of Springvale.  
So using their last known position as a starting point, P-Sec were working their way into the county when they hit trouble. HANK told us that Hemsworth was the only place for miles with Sat Comm equipment capable of contacting the G.A. Romero, a re-purposed oil rig somewhere off the coast of Nova Scotia that Pro Corp were using as the staging area for Roundhouse. So the plan was to locate Zulu and the intel - dead or alive - and rally at Hemsworth. Once there, HANK could give 'em a sitrep and we'd all be getting a ride outa here to some safe zone in Halifax. That was the plan at least...

So we were searching for the four members of Zulu Squad, the wayward marines of Operation Roundhouse, in the hope of being rewarded with a chopper ride to safety.

It was agreed from this point on that any result of "Survivors", either from a PEF, searching a building etc. would be members of Zulu instead (until we'd found all four at least).

This was the point in the campaign that I wanted us to relax a bit and engage in more of the role playing elements found in All Things Zombie.

I left it up to Jim and Ross to decide where we should begin our search and they rationalised that the marines making there way across Spring County to Springvale might stick close to the highways in the hope of sequestering a vehicle.

So sticking with the same characters and with HANK and two P-Sec officers in tow, our next stop would be the rural roadside truck stop: The Okay Diner.


The Okay Diner: Truck and Rest Stop. Open all hours.


The group carried on using the Freelander and entered the board at full speed, pursued by three zeds. Eddie, HANK and Sadie fired out of the vehicle and dropped all three.


"That's the last of 'em"


Distracted by the shooting, Jim didn't notice the zed in the middle of the road ahead and instinctively swerved to avoid it.


"Look out!"

SKRRRREEEECH!

Fortunately, Jim regained control of the SUV without incident and was composed enough to shoot four zeds dead with his shotgun once he'd parked around the side of the diner.

Exiting the vehicle, Eddie and Jim split up; Eddie moving to search the diner's delivery bay and Jim making his way toward the parked camper.

Ever the professional, HANK wanted to secure the diner (there was a PEF inside) but attractive free spirit Sadie stopped him. She reasoned that if there were people inside, her presence would be less alarming than three heavily armed mercenaries. Reluctantly agreeing, HANK and the P-Sec officers secured the perimeter, leaving Sadie to enter alone.


Standing guard


Inside the diner, Sadie was greeted by a friendly survivor named Bridges. Enquiring about the lost members of Zulu (People Challenge), Sadie is told that some "soldier types" had come through the area less than twelve hours ago. We were on the right track so we increased the Encounter Rating for Spring County by 1, making it easier to get a Contact! result from a PEF or similar.


NOTE: I know I said that we would be treating 'Survivors' results as Zulu squad members but we ran into an unexpected snag. We were using the All Things Zombie Risks & Rewards Deck and there are some cards that have 'yellow' vampire, caster or werewolf results on them. That's what we drew for the diner so from then on I decided to let the D6 decide whether one of these 'yellow' results was (1-2) gangers, (3-4) suvivors or (5-6) Zulu. We rolled a "4" and got Bridges.




Sadie hits it off with Bridges and gets us closer to finding Zulu


Outside, with Bridges having already cleared out the diner's delivery bay, Eddie found the place empty apart from a few tins of beans (1 food unit). Leaving the sparse storeroom, Eddie checked the parked Golf nearby and found it still had fuel in the tank (4 fuel units).


Empty

Not empty! Eddie siphons the tank  


Having recruited BridgesSadie left the diner and moved towards the camper to assist Jim with his search. Checking the tank, Bridges began siphoning 5 fuel units while Jim checked inside.


Sadie and her new friend leave the diner behind

Something for the road


Jim's searched the camper and...dun, dun, dun...it was our lucky day! Sgt Coombs and Cpl Harris of Zulu squad were resting inside!


Always in the last place you look


Final thoughts: The general consensus was that this was the most enjoyable game we had played so far and it still sticks in my mind as one of my favourites to date. It may not have translated well in the report (I hope it has, though) but there was a very real feeling of safety and seclusion in this encounter. The zeds were around but far enough away not to be an immediate threat and the chance to forage freely and interact with some new characters was incredibly thematic considering our objective. This was a prime example of what ATZ is all about; it was easy to set up, quick to play and satisfyingly productive. Sometimes the game really throws you a bone. So now, not only did the group have a guiding purpose - the promise of evacuation - but we'd found half of Zulu squad and HANK and Eddie both increased their Rep to 6.





Game 8

Two down, two to go! We could almost taste that chopper ride. That angel of deliverance we'd hoped for all these months. Zulu had split up back in Bloom and gotten themselves separated whilst fightin' that last big horde - the same one that drove us outa camp - that descended on the city. Coombs and Harris had been en route to Hemsworth when we found 'em and if their boys were still alive, they would be doin' the same thing. And the sarge had managed to hang onto the sealed document tube containing the intel all this fuss was about. We guessed we'd find out if it was all worth it soon enough.

NOTE: Before we move on I should explain some action from behind the scenes. We, the players, had all agreed that it would have made sense for our group to split up in their search - just like Zulu had - in order to improve the chances of success. However, we had lots of food and fuel now, both on us and back at Bloom HQ (so much that I actually gave up on bookkeeping at this point), and it would be more than enough to get another team of our survivors out to Spring County instead. So it was that our rescue team radioed back to Lily Ave and got another team to head out in the Camaro to look for Zulu and rendezvous with us at Camp Hemsworth. 


This encounter begins with our secondary band of survivors, A.J., Ted and Al, driving into the little one-horse town of Roseville in rural Spring County, consisting simply of an intersection, (from the north-east corner moving clockwise), a garage, a bar, a deli and a gun shop (sorry, I didn't take a photo).

A.J. throttled the Camaro through the centre of the town, splattering one zombie under its wheels and just missing two more. As he turned right at the intersection, who did they see? Private Kowalski of Zulu squad, just standing on the middle of the road (PEF > Contact! > Survivors)! This was getting too easy.


Dodging the zeds...

...and spotting Kowalski.


Not believing their luck, A.J. pulled the Camaro over next to the deli and got out to meet the marine (who spent a few turns rooted to the spot as he refused to activate).


A.J. parks the Camaro...

...and hurries Kowalski along.

Back at the deli, Ted peeks inside in the hope of finding a snack. He unwittingly catches a female ganger inside, trying to relieve a recently killed cop of his body armour. The ganger didn't attack but she made it pretty clear with her still-smoking Tec 9 that Ted ought to turn around and mind his own business. Not wanting any trouble, Ted left, closing the door behind him.


The ganger warns Ted off


Outside the Camaro, three zeds were getting a little too close for Al so she fired up her chainsaw and cut them all down. Unfortunately, her weapon got so gunked up that it stalled.


Al keeps the car clean but stalls her chainsaw


Finally able to get the marine moving, A.J. and Kowalski searched the bar on the corner. A.J. was surprised to find another ganger inside. Clearly the scattered remains of the Lil' Kings had made their way to Spring County. A.J. scored lower in the In Sight Test but is left unharmed by the ganger's clumsy revolver fire. Feeling the deadly magnum rounds zip through his hair, A.J. reacted and double-tapped the ganger in the chest, killing him instantly.


A.J. scores lower in the In Sight Test...

...but he's too fly for that guy. Yo' daaaamn right.


Back outside the deli, the female ganger finished looting the former peace officer's vest and left the building.

Still by the CamaroAl saw the smug ganger and the bloodstained BPD body armour, flawlessly re-started her chainsaw and took the murderous thief Out of the Fight. Only Al could hear the ganger's last gurgling pleas for mercy as she finished her off with her pistol.


'Overkill' Al strikes again


Ted looked across the road and saw a zed trying to get into the gun shop. More than a little nervous about standing too close to Al anyway, he headed over and casually knocked the dead-head to the ground.

With no success in picking the lock (Savvy Challenge) or kicking the door down (Physical Challenge), Ted shot the lock with his B.A.P. and pushed the gun shop door open, finding Bridges and Phil inside.


Bridges and Phil, gathering supplies


NOTE: Once again we had drawn a 'yellow' card and rolled up (3-4) Survivors so to make things interesting I had Ross roll 2D6 against the Encounter Rating of the area. If he scored two passes then the survivors were new people, randomly generated. However, two failures would mean it was someone we had already met. This would continue to work as it made the likelihood of meeting strangers in the busier urban areas more likely than in the sparsely populated countryside.  Suffice to say, it worked really well here as Ross scored two failures and we ended up randomly choosing Bridges and Phil from our list of NPCs. 

Now, I know neither of these characters had met this group before but we operated on the assumption that there was some form of regular communication between the police factions and our groups, allowing for a sort of call and response for friendly characters to identify themselves ("Thunder!" "Flash!"...you get the idea).

Anyway, this led  us down a completely unexpected side avenue to the story so here is some bonus narrative to flesh it out for you:

Bridges had stayed behind at the Sheriff's station when the others had left for Camp Hemsworth. The old fella used to be Texas DPS, Ranger Division and Sally and Officer Diggs needed a guy like him. See, things were starting to get pretty hairy back in Bloom. The horde was getting closer again so Diggs and Ramirez reached out to the Sheriffs to see if they could round up some trustworthy folks who'd be willin' to exchange able hands for three hots and a cot. And off Bridges went back into the county to find any friendly enclaves that could use a change of scene. Alone! Brave sum'bitch. He'd already found Phil and Maya from Springvale and was making his way back to Bloom when we met.

Ted asked Bridges if he wanted to come with us but the old ranger explains that he can't (see above) so Ted asked if he had seen our final missing marine (Hard People Challenge) and in this at least Bridges came good. The marine was in Roseville! That only left one more place to look: the garage.



Ted welcomes PFC Jones to the band

With all of Zulu present and accounted for, there was nothing left to do but reunite with our friends at Camp Hemsworth.


Final thoughts: This was another incredibly enjoyable encounter, both in terms of its unexpected outcome and the random occurrences and story development throughout. Everything went better than I had imagined it would and it threw up some awesome new material for games further down the line. Anyone else want to see Bridges ride solo across the countryside, looking for our friends? I do. And to top off an already outstanding result, the borderline psychopathic Al was bumped up to Rep 6.



Game 9

We all met up at Hemsworth and as we looked at the camp from a distance things were eerily quiet but the signs of recent battle still showed on her canvases. Then we saw what was left of the camp's personnel shambling between the tents.
“If comms are still up, then I doubt anybody’s using ‘em,” HANK surmised “We do this slow and smooth, okay?”  
We all agreed and carefully set off toward the camp.

This brings us to the final game of Act 3 and the penultimate game of the entire campaign. I would like to point out that this was the point that we (the players) were feeling our worst. It was well into the wee, small hours of the morning and we had been awake for more than 24 hours at this stage. Thankfully, it was a straightforward game and we didn't have a huge amount of thinking to do.

We had to choose one of each of our survivors to head back to Bloom, leaving us with Jim, Ted and Eddie to help assault the camp.

Our bolstered band - now ten strong with three survivors, four marines and three P-Sec mercs - entered the south-west corner of the board with the camp situated in the north-east. Lots of player characters meant lots of zeds...but we were tooled up and ready to go.


Camp Hemsworth from the air

Our group approach from the south-west 

Oh, we listened to this. And you should too:



We split up, with Jim heading north alone, Eddie and the marines moving east and Ted, HANK and the P-Sec officers guarding the rear against any zeds generated by gunfire.

Eddie and Zulu pushed forward, unleashing hell on the closest group of zeds; Zulu shooting three dead and Eddie throwing his Bowie knife, which plunged through another's eye socket.

In a frenzy of gunfire and katana swings, Jim, P-Sec and Ted - Ted broke ranks and went on a rampage of Kill Bill-esque proportions - decimated the rest of the zeds on the table leaving just five of the original number (D3 per character...I didn't write down the exact number) standing in camp.

Every turn of activation saw the groups push further towards the camp, zeds falling under a hail of hot lead as they went. And any dead-heads attracted by the battle had the might of HANK and P-Sec to contend with.

The group divides and Eddie and Zulu lay it down. "Stay frosty, people."

Aftermath of the initial assault

Eddie and Zulu move on...and Eddie retrieves his knife

P-Sec are the unwavering rearguard

Ted goes crazy (88)


After the devastating incursions on each front the group had easy access to the camp proper.

Eddie and Zulu formed up on the south side of Camp Hemsworth and guarded against the zeds that emerged from between the tents (PEFs).


Holding position


Jim hopped up on the mounted machine gun of one of the Humvees parked in the northern quarter and gleefully slaughtered all of the zeds that had gathered in the centre of camp.


Get some!


With the area secure, Ted began searching the tents for the Sat Comm gear.

NOTE: The mechanic we used for searching the tents was as follows: Each tent would be searched just like a building. Once any combats or meet & greets had been resolved we would roll a D6, subtracting '1' from the roll for every tent searched previously. On a result of "1" we had found the Sat Comm gear. 

Inside the first tent, Ted found the camp's Commanding Officer and a Spec Ops bodyguard...and he rolled a "1" so the Sat Comm gear was in there too, presumably being manned by one of the tent's occupants.

The pair in the tent were friendly and they allowed us to use the Sat Comm gear as soon as Eddie, Zulu and P-Sec had mopped up the remaining zeds in the area.


Permission to use the phone, sir?


And that brought a somewhat abrupt end to the game and Act 3.


Aerial view of the camp reclaimed.


Final thoughts: Somebody call Bernard Matthews because this was a turkey shoot. Considering how genuinely ill we were beginning to feel we had a lot of fun in this game. It was a nice, easy, cathartic way to see out the third act and see in the dawn. At final count we had destroyed 31 zeds (I even ran out of 'blood' tokens and had to use to red gems instead), we achieved our goal without taking casualties, we each got to do something groovy and "Hollywood" and Ted finally got a well-deserved Rep increase. Glorious!

Anyway, lets go inside the tent and see what the Romero has to say:
The signal wasn't great but HANK relayed his verification code and the voice on the other end seemed satisfied. After giving the Romero the run-down of the last few days' events, the voice over the Sat Comm asked for confirmation of the Zulu intel. Sergeant Coombs patted the document case hanging over his shoulder and proffered his own code and once again the Romero acknowledged their receipt. The voice then relayed coordinates for our extraction; the highest building in downtown Bloom... 
The safe house. 
Whatever they said next didn't matter. The pause before they said it was enough to crush our spirits. 
“Most of our birds are in-country right now, Zulu. Whiskey One Niner can make the exfil from Bloom but you’ll have to hurry. Fuel's low enough as is so she won’t be able to wait around. Confirm?”
“Roger, Romero. We’ll be there.” HANK was ready to sign off when, 
"One more thing, Zulu," the voice sounded more human then somehow, "Whiskey One Niner wasn't designed to carry a lot of passengers...and with fuel so low..." the voice trailed off. Our hearts hit the grass as the Romero delivered the deathblow, 
"...she can only carry three of the civvies at most, Zulu...Confirm?" 

So with a little injection of scandal at the end there (gasp!) I will leave you to ponder the events of Act 3. This was a big one but we had such a great collection of games. I hope you enjoyed it as much as we did. See you in a bit for the final act (and the final game).


Catch up on all of the Safe House action below:

Monday, 7 July 2014

Safe House 2014 Act 1 AAR (Game 1 - Game 3)




Act 1 - Bag of Guns


Game 1


We were trapped! We'd hunkered down in the derelict nightclub at the corner of Lily and King afterour camp was overrun by the horde. Our escape was bloody and rushed. We had no idea if anyone else made it out. Ammo was low and all of our fuel, other than what was still in the tank of the Camaro, was lost to us. We hadn’t been this desperate in months. Hold up...what’s that in the street?

Our story begins with a centrepiece familiar to most modern zombie fans: the bag of guns.

We are playing on the intersection between Lily Avenue and King Street in Bloom, the infamous stomping ground of the Lil' Kings street gang, where some unknown hoarder has abandoned a bag of guns and ammo in the middle of the intersection. The encounter begins during the day.

Our player group can't stay in the club without food or supplies and with the horde dispersed and a juicy opportunity to resupply sitting in the middle of the road, there's no time like the present to relocate.



Lily Avenue and King Street

Our first three characters, Jake, Jim and Sunny, begin inside in the nightclub (left) and the bag of guns is in the centre of the intersection. The player group's Camaro is parked out of sight round the corner from the club.

Play began with Jake heading up to the roof to provide silent overwatch for the other survivors, exposing the first PEF (Possible Enemy Force - a token representing the potential dangers unknown to players) as a group of three zombies previously hidden by the VW Golf in the street.

Jim and Sunny exited the building, Jim quietly taking out the oblivious zed outside and running into the high rise across the street and Sunny charging the other three zeds near its entrance, knocking two down but unable to reach the third.


Jake gains a better vantage point

Zeds emerge from the intersection

Jim knifes the unsuspecting zed...

...and breaks into the high rise.


Evening descended, reducing the survivors' visibility but partially concealing them from the zeds. Jake loosed an arrow and dropped the zed that Sunny missed, leaving Sunny to dead-check the two zeds he'd knocked to the floor and move to join Jim in the high rise.

Meanwhile, Jim searched the ground floor of the high rise and although there were no zombies it became apparent that the area was more dangerous than he thought. The Encounter Rating (ER) increases. Not wishing to hang around, Jim looked for anything useful and found a radio controlled car. Always the scavenger, Jim slipped the RC into his pack, certain that it would come in handy.


THWUNK! Another zed  quietly bites the dust

Nodding thanks to Jake, Sunny kills the prone zeds


It was time to get to the bag of guns and get out of there. Jake had an idea. He headed inside the club and tried to find the back-up generator. Finding it gassed up, he turned it on without much difficulty and the club's sound system blared back to life. "They're playing my song!"


Just as planned, all of the nearby zeds turned their attention towards the nightclub and more emerged from the alleys and trash piles.

Jim and Sunny used the distraction to their advantage and exited the high rise, taking out three distracted zeds that had gathered just outside the door and making their way along Lily, away from the noise of the club and the clamouring horde.


Phil Collins calls the zeds in

Jim and Sunny double-team the captive audience...

...then slip away


Back in the club, Jake made a sharp exit to the roof and took a running jump onto the adjacent rooftop, only narrowly escaping a two storey plunge into the gathering zeds below. Safely on the other side, Jake waited until the zeds below were no longer blocking his route. Sinking another arrow into a newly emerged zed's head, Jake climbed down the handy ladder and ran along the now empty alley to the waiting Camaro.


Whoa! Nearly didn't make that one

The horde keep closing on the noisy club

The way is clear

Time to boogie


Jim reached the bag of guns, which turned out to be a secret PEF and two police officers stepped out of the deli on the opposite corner.

We hadn't seen any cops in months and we'd never been happier than to see them now. Officers Diggs and Ramirez explained that the bag was theirs - the "BPD" lettering on its side made it plausible enough - and it had been dropped while running from a horde. Must've been the same zeds drove us into that club. Anyway, they offer us safety...so we offer 'em a ride. 

Police property


The cops are friendly but the guns are theirs. Jim led them to the Camaro and Jake started the engine and headed up King Street. Sunny was held up searching the VW so Jake made a quick stop to pick him up on our way out of the area.


Lets get to the Camaro!


Sunny hitches a ride

Final thoughts: I don't think this encounter could have gone any better. By playing carefully the survivors retained the upper hand throughout. We had a couple of really cool, unplanned cinematic moments, found some essential resources (food, fuel etc. - I don't mention them as they pop up quite frequently and reading about it would become tedious) and after the battle Jim and Sunny both received an increase in Reputaion (Rep) to 5. Score!


Game 2

The cops took us to the Lily Ave precinct for a bed and some chow. The place wasn't like a police station any more, more like a refugee camp. Cots in the cafeteria, children in the cells, all the desperate faces of Bloomites with no place safer to go. Suppose it was lucky for them that Diggs and Ramirez kept the place runnin'. I guess they took their oath to "serve and protect" more seriously than the rest.
No sooner had we arrived in that place, we saw some familiar smiles. Looks like we weren't the only ones to make it outa camp after all.

So when we get to the police station we meet some of our old buddies from our previous camp (the rest of the characters we brought for the campaign) and could now choose who to take on encounters.

The Lily Ave Cops are now a friendly group of survivors and will also be our "quest-givers" for this act of the campaign.

After taking stock of our inventory and a bit of deliberation, we decided as a group that our next priority would be to obtain another vehicle and stock up on fuel. For this we would be heading back to Lily and King.


A new approach

Ross and I chose to bring different characters to this game but Jim elected to keep his previous character going so the starting character line-up was: JimTed and A.J. 

We used the same board layout as Game 1 but entered from the opposite end of the table this time (the end we drove off previously) on foot.

Our first activation triggered a random event: a dog came running towards us followed by three zeds. Thankfully the zombies were out of sight and in the opposite direction to where we were heading so we just ignored them.

Jim began by searching the nearest car while A.J.  and Ted moved to cover him. Jim found some fuel so we were off to a good start. Ted also searched the police car and found some body armour. Nice!

Ted then turned his attention towards the bar and opened the unlocked stockroom shutter where he was surprised by four zeds. Being a melee monster, Ted lopped off two of the zeds' heads and knocked the other two to the floor. Seeing the commotion, A.J. ran into the stockroom and finished off the prostrate zeds with his AR15. While the others were taking care of business indoors, Jim ran around the side into the deserted alley behind the bar.


Hey, it's open

OH, Sh.....

Ted's blade springs to life

A.J. spots the melee...

...and joins in the fun

After searching the stockroom - Ted finds some food and A.J. finds a wrench (one-handed weapon) - the two survivors exit through the back into the alley to meet Jim but A.J.'s gunfire had attracted a group of six zeds into the bar.

Pack-rat Jim produces a door wedge, which he uses to jam the stockroom door shut behind them (increasing the Defence Value (DV) by 1), he and A.J. head off down the alley and Jim hops the fence into the now empty street.

Ted breaks off and makes his way around the side of the building next door.


The zeds hear the ruckus in the bar...

...but Jim and A.J. are out of there.


Over the fence, Jim sees just what he's been looking for: A Freelander hoisted up on a tow truck. His prayers are answered threefold as both vehicles have fuel and both have the keys inside too. Deciding to leave his prize for A.J. and Ted to deal wih, Jim crossed the street into the car park to check out an abandoned truck.

During this time, A.J. was having a nightmare of a time trying to get over the alley fence. It would seem the Basketball star had an old injury that was flaring up. After failing to scale the fence, A.J. managed to pry and kick the slats apart with some help from Ted and the pair got in the tow truck to wait for Jim


Jim ignores the Porsche

A.J. and Ted head for the tow truck


Jim searches the truck's cab and finds that it has nearly a full tank of fuel. Moving to the rear, he carefully jimmies open the shutter and startles a ganger (a member of the Lil' Kings) hiding inside. Too quick for the wannabe gangster, Jim wins the In Sight Test and opens up with his shotgun, dropping the ganger like a sack of spuds. 

The recent gun play refocussed the attention of the nearby zeds so, signalling Ted and A.J. to start the tow truck and leave, Jim  retrieved the ladder that was on the ground, hot-wired the truck, and slowly peeled out of the car park.

Ted and A.J. sped off down the street, running over two zeds and shooting another on the way to make their getaway. Jim drove off in the opposite direction, splattering another two zeds across the front of the truck.


Jim surprises the ganger...

...and takes no chances.

A.J. and Ted mow down a pair of zeds...

...and make their escape.

Jim also heads for home

Final thoughts: This was our first player-led encounter of the campaign, the last one being semi-scripted to get the ball rolling, and our Rep 5 defacto leader Jim did a great job of leading us in and out safely. We scrounged up not one but three new vehicles (bringing our total owned to four) and enough fuel to run a couple of them for a long time. A resounding success. Oh, and A.J. increased his Rep to 5. Winner!



Game 3 - The Safe House

After our brush with the Lil' Kings, Officer Diggs told us how the gang were making their presence felt after the outbreak: shaking down survivors, killing with impunity. It made us sick. The worst thing was that Diggs and Ramirez couldn't risk goin' after them and leaving the folks at the station unprotected. That's when they told us about the safe house.

So the Lil' Kings are a real problem in Bloom but the cops can't do anything substantial to solve it. However, an old CI (Confidential Informant) has been anonymously feeding the Lily Ave Precinct information about the Kings' movements using dead drops, including the whereabouts and layout of the gang's hideout. Perhaps there's something we can do about the city's oldest infestation.

A.J. took the lead on this one. The Rep 5 sporting hero had done outreach work in inner city neighbourhoods (for publicity, no doubt) so knew the area quite well. He is accompanied by Al and Ted.

We played the encounter in a new part of Bloom and used the Safe House rules from I, Zombie by Two Hour Wargames for the assault on the gang's hideout proper.

We planned the assault around the fact that safe houses are completely sealed at street level, with doors and windows barricaded, but the upper floors, although blacked out, are otherwise quite vulnerable. So we decided to take the ladder, send A.J. and Ted up to the 1st floor to break in through a window of the section of the floor with internal ladder access and send Al to demolish the ground floor entrance directly below with her chainsaw. The raid will go down at night.

In addition, the Lily Ave cops asked us to find the CI and get them to safety if possible. Basically, for every In Sight Test we take, we had to roll a D6 for each ganger taking the test. On the roll of a "1", that ganger has identified themselves as the CI and takes the In Sight Test against any other gangers.

So with all that is mind we began our encounter. And this is what we listened to (you might want to skip to 0:40 to avoid the intros):




The Lil' Kings' home turf and safe house (left)

The abandoned 'hood

Our group's entry point


Our survivors entered the board on foot with Al in possession of the ladder. They were pursued by a group of zeds who must have caught their scent on the way in but our survivors used the darkness to their advantage and kept out of sight, hugging the buildings as they move toward the nearest alley.


Lets do this

The group stay out of sight...

...of the ravenous zeds...

...and get ready to head into the alley


As the group reached the alley, they came face to face with a lone zombie and Al and Ted wasted no time in taking it out with their blades, quickly and quietly.


Ted and Al clear the way

Ted then entered the alley alone where he disappeared (random event)!


"I'll be right back"


Frantic over the sudden disappearance of their comrade, A.J. and Al headed into the alley to look for him only to be greeted by two zeds coming around the corner. A.J. attacked the zeds with his trusty wrench, leaving Al to guard the alley.

Amidst the chaos of A.J.'s melee, Ted reappeared behind the zeds and helped his friend despatch the dead-heads.

Unfortunately, all alone in the alley, Al was confronted by five zombies (PEF) that emerged from the building behind her.


Ted emerges from the shadows...

...with sword in hand.

But could this mean the end for Al?


A.J. and Ted both activate before the zeds and charge in to rescue Al, slaughtering four zeds and knocking one off its feet. That was a close call!

With Ted going missing and the group getting into some unexpected scrapes, they had lingered too long and dawn broke (day part advances).

However, the group were no longer impeded and made their way around the alley to the safe house.


The boys come to the rescue

Threat eliminated

The group prepare to assault the safe house


Now that we had reached our destination we changed the playing area to a floor plan of the Lil' Kings Safe House.

A.J. and Ted begin on the ladder at the 1st floor window of the room that has internal ladder access between the floors and Al positions herself at the ground floor main door, waiting for the signal to start up her chainsaw and demolish the barricaded entrance.


The safe house floor plan, Ground Floor (top) and 1st floor (main)

A.J. and Ted at the 1st floor window

Al prepares to breach the main entrance


A.J. takes a Savvy Challenge to gently pry open the window just enough to take a look inside without alerting its occupants; two gangers: Dishonne Williams (the leader of the Lil' Kings) and his henchman, Jamar.

In the spirit of maintaining a stealthy approach, we used the Peek-a-boo game mechanic from the High Rise to Hell encounter, Black Hummers.

Using Peek-a-boo, A.J. and Ted succeeded in observing the gangers without having to take an In Sight Test. Perfect!

A.J. gave Al the signal to start breaking through the barricaded entrance and Al happily obliged, gunning her chainsaw to life and shredding the first planks blocking the way (reducing its Defence Value by 1 per turn).


Dishonne and Jamar remain unaware of the group's presence... 

...until Al's chainsaw starts biting through the front door.


The gangers activate and immediately go down the ladder hole to defend the ground floor entrance just as Al gets a little closer to breaking through. Not wasting the opportunity, A.J. uses his speed to enter the safe house, drop down the ladder hole and ambush the gangers from behind, leaving Ted to guard the 1st floor room.

A.J. easily won the In Sight Test (since the gangers couldn't take it at all) and fired at the Lil' Kings on full-auto with his AR15, killing Jamar outright and knocking Dishonne off his feet. Since Dishonne is a Star, he used his Star power to reduce his damage to knocked down but carrying on (he must be wearing body armour).


Ted stands watch

A.J. ambushes Dishonne and Jamar

Jamar is killed instantly but Dishonne is unharmed


Dishonne activates first, regained his feet, won the In Sight against A.J. and unleashed two blasts of buckshot at the survivor, knocking him down. A.J.'s own Star power saved him from any damage (two can play that game, Dishonne).

Al finally breached the barricade and took the In Sight against the distracted Dishonne, winning and killing him with a shotgun blast to the spine. Thanks, Al!


Dishonne gets the drop on A.J.

Al breaks through, shotgun in hand. Goodnight, Dishonne


NOTE: With all the shooting and excitement we forgot to roll to see if we had located the CI. Oops! However, we decided that it was unlikely to have been Dishonne since he was the leader of the gang and Jamar wouldn't have been able to tell us even if he was as he was shot in the back so unexpectedly. So we resolved that, should we clear the safe house out and not find the CI (by rolling that "1") then it was Jamar all along and A.J. would have to live with his decision to shoot first and ask questions later.


Meanwhile upstairs, Ted heard a noise in the next room and went through to investigate. He was greeted by the deadly Laquanda (Dishonne's girlfriendand her Tec 9. Ted's curiosity proved to be his undoing as Laquanda won the In Sight and put Ted Out of the Fight (after using his star power to lower the result from Obviously Dead).

Hearing the gunfire from upstairs, Al left A.J. to get back to his feet and charged up the ladder hole, chainsaw whirring, attacked Laquanda in melee and took the ganger Out of the Fight.

Blood-drunk and overconfident, Al moved into the next room and met Tayvon, who turns out to be the CI (phew)!


Ted and Laquanda face off

But the ganger shoots first

Al wreaks vengeance on Laquanda

Al finds Tayvon, the Confidential Informant


With A.J. not far behind, Al and Tayvon search the next room and are greeted by the remaining four Lil' Kings: Troy, Charelle Williams (Dishonne's mother), C.J. and Mollique.

Tayvon is shot dead immediately by Charelle just before Al charges her and Troy. Al cuts Charelle down and takes Troy Out of the Fight but then C.J. and Mollique unload on the preoccupied Al, knocking her to the ground Stunned (with a little help from her Star power).

A little late to the party, A.J. charges the remaining two gangers, knocking them both Out of the Fight with his wrench and ending the Lil' Kings' reign in Bloom once and for all.


The aftermath of the safe house shoot-out

"You play with fire, you get burned," That's what Officer Diggs told us when we handed over the 'Kings that were still breathing and told him the bad news about Tayvon. Poor guy. Bet he thought there'd be a better things waitin' for him at the end of that day than a bullet in the head. Anyways, the safe house was ours and the cops were already making plans to relocate some of the refugees from the station to there. But for us, for now at least, our work was done.

Final thoughts: This was a great game as it really tested our survivors to their limit and threw up a lot of unexpected twists. Our group narrowly missed losing a member although I reckon Ross would have used his Lucky B*****d perk to save Ted as he was shaping up to be a great character. The encounter was exciting from start to finish and Al turned out to be a real star and increased her Rep to 5 to prove it. The Lil' Kings were a challenging opponent too and, one way or another, I doubt this is the last we'll see of them.

So that wraps up Act 1 and I hope you enjoyed reading about it as much as we did playing it. At this point it was time to take a break for dinner and to let me change up the table for Act 2.

See you there!

Catch up on all of the Safe House action below: