ATZ Turns 3-5
There are no doubles so no Random Events
Zombies and PEFs move, Stars do not activate this turn. PEF #2 moves into area 5 on the road, but is still beyond the 6" visual range for nighttime without lighting so no Insight test is triggered. The group is out of visual range of the zombies at the ambulance so their movement is random.
Zombies at the wreck: 1 moves North 6” toward section 1. The other zombie bumps into the ambulance and skirts around it south into Section 7.
Zombies at parking lot: 1 moves south then east to the side of the convention center. The half zombie moves north to the roadway. This zombie is only a half a body, so movement is reduced to 3”.
Still no zombies in sight of Stars or visa versa as turn ends.
* * *
Nobody activates, but doubles are rolled so a Random Event is triggered!
A roll of 12 means 2 events are triggered, and a 6 and 7 means both are vehicle events. A roll on the Vehicle Events table comes up a 3 and a 7, to wit;
3 Random vehicle on table has car alarm go off. Roll each turn to attract zombies. May be disconnected by hotwiring the vehicle. If a Raid encounter the enemy will now count as fully aware.
7 If inside a vehicle there is a zombie in the back seat. The zombie automatically activates and melee is joined.
***Since nobody’s in a vehicle 7 is ignored. A random roll says the vehicle the 2 parking lot zombies are near (the Mobile Service van) has its alarm go off.
* * *
Stars and Zombies activate this turn, PEFs do not. Stars move before zombies though.
The car alarm will possibly draw zombies, they will be placed at the end of the turn.
Your move, guys!