Sunday, August 28, 2011

You know what's annoying?

For once, I'd like to find a miniatures company that sells 1/72 (20mm) female figures in metal or plastic that are NOT...

1. wearing miniskirts and high heels
2. wearing lingerie or evening dresses while fighting
  3. Are about to burst out of their tops
4. as above, but also have
6. carrying double UZIs, MAC-10s, etc.
7. wearing garter belts

Now don't get me wrong, I am quite a fan of the female form. However, IMO women in the Zombie Apocalypse(TM) should be much like the men. On the whole dressed as Joe or Jane average. Maybe carrying a revolver or shotgun, but that's it.

In fact, what I'd REALLY like would be the above normal figs carrying axes/axe handles, pool cues, baseball bats and other types of improvised weapons. Something you'd grab if you saw a shambling corpse moving your way while you're at work or lunching at McFoods.

I can't find any!

If any of my four followers know where to get some Jane/Joes like that, please let me know! :D

Zombie Chow

Friday, August 26, 2011

Buildings for Tyson City

I managed to get several decent buildings for my future ATZ games. I suppose there's nothing really *wrong* with cardboard boxes, but they just bugged me.

A front view of a KFC kit... Its the older style, when it was still "Kentucky Fried Chicken" but it'll do. You'd be surprised how hard it is to find fast food places in HO scale!

The KFC from the side, and you can see the hotel (3 story) a bit over the roof of the KFC nearby.

A warehouse with loading dock as well as a smaller (thinner) tower-like accompanying building. Dunno what the latter is but I figure it'll work for small shops and such.

There are others like the full hotel, a US embassy (that works as any municipal building) and a power station (all built-ups from Model Power) but my wife is a perfectionist. She took the pics and refused to let me post maybe I can get her to take the photos again and I can post them later. <G>

Zombie Chow


Sorry for the delays, but a couple of things have taken time on this end. First, as my profile states I'm a college professor and this was the first week of the fall semester; so a LOT of extra hassle and such.

Second, I wanted to finish basing most of my new HO scale buildings I'm going to be using for terrain for my future ATZ games. Hopefully the next post will be photos of the collection of buildings. HO isn't exactly to scale with my minis (HO= about 1:87 vs. 1/72 20mm figs) but its pretty close.

Onto the photos!

Zombie Chow

Saturday, August 13, 2011

Some Zombie fun

Here's a fun little Youtube video my wife found for me:

ATZ Scenario Share

No game BatRep this week, as I've been swamped with grading research papers and finals. But something I've been chatting about on the Two Hour Wargames yahoo group

(Re: ATZ: Scenario trades?) is the idea of sharing scenarios created by fans so we have new ideas. ATZ: Haven (book 2 in the THW All Things Zombie trilogy) has some good stuff, but they can run out quick!

Below is the scenario I subed earlier this week. Enjoy!

Clerks of the Living Dead

Scenario: This should occur within the first few days of the zombie outbreak, requiring 'Zed or No Zed' tests all around.

Goal: The goal of the scenario is to get to the Convenience store and get gas, food, and/or luxury items. The player group knows something is amiss, but conflicting stories have made things uncertain.

Zombies: Starting zombies will be generated as per the ATZ rulebook, page 65.

Time: Midnight to 1am. Power is still on in the city.

Board Terrain: As I don't know how to attach maps I'll describe the board by sectors.

Section 1: (Northwest) Clear

Section 2: (North) Road from sec 5 goes straight north to edge of table. West side has a retail building.*

Section 3: (Northeast) Woods*

Section 4: (West) Road bisects table from edge to edge. There is a building south of the road, a small Apartment complex.

Section 5: (Middle) Road from Sec 7 intersects with horizontal road bisecting the board from sec 4 to sec 6 table edges. On the Northeast corner is the convenience store with a video store just east of it.

Section 6: (East) Road bisects table from edge to edge. There is an Office building on north side of road*.

Section 7: (Southwest) Clear with road traveling diagonally to the table corner edge. Road continues up into Sec 5.

Section 8: South) Office Building* with adjacent comic book store*.

Section 9: (Southeast) Clear

*= These are not vital to the scenario, and are just for varied terrain.

Entry Point: Player group enters the board from the road in Section 7, at the corner table edge.

As with most scenarios, a roll of doubles on Activation dice will result in a random event. Consult the Random Events table located below.

Special Rules:

*1. Video Store: The convenience store is considered one open floor as far as building interior is concerned. The store holds 4 units of food, 1 unit of luxury items, and plenty of gasoline in the pumps. Unfortunately the store itself only has 3 units of gas cans available on the shelves. The clerk Dave, who is running the store when the player group arrives, will protest loudly if the group tries to take anything without paying. However, if threatened in any way he will not engage in combat he will merely stand aside and complain that he wasn't even supposed to be here tonight!

*2. Video Store There is little here of value, only 1 unit of Luxury Items from the DVD sections and a small candy isle. This will be easy to retrieve however as the clerk Randy is busy arguing with a robber in front of the checkout register. Both men are vehemently disagreeing about who shot first in Star Wars; Han Solo or Greedo. This argument extends so far as the robber actually attempting to gesture with his pistol in a manner to mimic Greedo in the Cantina. The player star will be able to avoid this argument if wished to gather supplies, but any grunts left in the building without a star within 4 inches of the figure will require a 'See the Feast' test. In such a circumstance  the horror result being replaced with the grunt being drawn into the debate if a Sanity Test results from the Feast test.

*3. All other buildings are generated using either the All Things Zombie: Better Dead Than Zed rules or the modified building rules provided in the I, Zombie book.

Random Events Table:


Roll  Result

2     Car 54, Where Are You? A police Car appears with 2 police officers inside. On a roll of 1-4 they will attempt to stop the player group and question them about their business. If any of the player group is armed, the police will (1-2) apprehend them and take them to the station (3-4) handcuff them and put them in the back of the police car while they investigate a call in an adjacent Section. They will not come back so the player star will have to break out of the car using the breaking barricade/doors rules from ATZ page 32. (5-6) The police will let the player group off with a warning, as they believe they've got more important things to deal with. A successful Fast Talking Challenge (pass 2d6) will add +1 to the player's roll.

3     Are you my mummy? A young child (1-3 male 4-6 female) is being pursued by d6 zombies. The child (count as Littler One from ATZ) is too afraid to follow shouted directions and will have to be physically grasped if s/he is to be rescued. If the child is caught by the zombies, count the dying screams as 6 checks for zombie generation.

4.    A Crash and Burn! Car enters the board on a road nearest to players star. The car will fast move for 1 turn of activation, then leave the road and crash. If the player group investigates there will be (1-2) a civilian trying to hold off a zombie in the car, (3-4) a bitten civilian who has not yet turned into a zombie, or (5-6) a survivalist looking to get out of town and has wrecked. They are dead (will arise as a zombie on a 1 in 6) and the car is packed with d6 resources as noted in I,

Zombie. Regardless, the car will be severely wrecked and unusable.

5      Brownout! All electricity in the section of the board where the group is most concentrated gives out as well as one adjacent section (determine as if generating a zombie) for 2d6 turns. During this time, figures in these sections have their visibility reduced to 6" unless they have flashlights or Night Vision equipment. If flashlights, they return to the normal 12" LOS for nighttime, but anyone around them (zombie or NPC) will be able to see the flashlight-holders up to 18" away

6     Jack in the Box? The player group is suddenly startled by a figure standing up within 3" of the group's star character. On a 1-3 s/he is a zombie, and 4-6 it's a wino wondering what all the fuss is about. However, the determination roll will depend on a Zed or No Zed test; pass 2d6 as its dark and it's a jump scare.

7      Sniper! This will result in one of the player's group being hit on a 1 in 6. For details, check ATZ page 58. 

8      Listen! Do you smell something? A building closest to the player group suddenly bursts into flames, acting as 6 rolls to generate zombies. Within 2d6 turns a fire truck with 5 firefighters will arrive and start trying to put out the fire, possibly encountering the aforementioned generated zombies. If player star is within a building, it catches fire and an Insight test must be made to notice the smoke. Failure means the figure and any grunts with them take damage as if impacted by an impact 1 firearm. Of course, at that point they realize there's a fire and may leave the building!

9     News Team Traffic: A news station helicopter hovers over the player group and decides to get some good footage. For 1-3 turns (d6/2) they will keep a spotlight on the group until they are finished filming. If the illumination lasts 3 turns count as another Random Event roll. The subsequent encounter would of course be broadcast live on News Channel 1: Your #1 News Leader!

10    Pray you never need to call us! A group of vigilantes (equal number to the player group) are looking to save their city from zombies. They've seen all the movies so they KNOW what they're doing. Maybe they think the player's group is already bitten? Perhaps the player group is all smart zombies like in the Night of the Return of the Dawning Dead? Use the Meet & Greet table to resolve this situation.

11    Bad Boys: A band of looters come upon your player group, and they're not interested in talking. Treat reactions as one pass die less than actually rolled, and determine group size by the ATZ rulebook.

12    Police Squad: a police van arrives. This is the same as #2 above, but there are 3-5 (2+ a d6 with a 1-2 being 1, 3-4 being 2, and 5-6 being 3) officers inside. They will react as noted in #2 above.

(Edited for text viewing)

Saturday, August 6, 2011

Game 2: The Munchies!

A drizzle of rain spattered the windshield of the green sedan as it careened over the slick streets of Tyson city. Within, a brunette girl looked uncertainly out the window at the darkness. Did they hide shapes? Was it just her imagination?

She glanced back at the driver, a brown haired young man hunched over the wheel trying to gaze through the misty rain. He cursed under his breath and increased the speed of the wipers, only to turn them off again as the windshield streaked lines of moisture across the view, causing streetlights to reflect in glare in bands and spots of color.

“Why don’t you turn the headlights on, Michael?” Lisa suggested tentatively.

“No, we can’t,” he replied irritably. “According to the police, we shouldn’t even be out after dark. You heard the city ordinance, ‘Everyone should stay at home until the situation is contained,’” he quoted with sarcasm. “ Yeah, right! Easy to say if you’ve got months of food in the pantry.”

“So we just break in a store?” the young woman replied testily. She wiped her hand across her eyes in exasperation. “That’s REALLY going to go over well with the police.”

“We’re going to leave payment,” Michael reasoned. “Anyway, we don’t have a choice; especially after that firefight at Albertson’s this afternoon. No way I’m going to risk that, even with my carbine.”

The driver gestured to the small rifle lying in the seat between them. It was an old M1 carbine, of World War II vintage. Michael had told Lisa that it worked just fine, but she’d always disliked guns and even with the current troubles she hadn’t changed her mind.

*          *            *

This game takes place in the evening of Day 2; with Michael and his girlfriend Lisa in a Discover encounter from the All Things Zombie: Better Dead than Zed (ATZ) rulebook, page 40. The goal is to find more food for the homestead, as Lisa’s parents have only a month’s supply for 4 people within.

This game I used the random terrain generation rules from the third ATZ book I, Zombie to create the board. Also, I started the use of “Potential Enemy Forces” (PEFs) which are blocks moved across the table until they are in Line of Sight (LOS) of the player group; then they are resolved. Resolution can make them a group of zombies, a group of survivors/gangers/police/etc. or nothing at all. They generally keep you guessing as to what’s around you on the board.

I generated 3 PEFs, one with a Reputation of 2, one with a Rep of 3 and one with a Rep of 4. The Reputations are just for determining when they move, as depending on the result they could be a group of Rep 5 gangers despite their original number. The PEFs were subsequently deployed as follows:

Rep 2 in Sec. 7

Rep 4 in Sec. 2

Rep 3 in Sec. 3

The game also started with 2 zombies on the board; with 1 to the east on Sec. 9 and the second in Sec. 8 between the School and the Fast Food hut.

Terrain (BTW, this is the last non-photo game as I finally got some ‘real’ buildings to use):

Section 1: (Northwest) Woods

Section 2: (North) Woods with Road going off north edge of board and south across board to Section 8

Section 3: (Northeast) Clear

Section 4: (West) Clear with road going from east edge to west edge

Section 5: (Middle) Clear with 4-way intersection with roads going North-South and East-West

Section 6 (East):  Grocery Store with van in parking lot

Section 7: (Southwest) Woods

Section 8: School and road going roughly North to edge of board (Section 2) South) Fast Food hut on west side of road.

Section 9: (Southeast) Office Building

The Game:

Turn 1

Survivors: 5 PEFs: 6 Zombies: 3

Zombies: Eastern zombie moves down the road towards the west and the edge of the office building. Western zombie moves directly east and hits the wall of the Fast Food hut. A die is rolled and he moves right (south) to move around the back of the FF hut.

* Neither zombie is in Line of Sight (LOS) of the survivors, though the car engine allows the zombies to home in on the sedan.

Turn 2

Survivors:5 PEFs: 1 Zombies: 3

Zombies: East one on road moves west across the office building’s parking lot and southwest toward the sedan. Western zombie moves south to move around back of Fast Food place towards sedan

PEFs: Rep 3 in Sec. 3 moves to the side of the Grocery Store. Rep 4 in the woods of 1 moves into the woods of Sec. 2. Rep 2 PEF in woods of Sec. 7 remains in place.

Turn 3

Survivors:6 PEFs: 5 Zombies 4

Nobody activates this turn. Perhaps they’re enjoying the rain?

*          *            *

Suddenly, Michael stopped the car at the intersection of Fifth Street and Copeland. The engine idled, and only the spattering of raindrops could be heard in the night. The driver turned his hazel eyes upon his passenger, concern written across his face. “Do you want me to take you back? I can do this myself you know.”

“Noooo.” She drew out her reply into a deep sigh. “If you’re going to do something stupid… again… I ought to be there too.” A wry smile appeared on her lips. “After all, you always say you can’t do anything without me.”

He grinned in reply. “True, but I know you don’t like this. It’s just safer at night, without those crowds. Besides, Brookshire’s is supposed to be open 24 hours right?”

“Yeah, and so is 7-11.” She replied archly.

The driver winced and rolled his eyes in exasperation. “Look, Alice forgave me for cutting out on the store. Heck, she said if she’d been there with those sick people she’d have done the same thing! Plus…”

His excuses cut off as both of them noted shambling humanoid shapes staggering out of the darkness towards the car. Only two of them, but Michael decided it was time to get moving again.

*          *            *

Survivors: 1 PEFs: 4 Zombies: 5

Survivors: The sedan drives towards the Grocery store and enters the Brookshire’s parking lot and moves to park the car.

Turn 5

Survivors: 6 PEFs: 6 Zombies: 1

* Double numbers calls for a roll on the Random Events table

Result is random character opens fire at shadows. As Michael is the only one with a firearm, it’s him. Gunshot doesn’t attract any zombies

The zombie behind the Fast Food place moves to street where the sedan had been sitting. However, the zombie in front of the office building saw the car pass by and starts moving northward. The noise of the car engine brings 1 zombie from the west (Sec. 4).

The PEF Rep 3 is still behind the Grocery so with no LOS it doesn’t need to be resolved.

Turn 6

Survivors: 6 PEFs: 5 Zombies: 3

All zombies begin to converge towards the grocery store. The southern zombies make it to the intersection while the far west zombie moves down the road toward the intersection as well.

Turn 7

Survivors: 2 PEFs: 3 Zombies: 2

* Doubles means another Random Event

The sedan just ran out of gas!

PEF: The Rep 3 PEF is resolved as the Brookshire’s Grocery being on fire!

PEF: Rep 4 is a false alarm

PEF: Rep 2 moves into school parking lot and since its now in LOS of the grocery it can be resolved, and it comes out as a false alarm as well.

Survivors:  Since we go at the same time as the PEF/Fire, I decide we have one chance to go into the grocery and find keys to the van outside. So, Michael and Lisa go into the store and encounter Kailee Warner, a Rep 3 civilian with a baseball bat. Michael succeeds in a recruiting test and Kailee joins the survivor duo.

While assigning gear to Kailee, it is revealed that the van outside is hers. Some luck at last!

*          *            *

As the sedan crossed the intersection Michael was able to take advantage of the streetlights at the corner to better navigate the roadway. Fortunately there was no other traffic so only the rain was a concern. Well, that and the two zombies behind them. Michael knew they were zombies, but the authorities refused to use the ‘z’ word. Lisa didn’t like it either, so he kept calling them sick people. ‘Yeah…’ he thought to himself. ‘Death is an illness. Sure.’ He broke his reverie to concentrate on the drive. He slowed the car into a glide that coasted through a brief patch of darkness and turn right into the Brookshire’s Grocery parking lot. The front of the building was lit up as usual, but only one vehicle was in the lot, an older conversion van parked with its nose facing away from the store and towards the street.

“Odd.” Michael muttered as they closed on the lone vehicle. “You’d think there would be more cars in the lot than this? Even just counting employees, there should be a half dozen at a minimum.”

Lisa glanced out the rear window and back again, her black hair tossing across her shoulders. “Michael, this is feeling worse and worse. There are two of those sickos back there at the intersection and I’m sure they saw us.”

“Probably, but it will take them a while to get to the store.” He shrugged and moved to park the sedan. “We’ll just hop in, grab some stuff and we’ll just cruise right out of…”

With a cough, the engine promptly died. Momentum carried the sedan to a near-perfect park in front of the store, silently rolling between the yellow lines and bumping softly into the concrete divider.

“Michael….” Lisa began, with a flash of her brown eyes and an edge of tension in her voice. “What was that?”

“Erm…. I don’t know.” He temporized uncertainly. “The fuel gauge was low, but it wasn’t that low. Maybe if I pop the hood I can…”

“NO!” Lisa said with determination, shaking her head vigorously. “We’re not going to stand out here in the rain while God knows what comes down the road at us!”

“Ok, ok…” Michael replied in a brave attempt at sounding calm. “We’ll just go into the store and see what we can find. Perhaps we can get whoever’s running the place to call us a tow truck or something.”

With that he grabbed his carbine and stepped out of the car, glancing around to make sure there were no threats in range. There were none, nor any people. Outside the car he could see that the glass doors of the store were broken in and some black fluid in a puddle just inside the grocery. With a sigh, he reversed his hold on his rifle and used the butt to clear more of the glass out of the doorway. Unfortunately, he hit the remaining glass too hard and his weapon jammed up against the frame. This sudden jolt caused the rifle to fire, fortunately into the air. Michael winced and looked guiltily around to see if the shot brought anyone or anything. Apparently not, or at least not yet.

Lisa closed her door and dashed up to the walkway to reach the dubious shelter of the storefront. She glanced at the crushed glass, apparently either unaware or ignoring Michael’s accidental gunshot.

“Open 24 hours, eh?” She said, trying to look amused but her eyes were anxiously looking inside the front of the grocery. “I thought the interior lights were brighter than that?”

Michael shrugged and stepped inside, careful to avoid the noxious pool of, whatever it was. “Maybe they’re starting to have power brownouts. Wouldn’t surprise me after those riots in North Tyson.”

The young woman quickly joined her companion, and once inside they could see that the lighting wasn’t weak at all. The illumination was dim because the store was filling with smoke. No fires could be seen, but the smoke had the telltale odor of burning wood, paper and plastic to it; a miasma that set warning bells off in Michael’s mind.

“Awwww, Come On!” Michael shouted in utter frustration. “Now a fire? Give us a break!”

The young man glanced outside the doors-, which were still locked even though the glass was shattered out of the doorframe. So Lisa was the first of them to see a large shape moving quickly out of the smoke, directly for them.

“Michael!” She shouted, bringing her freshly sharpened practice rapier into an en garde position. At her shout, he turned around and aimed his rifle directly at the shadow barreling towards them.

Before he could fire or even shout out a warning, the sound of a large box hitting the floor echoed in the entryway, followed quickly by curses in a woman’s voice. The duo tried to peer deeper into the gloom, and finally could make out a large box of groceries; mostly cereal, dry goods and cans spilled in front of them. Above this was a young blonde woman of about 20, her blue eyes streaming from the smoke but staring with confusion at them. They stood like that for several seconds, each too surprised to speak. With a glare at the two in her way, the unlikely shopper raised a baseball bat in a threatening manner, her eyes darting back and forth between the sword wielding Lisa and the rifle armed Michael.

“Get out of the way, damnit!” The woman said in a voice high pitched with stress and fear. “The building is on fire!”

“Nooo, really?” Michael said in an exaggerated manner. Lisa gave him a warning look, so he tried again. “Right, and I’ll bet you were the arsonist?”

“NO I wasn’t!” She said defensively, her words rushing over themselves to get out. “It was one of those things, I thought I got the one here at the door and I guess I did because he’s still dead or re-dead or undead or whatever they’re saying it is now but I was looking in the back for something better than was left on the shelves and there was another one and it jumped me but I’m not bit or anything ‘cuz I jumped out of the way see and I hit him good but he fell into the breaker box and something sparked and he caught fire and then staggered around still trying to get me and he grabbed things and they caught on fire again and again until this started and…”

“Ok, Ok, OK!” Michael broke in to the avalanche of words, lowering his carbine in what he hoped was a reassuring manner. “I’m sure it’s not your fault, but the police won’t see it that way, not for any of us! Now, is that your van out there?”

Broken out of her stream of consciousness monologue, the blonde blinked as if coming out of a trance. “What? Um, yeah that’s my van.”

“Good!” Michael replied with some relief. Now if you don’t mind maybe we could possibly siphon off some of your gas? Not much!” he hastily amended, as she seemed to be gathering her words for another verbal barrage. “Just a gallon or two to get us back to the house.”

“House?” The unwilling arsonist said with concern. “Well, I don’t’ have a place to stay except that van, and I’m from Houston so I’m going to need every drop I’ve got to get back there.”

“You could come to our place instead?” Lisa offered. “Just for a day or so, until we can get you more gas? That way, we can get back home and you have a place to stay for a bit…until all this blows over?”

“Yeah” Michael agreed. “Besides, from what I’ve heard on CNN you don’t want to go towards Houston. Or Dallas, or any major city right now. The riots here in Tyson are nothing to what they’ve been suffering.”

“Ummmm. Ok.” Their new companion said with some relief. “Truth is, I was going back to Houston because I don’t know anyone here. A safe place to crash would be great…<cough – cough! >”

“Cool. Now let’s get outta this place before we go up with it!”

*          *            *

The burning building attracts 5 zombies, 2 from the north, 1 from the east, and 2 from the south.

Turn 8

Survivors: 2 Zombies:  4

Survivors: Building is rapidly being consumed so the three move out of the store and get into the van. There are 2 units of food already stored in the vehicle, and Kailee makes her roll to start the car.

* Like in all good horror movies, whenever there is a stressful situation there is a chance that the car will suddenly refuse to start for no reason. This certainly qualified as a stressful situation, but fortunately Kailee passes the test.

*          *            *

As Michael stepped outside to watch for trouble, Lisa helped the blonde girl with repacking the box and getting out of the smoky interior. “By the way, my name’s Lisa and that’s Michael. What’s yours?”

“Kailee. Kailee Warner. Nice to meet you,” she said with a weak smile, trying to be sociable but obviously feeling awkward.

Michael walked into the parking lot, glancing through the rain towards the intersection south of them. The rain seemed to be letting up, so the streetlights gave enough light to se four or five of the staggering monstrosities gathering into a group and coming their way.

He turned and jogged back to the girls, who were loading the box into the side of the van. “We’ve got company. Five or more of those folks. We need to move!”

As if on cue, a burst of flame came from the rear-side of the grocery store, a sharp contrast to the night and could probably be seen for a mile.

*          *            *

Turn 9

Survivors: 2 Zombies:  5

Survivors: We pull the car out of the parking lot onto the street.

Turn 10

Survivors: 2 Zombies: 6

Survivors: Van pulls into the street, hangs a right and goes west on the street (avoiding the 3 zombies in the intersection) and moves off toward the west part of the board.

The car noise generates two more zombies, one from the west (Sec. 3) and one from the east (Sec. 1)

Zombies: Still don’t activate, guess they’re all busy staring at the burning building!

Turn 11

Survivors: 5 Zombies: 4

Nobody activates. We stare with dawning horror as the zombies begin to gather around the intersection and turn away from the fire and toward the van.

Turn 12

Survivors: 3 Zombies: 1

Survivors: We hit the gas and drive to within 3 inches of the west edge of the board. The one zombie generated on turn 9 turns around and follows the van.

Turn 13

Survivors: 2 Zombies: 2

Doubles means Random Encounters table again.

Another shooting at shadows, which is Michael, again as he’s got the only firearm. Gunshot doesn’t bring any zombies, but van engine brings 1 from the north (Sec. 1). Too far away to catch us though.

Zombies: The turn 9 zombie on the street behind us is persistent and almost makes it to the van, but we drive off the board edge with some room to spare.

Encounter ends

*          *            *

Needing no further encouragement, Kailee dove through the van to the driver’s seat. Lisa pulled open the door and slid into the passenger’s side front. Michael stepped into the back interior of the van, with seats pushed to the rear to maximize room. There were two other boxes of foodstuffs in the vehicle; which made him feel a little better about the evening’s events.

“Michael, this is Kailee. Now, what are we going to do about your car?” Lisa turned to face behind her as Kailee started the van and pulled it out towards the street.

“No big deal.” Michael replied with irritation, giving his sedan a parting glare. “I didn’t have anything of real use in it. Besides, if the cops ask questions I’ll say it was stolen. Easy enough to explain considering how things have been going in the past 48 hours...Oof!”

The half-standing man lunged for a strap on one of the seats as Kailee made a hairpin turn into the street.

Which way are we going?” the blonde shouted, though there was little noise to shout over. Michael imagined it was still nerves; the stress of the past few hours catching up with her.

“Go south, then turn right; to the west. There’s too many of those people in the street, so we’ll take Copeland back instead. It’s a bit roundabout, but if the cops show up maybe we don’t want to head straight to your house Lisa.”

Her only reply was a nod of silent agreement as the blonde continued her manic drive across the street, avoiding the intersection by hopping up on the curb. She turned right, lightly clipping one of those…zombies? As she dropped the van back onto the street and floored the accelerator, careening at high speed into the darkening night.

*          *            *

As with many encounters, this one didn’t go quite as planned. The scenario saw only one gunshot and it was by accident! Ok, technically two, but the second was right at the end so I didn’t bother with it in the fiction. As the goal was to find food and Kaylee had 3 units total it was technically a success but there was little action to be had.

Fear not, the next two games got in more action and mayhem! In fact, game 3 was an encounter on the way home from this one.

Zombie Chow

Thursday, August 4, 2011

ATZ House Rules

Below is the first “House Rule” for my All Things Zombie campaign. It was inspired by the two little girls we rescued in Game 3, and is also inspired by a similar rule from the RPG The Shotgun Diaries (a great little RPG-Buy it if you can!).

This post will be edited if/when more house rules come into play

“No one gets left behind!”

This rule gives some bonus to the survivor group that strives to keep people with them, even if they’re not obviously useful. Anyone with a Reputation of 2 or less falls into this category; be they sick, infirm, children, etc. These individuals do not count, as part of the star’s number of grunts as noted in ATZ page 4.

Effects: At the beginning of each encounter, the side with such non-offensive members will gain a dice pool of 1 die per Reputation 2 or less individual in the group. The individual(s) need not be part of the specific encounter, just part of the group.

At any time during the encounter, the side with the dice pool may elect to take a die from the pool and add it to any non-activation test, check or challenge. The use of the die must be declared before the test/check/challenge is rolled for. Once the die is used, it is removed from play and may not be used again that encounter.

NOTE: If the inoffensive figure is killed (say during a Raid or Take Back encounter, the die is lost.

Dramatis Personae

Below are the characters in the survival group as of Game 4; of which I'll give more details soon. You'll note that All Things Zombie has very few characteristics and attributes. Which is good, considering the lethality of the game!

Characters are split into two groups, Stars and Grunts. Stars are the leader types and generally "your" characters. Grunts are people you recruit and follow your stars, unless they give stupid orders or otherwise prove bad leaders; just like real life. Reputation is a catch-all characteristic that encapsulates personal ability at checks, tests and challenges. It can go up for successes and down with failures on missions. Classes are general professions, and are given as Civillians, Police/Military, Gangers, Survivors, and Newsies. Attributes are more a combination of skills and talents, and most characters have either 1 or 2; never more.

Ok, enough are the crew!

*      *      *
The Survivors

Michael  S.

Reputation: 5 Star- Civillian

* Born Leader

Weapon: M1 Carbine, Rapier

Lisa G.

Reputation: 4 Star Civillian

* Swordswoman +1d6 to melee

Weapon: Rapier

Kailee W.  (Joins in Game 2)
Reputation: 3 Grunt Civillian

* Slow to React (-1 Insight+Recovery tests)

Weapon: Baseball Bat

Sebastian C. (Joins Game 4)
Reputation: 3 Grunt Police

* Marksman =rolls 2d6 and chooses best w/bolt action rifle

Weapon: BA pistol

Jennifer B. (Joins Game 4)
Reputation: 4 Grunt Police

*Marksman =rolls 2d6 and chooses best w/bolt action rifle
*Forensic Scientist

Weapon: Submachine gun

Neeva M. (Joins Game 4)
Reputation:4 Grunt Civillian

*Runt = -1d6 in melee
*Speaks Spanish

Weapon: Shotgun

* * *
The grunts were rolled up randomly using the ATZ rulebook, but for names, genders, and personalities I used the Mystery-Thriller Character Generator at and came up with some good personalities.

Next will be a House Rules post, then Game 2: The evening of Day 2!

Zombie Chow