Showing posts with label All Things Zombie. Show all posts
Showing posts with label All Things Zombie. Show all posts

Wednesday, January 28, 2015

Highway to Hell!


 

“Damn, I feel like I’m in a buddy cop movie.”

 

Matt wasn’t thrilled with having to sit in the front seat of the police car, sandwiched between the brothers Connor and Chance, but from what that list from the CDC said it beat getting infected. The cop in the back seat was still unconscious and despite CJ’s best attempts couldn’t be roused. His bitten arm had been bandaged but that was all they could do.

 

Matt glanced down at the policeman’s belt in his lap. He’d holstered the cop’s pistol he’d grabbed off the street back near the hotel, but he still felt awkward in putting the belt on. It felt to him that if he did that, he’d take an irreversible step in this crisis. Almost as if by that act it would make the night’s horrors a grim reality.

 

“Hey!” Connor’d been flipping through the police radio and caught what sounded like an announcement. All three listened as a mechanical voice stated:

 

“…The Tyson City airport has been closed. All first responders are encouraged to maintain distance from infected individuals. Do not bring any injured to the East Texas Central Medical Center, as the riots there are still ongoing. Contact TCCM for additional advisories.”

 

The message continued on a loop, with uncertainty growing among the trio. Chance had found a brief hotspot and used his smart phone to find GPS directions to a nearby clinic just two blocks down, one block over. Unfortunately the signal had been lost immediately afterwards.

Curiously there are only a few cars on the road, though there seems to be more pedestrian traffic than expected this late at night.

 

Your moves, gents!

 

Zombie Chow

 

Thursday, December 11, 2014

Turn 14: Up and Away



 

Stars: 6

Police: 2

Zombies: 1

Tiger: 4

 
Stars don’t activate, but I use the Final Fade-Out rule that cars running still move even if the driver doesn’t activate. After all, you’re driving at full move so you wouldn’t suddenly hover in place just because you didn’t make the roll.

The tiger goes first, attacking another zombie. Zombie loses (it’s a tiger after all!) and is Out of the Fight, which means Obviously Dead. The zombies go into melee on the tiger in return…leaving the tiger battered but victorious!

The remaining policeman takes a “Leader Lost” roll to reflect the cruiser taking off, and falls back to the convention center. He fires at the zombie nearest and misses.

Zombies converge on the cop except for the one on the highway, which follows in the cruiser’s wake. Curiously no zombies are generated this turn, neither the shot nor the car engine causes enough noise.

Our Stars saunter off the board edge, and this game ends.


So, you’ve got a police car, a shotgun, a truncheon, a pistol with ammo… Where do you guys go next?

 

Zombie Chow

 

Wednesday, December 10, 2014

Turn 12: Bugout?



Matt doesn’t reply at first to Connor’s query, showing the bleeding police officer into the car by main strength. He falls into the back seat as well, only then replying.

“I dunno. But we need to get outta here. This cop needs a doctor. Other than you two.” Matt’s eyes are drawn to the oncoming creatures, as if mesmerized by the danger. He blinks, then continues. “I don’t know WHAT the hell’s up with that cougar over there, but it looks like more of those rioters care trying to get past it. Let’s just go north. At least there the power’s still up.”

His last words are drowned out by the continuing gunfire of the younger cop, seeming determined to shoot every weirdo coming down the street. ‘Looks like both that cop and the kitty over there as lost it.’ Matt thought frantically. Will they be next?

The cop in the back seat seemed to have passed out, and Matt quietly retrieved the policeman’s pistol and spare magazines.

 

*          *            *

 

Turn 12

 

Stars: 3

Police: 1

Zombies: 6

Tiger:  5
 

The Tiger, Stars and cop activate, zombies do not.

The Tiger attacks one of the zombies following it, and gets 2 successes over it resulting in that Zombie being Obviously Dead.

Stars move as noted earlier. Connor jumps into the driver’s seat of the police cruiser, with CJ jumping in to ride…er…”shotgun.” ;)  Matt is already helping the injured cop into the back seat so will pile in as well.

What about the other cop? As CJ is nearest to him this will be a Rally check to get him into the car. CJ rolls 2 successes, but the cop gets 4! He ignores CJ’s pleas and keeps firing at the oncoming zombies. His two shots result in a miss and an Obviously Dead result, dropping one of the oncoming hordes.


What to do? Do you leave the cop, or try again to encourage him to see sense?


Zombie Chow

Thursday, December 4, 2014

Turn 10: "Whacha gonna do when they Come for You?"


*For last turn, gunshots generate no zombies.

 

 

Turn 10

 

 

Stars: 2

Police: 1

Zombies: 5

PEF: 2

 

 

The lone PEF gets no successes so doesn’t move from its place behind the retail shop.

Stars:

*Connor makes a in sight test to see the zombies moving east down the road towards them. He gets 3 successes, so sees the four moving towards them from the west (where car alarm and ambulance is).

 

*CJ makes a challenge test to see if the shotgun is in the front seat or in the trunk. As the police have been dealing with looters I’ll say only 2 successes are necessary for the shotgun to be there. CJ gets 3 successes, so surreptitiously snags the shotgun without either cop seeing him.

 

Matt moves towards the older cop to assist in melee.

 

Zombies do not activate.

 

Police go into melee with zombies.

 

Round 1

Rep 5 cop:3

Matt: 1 success

Zombie: 4 successes (2 on cop, 2 on Matt)

 

Round 2

Rep 5 cop:  1 success

Matt: 1 Success

Zombie: 3 successes (2 on cop, 1 on Matt)

 

Round 3

Rep 5 cop: 0 success

Matt: 1 success

Zombie:  1 success (on cop 2)

 

Round 4

Matt: 1 success

Zombie: 0 success

The Rep5 policeman is Out of the Fight, while the zombie is Obviously Dead.

 

Now: Cop 2!

 

Round 1

Rep 4 cop: 3 successes

Zombie: 2 successes

 

Round 2

Rep 4 cop:   3 successes

Zombie: 1 success

 

Round 3

Rep 4 cop:  1 success

Zombie: 1 success

 

Round 4

Rep 4 cop:  1 success

Zombie: 0 success

 

Zombie is killed

 

 

The Police car is left running so 3 zombies are generated. 2 from the west, 1 from the east, all 12” from the Stars.

 
***Random Event and fiction coming up!
 
Zombie Chow 

 

 

Saturday, November 22, 2014

"Its not what you think...?"


Fast move
CJ: 1 success

Connor: 1 success

Matt: 2 successes

 

Using the ATZ: FFO Fast movement rules (which I like better than ATZ:BDTZ) both CJ and Connor move the 8” normal move +4” which equals 12” north. Matt with 2 successes could technically move 16” but doesn’t want to leave the group so will only move 12”.

 

Running straight north leads them right into PEF 2, which resolves as… Oh yay, a police car! Police are in a vehicle, and pass in sight test.

 

 

Meanwhile, what about that pesky car alarm?

 

The car alarm now generates zombies. As this is Day 1 of the outbreak, this urban area is treated as a suburban area (5 or 6 on d6) to generate new zombies. I roll and resolve 3 zombies that appear, one north, at 12:00, one southeast at 5:00, and the last at 6:00 south. They are placed 12” away from the noise that generated them (the car alarm) which means our heroes run right into the 12” zombie!

 

All zombies congregate on the car alarm as currently Stars are out of sight of any zombies. The two (5 and 6pm) zombies walk around the convention center and move west. The zombie walking north into section 4 turns around instead and heads south towards the car alarm. The two zombies in the street and the one on the west side of the center turn and congregate around the van; probably beating the hell out of it to get inside.

 

*          *            *

 

With Connor’s suggestion, the trio runs down the side of the street, northwards and hopefully to freedom. As they get nearer to the intersection suddenly a car’s headlights come on, and so do police lights and siren. A gruff voice over a PA system says “Hold it right there! Do not move!”

 

*          *            *

 

Now, we need to do a “Meet & Greet” for the police. Over to you folks!

 

Zombie Chow

 

 

 

 

 

Monday, November 17, 2014

Down the Road


ATZ Turns 3-5

Activation:

Stars: 6

Zombies: 4

PEFs: 3


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.


*          *            *


Turn 4:


Activation:

Stars: 5

Zombies: 5

PEFs: 6


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.

 

And…

 

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.

 

*          *            *

 

Turn 5:


Activation:

Stars: 2

Zombies: 1

PEFs: 5


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!


Zombie Chow

Friday, November 7, 2014

Out on the Streets

The three friends stood at the rear steps leading into the back of the Victorian mansion now convention center. The faint glow of electric streetlights far to the north broke up the otherwise pitch-black night around them. Down the facing street to the west could be seen the strobing lights of an ambulance but little else in the area.

As they looked at each other, deciding what to do…Matt waves at a figure coming around the east side of the building. “Hey, are you with the convention?”

The figure doesn’t respond, and walks slowly to the three on the steps…

***Time to roll a “Zed or no Zed” check! I’ll post results as a reply to this thread.

 

Zombie Chow

 

 

Friday, October 31, 2014

Shots in the Dark: Turn 2

Connor couldn’t see much past the small circle of light around him, but heard CJ’s voice echoing from the upper landing of the stairway. While waiting for his brother to make his way down the dark stairs, a stranger made the landing first. He blinked at Connor in the yellow flickering light and said “Hey. Did you hear anything about the riots? Are the police here yet?”

 

Before the zippo-wielding man could comment, the sound of police sirens cut through the night. They rose in volume, then began to recede. Strobing red and blue lights past the windows of the convention rear of the building as a squad car shot down the street, moving at high speed.

 

Matthew joined his friend in the lobby, and said “Riots? What’s that about?” The unnamed man continued in a rush. “I was watching TV before the power went out, and the local station was saying something about attacks and fights breaking out at the hospital. They had some guy at the scene, but were having trouble raising him.” He shrugged at Connor and Matt, then said “Either way, I’m not staying at this lame con. I’m outta here!”

 

With that he walked blindly towards the back door. From the side windows, the four of them (now joined by CJ) saw the faint yet steady glow of flashing lights…they appeared to be coming from an ambulance down the street, parked next to something in the darkness. The stranger opened the back door and stumbled off into the night, going west toward the parking lot.

 

 

***Ok, next moves?

 

Zombie Chow

 

Tuesday, October 21, 2014

Cast of Characters


Our 3 Survivors

 

“C.J.”

Reputation 4 Citizen

Attributes: Medic 2, Marksman, Free Spirit

Weapon: None

 

“Connor”

Reputation 4 Citizen

Attributes: Medic 1, Athlete, Knife fighter

Weapons: None

 

“Matthew”

Reputation 4 Citizen

Attributes: Born Leader, Swordsman, Runt
 
Weapons: none

 
 

...pics to follow tonight. Honest!

Zombie Chow

Monday, October 20, 2014

Day 1: "Splattercon!!!"


 

Day 1

 

“Man, I hate lame conventions…”

 

Matthew sighed dramatically and took another drink of rum and coke. This round, was it the fourth? Fifth? He couldn’t remember…was more rum than Coke he figured. Still, what else do you do at the hotel bar at possibly the worst attended Horror convention in North America.

 

His companion just nodded sagely. “True dat.” He threw back his own drink and glanced with a gimlet eye at the television running the local news channel. It was posted on the ceiling, almost at the opposite end of the bar. The chipper blonde on there seemed to be smiling while informing the public of a new celebrity faux pas, a new terror attack, just about anything and ms. ‘Tee Hee’ chick wouldn’t change her delivery one jot. He turned back to Matthew and asked “Where the hell is CJ anyway?”

 

“Still in his room I think.” Matthew’s reply was dour, but he’d been that way as soon as the attendance became apparent. Granted, this was the first Horror con in Tyson City, “Splattercon!!!” had been all over the papers in Chicago a few years ago. Well, this sequel in the semi-boonies didn’t seem to be making a splash. Or a splatter. Or anything.

 

Connor shrugged, and gestured to the barkeeper for another scotch. “Well Matt, I can’t but think he might have the right idea. Or is he still sick from dinner?”

 

The other man just shrugged. “He’s your brother, how should I know? Though it is funny, an internal medicine doctor getting sick from Taco Hut burritos.” He chuckled, an expression not shared by Connor.

 

“Well” the brother of the aforementioned doctor grumbled. “It could be worse.”

 

With a far off crash down the street, there was heard the pop of electronics and all the lights went out in the bar.

 

In the pitch-blackness, Matt sighed again. “You just had to say that, didn’t you?”

 

*          *          *

 

Day 1 – SPLATTERCON!!!

 

The player characters will start inside the Victorian mansion that Tyson City remade into a convention center back in the 1980s. It is 1am in the morning, with a partly cloudy sky. All power in board sections 4-8 are out, and sections 1-3 are spotty, with the warehouse in section 1 lit but not the auto body shop.

 

The goal of the player characters (PCs) is to leave the center and get out of the “dead” area. Exiting via the road going west off board in section  1 or the road leaving the board north on section 2 are the only obvious ways out of the blackout area. Other might or might not work…as encounters may show. All PCs came to the con by taxi, so they have no cars themselves. However, hotwiring may be possible, as are chances police will show up and arrest carjackers (see Day 1: rules in ATZ: BDTZ for details).

 

The Board


 

Section 1: Auto-body shop, warehouse, road west.

Section 2: wood

Section 3: North road, clear/Hill

Section 4: Electrical Transformer

Section 5: Retail Store

Section 6: Hamburger Hut

Section 7:  Road west, clear/Parking Area

Section 8:  building***Con center

Section 9: Offices, road east

 

There is one wreck, a car into the transformer at 4, killing electrics on most of the board

 

There are 4 starting zombies:

1 in 7 between parked cars

2 at 4, Transformer wreck and ambulance

1 at 8, on the Far East side of the convention building

 

There are 3 PEFs (Potential Enemy Forces) along the north endge of the board, sections 1-2. Visibility is down to 8 inches on sections 3-9, but are 12 inches on sections 1 and 2.

 

Special Rules:

 

* Even though all PCs are in the convention center, the center can still be “searched” for useful items or encounters. Searches count as Suburb instead of Urban in the center due to lack of light.

 

* Game starts with Matthew and Connor, though others who are currently out of town (no names!) may join in as they wish. If there’s no post in a given week, then we assume that the PC is holding in place…no doubt terrified!

 

Your move, guys!

 

Zombie Chow

 

Wednesday, October 15, 2014

Crawling from the Grave…


 

Well, it’s been almost a year since my last post and I’ve finally got the gumption to restart things here. Part of what’s caused this is that a couple of old pals of mine were in a Rotworld RPG with me when the game took an untenable turn and we bailed. Yet we still wanted to play Zombie Survival gaming. What to do?

 

After some e chatting we decided to go to my old love All Things Zombie. We discussed setting up a forum to run the game and started looking at free forum options. Then it hit me. Why not just revive this blog and run it via posts, with the guys posting in comments their reactions?

 

I must admit Shelldrake’s ATZ games via webcam inspired me some…but since webcam isn’t feasible we decided to go with photos instead and a gratuitous amount of verbal RPGs. We shall see how this work.

 

For ATZ purists reading this, don’t expect the games to be 100% BTB. I’m using ATZ: Better Dead than Zed with a few Final Fade-Out rules imported in and a bunch of house rules to increase the RPG feel without some of the clunkier systems out of FFO. The rules suggest starting out at Rep 5, but we agreed to go with Rep 4 instead. To cover this a bit more (and increase the RPGisms) I’m going to allow Stars to start with 3 attributes instead of 2. We shall see how this works. I’m also going to try (at least for the first game) to use both random zombie generation along with PEFs. If we don’t survive I’ll revisit this issue!

 

Hang on everyone, it’s going to be a bumpy ride!

 

Zombie Chow

 

Tuesday, July 2, 2013

So Long, and Thanks for All the Fish!

I've had this blog for a couple of years now, and I've enjoyed posting my thoughts and experiences with the Zombie genre in general and the game All Things Zombie (ATZ) in particular. I've also appreciated those fine folks who have taken time out of their schedules to read my ramblings and to comment on things as I've posted them. Well, except for the Spam bots. ;)
However, I've recently come to an epiphany. I've been concerned about how few games of ATZ I've actually been playing. This despite spending bucks on terrain, game board, figures, vehicles, etc. In fact, the more stuff I've bought the less I've actually played the game!
Why was this? I've come to the conclusion that it’s partly the fault of this blog. I've become so obsessed with getting the 'right' terrain, the 'properly painted' figures, and just the right Battle Reports with accurate ATZ rules; even fiction...that I spend less time playing and more time doing things to make the game appear 'cool' on the blog. This defeats the whole reason I got into ATZ in the first place; which was a solo game I could play when I felt like it and I didn't have an opponent who I had to schedule games around or appease with the 'proper' rules/figs/etc. Its become a source of guilt that I don't post enough, have BatReps out fast enough....I'm already 2 games behind on the fiction as well.
So, I've decided to kill the blog and go back to actually playing ATZ for myself. I will keep the blog up for July so if anyone wishes to grab some of my house rules or tables they can. But as of Aug 1 the "Those Who Remain" blog will go away. I haven't yet decided on the "Those Who Remain Journal" though. I might keep that going with sporadic posts as the mood strikes me.
Again, I appreciate all the support from the kind folks in the community for this project. For fans of corpses who eat people, the Zombie fandom is actually a pretty friendly bunch!
Best wishes,
Mike/Zombie Chow

Saturday, February 16, 2013

Youtube Fun

A quick post, as I'm still waiting on the pics for the Defend scenario. To keep my readers amused, check out the below 2 links on Youtube.

This is an actual broadcast on a TV station in the Great Lakes region. Hackers got into the Emergency Broadcast System of the station and ran the following announcement:

http://www.youtube.com/watch?v=R76a8mffg2M

 
This is some ATZ miniature gaming that was pretty cool: 
http://www.youtube.com/watch?v=795mTrnR_-s

 
Hope everyone had Happy VD on Thursday! :D
LOL!
 
Zombie Chow
 

 

Thursday, January 31, 2013

Surgery, In-Laws, and Defend!

Hello all,

Well, I've managed to get an ATZ game in this week but I had to play the Defend scenario for my group a bit fast and loose as my wife was supposed to have surgery today. Which meant my mother-in-law came down to help her through the post-op and for some reason wanted to stay in the guest bedroom instead of sleeping on the couch because my ATZ board was set up with minis on the bed. Weird! ;)

Anyway, I stayed up until 1am last night finishing the game (pics and batrep to follow soon) and I discovered a couple of things. First I rolled that half my group was gone (Kaylee, Sebastian, and Neeva) while Liz, Jennifer and I were at the house with the two little girls from the Domestic Disturbance scenario from ATZ Haven. The dice said for the team not to return until 4 activations but was a bit fuzzy as to when the count started. I had them start from the first activation the zombies began attacking the barricades as otherwise Team Kaylee would make it here in no time. How do others handle this?

By the ATZ barricade rules, since 2 of the 3 people in the house had some carpentry tools it seemed like the zombies couldnt' get in very well. After all, if a survivor is on the other side with tools then even if 3 zombies tear down the barricade 1 rank then that survivor can just put it back up on their activation right? Was I doing this correctly?

Anyway, more later. Hope all are having a fun January!

Zombie Chow

Tuesday, January 1, 2013

Welcome 2013...

...even though December 21, 2012 was kind of a bust. ;) I hope everyone had a great holiday, and that Zombie Santa brought everyone goodies. I got a trucking warehouse built-up that adds to my growing collection of buildings for my All Things Zombie games. I just need a church and a police dept. and I'm all set. I also got some of the ThinkGeek zombie army men, but alas they're closer to 30mm and so are pretty useless for my 20mm gaming. Oh well!

I'm terrible at New Year's Resolutions, but I'll try the following:

1. Do more writing, both on the THR Journal and non-Zombie stuff. I've got a gig with Flying Buffalo that I hope will bring some much-needed exposure in 2013 as well as someday seeing Victorious! by Troll Lord Games see print.

2. More zombie gaming. I've got tons of stuff now, so I have less excuse for only having 7 games total under my belt, with 5 posted. Granted FFO threw me for a loop at the end of this year but that's no excuse. More will happen!

3. Comment more on fellow Zombie Blogger's blogs. I do my best, but most Spam filter systems (ie "Prove you're not a Robot") wreak havoc with my screen reader but I will try more often. There are some great blogs out there with fine Battle Reports, I'll just try to comment on them....as best I can.

4. (Non-Internet) Finish my PhD within the next year, year and a half at most. My thesis is published, and is unique enough I think I can expand it to fill the dissertation requirement.

...Now, we'll see how long these resolutions last! LOL!

Zombie Chow


Friday, December 21, 2012

Its all in Who You Know?

Happy (Not) End of the World everyone!

...Which is probably for the best anyway as my Zombie Plan is crap. ;) Curiously enough, this is also my dad's birthday so that would have been really rough.

Anyhoo I got to thinking about my upcoming ATZ:BFFOTZ game and the concept of "Loaded" PEFs. For those who don't have Final Fade-Out, its the idea of putting pregenerated gangs or survivor groups on the Potential Enemy Forces (PEFs) table so you might have recurring NPCs in the campaign. Which is a good idea IMO and I'm glad its available...and will be one of the FFO rules I import into my ATZ game.

But it got me to thinking. Since most ATZ games are generally based on the "Star" being the player themselves (even if an idealized player), then perhaps the "Loaded" concept should be taken one step further. That is, having a chance of running into people you know, either friends, foes, or general individuals you know in Real Life(TM).

How would you do this? Give a chance that any NPC you run into is one of these folks, and then have a "Who ya know" table to roll on? Would you maybe use the Zombie rule of by rolling doubles the zombie is someone you know? A third method altogether?

Zombie Chow

PS: One of my followers pointed out today that the URL of this blog could be read as "Those whore main". :P  Thanks Tony! I wonder how many people have come here looking for a porn site?

ZC

Wednesday, December 19, 2012

Game 5 "In Search of Buzz", part 2

We rejoin the small band of survivors in their semi-epic quest!
 



Turn 16
Survivors 3 Zombies 2 Kid 1

Everyone else fights zombies! Michael moves to melee while Sebastian keeps firing.

Kaylee fast moves to kid and wins Meet and Greet, with the kid joining the group for the rest of the encounter. Michael melees a zombie and gets an Obviously Dead; leaving 2. The zombie from KFC starts to move toward the group at the intersection.

Turn 17
Survivors: 6 Zombies: 5

Nobody goes

Turn 18
Survivors:4  Zombies: 3

Kaylee with the kid moves to rejoin the group. Lisa and Michael returns to the group in the intersection. The zombie from KFC tromps onward towards the intersection.

Turn 19
Survivors: 3 Zombies: 3

The zombie from the south charges the group. The kid starts to scream, and will continue until rallied (acts as 3 gunshots for zombie generation). Michael rallies the kid.

Sebastian shoots at the charging zombie and misses both shots. Zombie enters melee with Sebastian.

No zombies generated

Turn 20
Survivors: 6 Zombies: 3

No (un)living zombies on board, so nobody moves.

Turn 21
Survivors: 1 Zombies: 6

Still determined to find Buzz, the ggroup moves toward the KFC building. Michael and Kaylee enter the KFC and find a zombie. Michael takes a shot but misses as the zombie is in cover. No zombie is generated from the shot. Kaylee stays by Michael to give melee cover in case of a charge.

Turn 22
Survivors: 2 Zombies: 3

The zombie attacks by charge. Michael gets a fire before melee and misses horribly. Kaylee has 3+1 die for outnumber. Zombie is quickly killed with an Obviously Dead result. Kaylee is quite the zombie smasher with that bat of hers.

No resources are found, and of course no Buzz. Fortunately, no zombies are generated by Michael’s crappy shooting.

Turn 23
Survivors: 4 Zombies: 3

Now the group decides to keep looking, and now decide to check out the apartments. Maybe Lisa’s father took shelter there? As there are no zombies on the board, their turn is skipped.

Turn 24
Survivors: 5 Zombies: 5

The team continues to apartments at section 6. Still no zombies on board.

Turn 25
Survivors: 5 Zombies: 2

The team moves to the front of the apartments, with Michael and Kaylee entering the ground floor. Since its multiple stories (3), I decide each floor will be equal to one area for searching. The ground floor is vacant.

Turn 26
Survivors: 1 Zombies: 1

Random Event! It comes up as the Drive By van as noted in ATZ Haven. Since there are no specific rules in Haven about where the encounter starts, I decide to use the zombie placement table as to where the van enters LOS. It comes up as East, so I have the van enter the board from the east road right next to the apartment parking lot (!) Their movement allows them to come right up to the rest of the group outside the apartments. Ack!

As Lisa is a Star too, her dice are used for Insight. This results in 2 successes for Drive-Byers, with Lisa getting only 1 success. So the gangers fire first. The Ganger in the back opens the side door and fires his shotgun, but gets an out of ammo result. Unfortunately this applies to subsequent rolls so he at least gets the first shot off at Lisa and the kid. Lisa covers the kid and take an Out of the Fight result. Sebastian returns fire but hits nothing. He literally can’t hit the van right in front of him? No wonder he left the police force!

There are 2 zombies generated, 1 North of the shot so I’m saying its coming down from the 2nd story of apartments. The other comes in from the east table edge…maybe following the van?

Turn 27
Survivors: 5 Zombies:  2 Gangers 4

Michael, no doubt hearing the shot and Lisa’s scream,  rushes outside to see what’s happened. Kaylee does as well, and grabs the kid and pulls him back into the building; which I treat as equal to Rescuing Wounded in the ATZ rules. She gets 1 success and so pulls the little scamp to safety.

Sebastian fires two shots at driver, and hits with 1 shot despite cover. Driver is Obviously Dead!. Michael shoots at passenger and Shotgun dude, and both hit. The passenger guy in front seat is Obviously Dead, while shotgun dude in the back is Knocked Down. Shotgun guy fails his Recover from Knockdown test.

The apartment zombie goes either for Michael (1-3) or Kaylee+kid (4-6). I roll a d6 and he charges Michael. Despite a rear attack, the zombie loses and is Knocked Down.

The Zombie from the East hill moves towards the road and the apartments. Despite all the gunfire, no zombies are generated?

Turn 28
Survivors:6 (1)  Zombies: 6  (2)

Yet another Random Event! This time I get one of my home designs, a News Chopper arrives to take pictures of events. They will stay hovering over the group’s position (and drawing zombies as car engine) for the next 4 activations. Wheee. Right out the gate 4 zombies are generated; two from apartments (North) and 2 from the hill at section 9 (East).

Michael recovers Lisa and Sebastian clears the van of bodies. The van engine cut off, and I was using a d6 after the driver was killed (1-2 engine is cut off, 3-4 engine stays on but van is still in park, 5-6 van rolls forward randomly) and get a 1. Michael shoots zombie coming around from the hill and gets YET ANOTHER Knocked Down result. No zombie from that shot is generated…which is good considering all the ones beginning to close in on the group!

No Z generated

 

 

Turn 29
Survivors:3  Zombies: 4

The 2 apartment zombies come outside, the KD zombie stands up, and the 2 on the hill move toward the road and apartments.
 
The !@#$ van refuses to start! Typical!

Turn 30
Survivors: 4 Zombies: 2

At last, the van starts. As Lisa is OOF, Michael decides that Buzz is on his own and insists they get back to base so Lisa could get medical attention.

 

 
 

Game is Over: as a result of the events, Kaylee is now Rep 4, but is the only one to increase in Rep.

 

So ends my last pure ATZ: Better Dead Than Zed game. Game 6 is already generated as a attack on the group's base and will see the inclusion of FFO rules.

Zombie Chow

Thursday, November 29, 2012

ATZ Game 5 : In Search of Buzz, Part 1


 
This game was set up as a “Search” encounter, with the group ostensibly looking for Lisa’s dad “Buzz” who was last in this location before communication was lost. The team will engage in normal searches, but are looking for Buzz. He won’t be found, as he’s already been chomped but the team doesn’t know that!

 

As usual I used the All Things Zombies: Better Dead Than Zed terrain generation table. This is the last game I’ll be playing using solely ATZ:BDTZ rules, as Game 6 will be at least 30% or so rules from Final Fade-out. More FFO rules will be imported as time goes on until we see if I’m playing BDTZ with FFO imports or FFO with some retro-BDTZ rules instead!

The terrain resulted as follows. I also used my Random building type tables to generate what kind of buildings were there, as noted in the “()” below.

Section Terrain
1          3 buildings (3 store strip mall)
2          Clear
3          2 buildings (Auto-Body shop and Power Transformer)
4          Woods
5          1 building (Grocery)
6          1 building (Apartment Building)
7          2 buildings (Small Shop and storage building)
8          1 building (Kentucky Fried Chicken restaurant)
9          Hill

I also used the Random Car table, and  used Dexter’s wrecked cars on a roll of wrecks. Which gave the board 10 cars, of which 4 on the board were wrecked as noted:

 

As a change from prior games, I decided to play this game without PEFs, and go just with starting zombies and building occupants or noise generated zeds. I don’t think it made a huge difference, especially with Random Events but you be the judge.

The time was noon, and weather resolved as humid and cloudy. Two starting zombies were on the table, with one 12” North of the group’s entry point at section 7  and another 12” to the west, behind the nearer shop. The group was on foot, as I decided that the doctor Buford would remain off board with the SUV for possible pickup. Cars just make too much noise otherwise, as the end of the game details.

 

 
Turn 1
Survivors: 1            Zombies: 2

The road zombie is within Line of Sight (LOS) of the group but West zombie is not. Zombie moves south to intercept.

Kaylee attacks the zombie with bat in melee.

Michael & Sebastian draw guns but act as backup

Kaylee wins, but only knocks down the zombie.

Lisa enters melee Lisa kills zombie by Popping the Weasel.

Turn 2
Survivors: (6) 1            Zombies: (6) 2

Doubles=Random Events
A roll on my expanded Random Events table results in a Bobcat exiting the woods and charges group.

Michael shoots the animal and kills it, with no doubt objections from Lisa and Kaylee!

Michael scoots to cover while other 3 head to Ambulance to search. No Buzz found, but 1 Luxury Item is recovered.

No zombie generated by gunfire.

Western zombie follows group now in LOS by following gunshot

Turn 3
Survivors:2            Zombies:5

Michael rejoins the group and they head toward the pileup at the intersection in front of the Grocery store. They find a zombie trapped in one of the cars, but no father. The zombie isn’t a threat so they leave it be, not wanting more gunshots.

 
Turn 4
Survivors: 3            Zombies: 4

The group moves to the front of  the Grocery Store.

Michael & Kaylee enter store while Sebastian and Lisa stay outside on watch.

The building is resolved as 3 humans, two guys and an old lady. They are Chilling Residents with 4, 3 and 2 Reps. They are armed with a bolt-action rifle, pistol and knife respectively

Michael rolls Meet and Greet, humans are hostile!

Leader gets 2 successes over Michael’s 0. This would normally lead to Kaylee leaving Michael’s group, but as that does’t fit with the narrative I’ll say the hostile humans demand to “keep” the blonde and Michael can leave. Naturally, Michael walks the walk instead.

Michael wins, and gets off 2 shots and fires first. He kills the Rep 4 leader, but misses pistol guy who ducks back.

Kaylee charges old lady in melee and gets Obviously Dead result on her. The pistol guy takes leader lost test, and only gets 1 success. I decide that he will have partial cover by running through the store towards the back.

Turn 5
Survivors:5 (3)             Zombies:3             NPCs:5 (6)
Doubles again! Random Event resolves as large dog. Which is probably the pet of the two guys as he’s within the Grocery store. Michael kills as dog charges…this gives pistol guy the chance to run into the back storeroom.

Meanwhile, the following zombie outside moves toward the pileup at the intersection with LOS to the Grocery.

No zombies generated by this shot, nor the two prior ones…which I forgot to roll for earlier.

Turn 6
Survivors: 3            Zombies: 5       NPCs: 6

After hearing Michael’s gunshots, Sebastian and Lisa move into the Grocery store.

 

 
Moving into the back storeroom, Michael sees pistol guy preparing to ambush, shoots and gets a Knocked Down result. This time, the gunfire generates 3 zombies placed out in the back of the Grocery. Lucky the loading door is closed!

Turn 7
Survivors:6             Zombies:4        NPCs: 5

Only the zombies move, with 3 outside loading door attacking door with no result. The zombie on the street moves up to Grocery store parking lot.

Turn 8
Survivors:4             Zombies:1             NPCs:5

Michael shoots prone pistol guy, with 1 miss and 1 hit; with another Knocked Down result. As he was already KD, this shifts to obviously Dead.

Zombies continue to attack loading bay door. It holds. Pity we cann’t take that door to our base. ;)

Again, no zombies generated. This luck can’t last!

Turn 9
Survivors:2             Zombies:5

Sebastian, Lisa, and Kaylee search the front of the store (1 area) while Michael searches storeroom (1 area). Michael gets a roll on the Rare Loot table! Alas, it turns out to be nothing.

Turn 10
Survivors: 6 (6)             Zombies: 6 (5)
Yet ANOTHER Random Event, which turns out as nothing.

Nobody moves!

Turn 11
Survivors:3             Zombies:2

Sebastian (only one) finds 5 units of food. Neither Lisa nor Kaylee find anything.

Turn 12
Survivors:5 (3)             Zombies: 5 (6)
Random Event= nothing
 
Michael takes handgun and 3 units of ammo from the pistol guy. The rest of the group gathers to leave.

Turn 13
Survivors:2             Zombies: 5

The team moves out of the grocery store and back towards the pileup at intersection. They confront that diligent street zombie from the opening of the game. Michael shoots it and gets Knocked Down result.

Turn 14
Survivors: 6 (2)             Zombies: 6 (1)
Random Event is lost child, coming out of the woods at section 4.

Kaylee pops the weasel on K.D. zombie. The zombies at the loading door are drawn by the gunfire and move around store into LOS.

One new zombie is generated, becomes part of the group of 3 from behind the store.

 

 
Turn 15
Survivors:5             Zombies: 3
 
Both Sebastian and Michael fire, while Lisa charges/melees the group of zombies.  except Kaylee who’s over by the wreck killing the car zombie. Michael shoots at zombies 1-2 and Sebastian at zombies 3-4. Michael misses, Sebastian KDs one.

Lisa melees and uses last spare die*. She has 4 successes to 2, then 1 to none.
Also +1 die for impact.

Four Gunshots generate 1 Zombie at KFC

 

-End Part 1 of the Game 5 post. Part 2 soon!

Thursday, November 15, 2012

All Things Zombie: Better Final Fade-out than Zed?

Well, after some consideration I've decided to simply add some of the rules of FFO to my ATZ:BDTZ game instead of importing over wholesale. There's just too many new things I'm unsure about. Oh I like the explanation mode of FFO (as I noted in my review) but most of that I've finally figured out from the THW yahoo group and the Board of the Living Lead.

So, I'm importing the FFO campaign rules, Star Power*, Zombie rules, and firearms systems. I'm also going to use the increased attributes and talents. I might add more as play progresses but most everything else in FFO either seems too clunky or apples to oranges; a different way of doing XYZ but not IMO better. At least, it doesn't seem better from a read-thru. I might feel differently in play.

Oh, and Game 5 (last full ATZ:BDTZ) game will be up in about a week with pics and such. No, really! ;)

Zombie Chow

Monday, October 15, 2012

All Things Zombie: Final Fade-out Quick Review


      I finished a full read of the All Things Zombie: Final Fade-out rules and overall I must say I like them. There are some things I liked, some I didn’t, and others I’m “Meh” about.

      One thing that is readily apparent is that the explanations are much clearer, a multitude of examples are given, and there are almost too many page number references provided. At the end of major rules explanation a “Stop!” sign is placed along with suggested quick-games to try out that particular rule directly so you get the hang of it before reading onward. There’s also a quick review-style list that reprints an outline of the major points covered in the prior text. This alone is IMO worth the price of the new book!

      As a quick list I provide the following:

 

What I Like:

* The idea of “Star Power”, where a star character can roll dice to reduce damage or negative effects.

* Now the Reputation score is used for most successes instead of 1-3

* Firearms seem to be easier to use in killing zombies.

* The Challenges description is clearer and more detailed.

* Vehicles now move even when driver is not active.

* There are now more starting zombies on the board

* I also like how zombies now are rep 3 except when in LOS of a human; and then they are Rep 4 for Activation only.

* I do like the rule that zombies can shrug off Impact 1 damage, more cinematic.

* There are now actual rules now for an infected figure becoming a zombie during game play instead of after an encounter.

* Good rules are given for gas siphoning/Fuel resource gain.

* There are more campaign-style rules, and more tables for events and encounters. I especially like the inclusion of attacks on a group’s safe houses and vehicles.

* There are new random events, some are reprinted but others new such as figure twists ankle, grunt wanders off, etc.

* Generating building contents is a lot more streamlined and understandable.

 

What I Don’t Like:

* Insight checks are now by figure instead of by group.

* You cannot play a Police/Military class anymore, only Citizen to either Ganger or Survivor.

* Some attributes like “wuss” left out.

* Grenades no longer included.

* The sentence “Here’s how we do it.” is repeated constantly…. while I can see the necessity at times it gets old when reading.

* Zombie surprise system seems clunky, and I’m not sure adds much to the game.

* The “Cheating Death” rule should require a loss of items for the star figure.

* The Adrenaline rules I don’t like as they are portrayed as an advantage. Excessive Adrenaline can be as much of a bane as a boon, penalizing aim, attention, and the inevitable crash afterward.

* Some of the random events like Lost Children, etc. are missing but they are in ATZ Haven so I guess it’s not a big deal.

 

What I’m Unsure About:

* Melee might not work as well as the BDTZ version.

* Leaving table edge not automatic

* The new method of generating zombie locations (using a clock face) seems better but I’m not sure it’ll make much difference.

* The “Items” system seems an expansion of the IZ barter system. It seems simple enough, but we’ll have to see how it plays.

 

      The only other points I’ll mention in detail are the PEFs system and the Meet & Greet. PEFs are resolved slightly differently, but not so different that I think it’ll throw off people. Generating them is easier though, and it gives the option to “Load” your PEFs with groups at need. I have an idea that the Loading system might be a donation of Vampifan’s; and IMO it’s very nice! Keeps a cinematic/literary feel to the game with recurring villains. Like the PEFs, the Meet & Greet system is a little different too but again not sure its different enough to impact play much.

      I do miss the inclusion of the earlier scenarios such as the ATM trip and the kids’ chase. There is a free pdf Day 1 download but I wish these had been retained in FFO.

      The Quick Reference charts seem to vary a bit from the descriptions in the text, so you have a choice of which to use I guess. I don’t know if the pre-generated characters will be useful or not, but I applaud the inclusion of them. Better to have and not need, etc.; though if the BDTZ scenarios were removed to make room for them I think they weren’t a good trade.

 

 

All in All, I give All Things Zombie: Final Fade-Out 4 Head Shots out of 5, as the Mail Order Zombie Podcast grades things!

 

Zombie Chow