Sunday, February 16, 2020

Day 6b: The Tide Turns

With daylight, Agents Kay and Sculder set out in the SUV to determine - if possible - where the zombies are coming from.   They go off-road, travelling into the woods where the kids first encountered the zeds.  The sound of the SUV bouncing slowly through the woods attracts a following of zombies, but that's the thing - a following.  Most of the zombies are BEHIND the vehicle.  As the path appears to be clear ahead, both agents breath a little easier, hoping against hope for an easy day.  They only see one zed ahead of them - the path is clear.


Turn 1: The agents are active, with the zeds failing activation, but the SUV stalls.  They don't want to bail out and pass through the woods on foot, so they stick with their vehicle.  It hasn't let them down before.

Turn 2: The zeds again fail to activate while the agents are active and get the SUV into gear.  They edge 8" forward, closer to the zombie in front of them, but also 8" farther from those behind them.  Their hope continues to build.  The sound of the vehicle bouncing along through the woods attracts three more zeds to join the throng already following in their wake.


Turn 3: The zeds activate first, beginning to close on the agents.  The SUV stalls again, allowing one zed to remain at the driver's door.  


Turn 4: The agents activate while the zeds do not.  The SUV remains stalled, but our intrepid government employees hesitate to jump from the vehicle while it still might carry them away.  Kay does, on the other hand, roll down the window and blast the zombie by his door with the Kill-O-Zap.  

Turn 5: The agents activate first.  That's the good news.  They are set to finally go bounding away from the zeds when the SUV dies completely.  The bad news is that this allows the zeds to close on the agents in earnest.  Three now have the vehicle surrounded with the others a mere turn or two away.


Turn 6: The dice gods favor the agents, who activate while the zeds don't get to spit.  Quickly rolling down their windows and thrusting their weapons out, Kay kills the zombie on his side with the Kill-O-Zap while Sculder gets the one on his side with a shotgun blast.  The shotgun, however, attracts another zed to the fold.  


Turn 7: The dice tables turn with the zeds activating first.  They close fast now, with one just outside the driver's door, one at the passenger's side rear, and the remainder arrayed behind in a semi-circle.  The agents make their move this time.  Sculder bails from the passenger door and moves far enough to keep him outside of charge reach, but close enough to support Kay.  Kay fumbles while climbing over the console and exiting the passenger side, and only makes it out of the vehicle, putting him firmly within zombie range.  


Turn 8: The agents activate first, putting them in position to escape the crowd of zombies.  They head away from the zombie horde.  Though the zeds follow, our heroes can move faster and gain a couple of inches on the zeds.  They are home free!


Turn 9: Disaster strikes!  The zeds activate first!  Kay passes 2d6 on his Charge Reaction test, and is able to eliminate one of the zeds with the Kill-O-Zap, the other three are on him like white on rice.  Sculder only passes 1d6 and can't fire, but is prepared for Melee.  Like Kay, the zeds are on him in a heartbeat, with one lonely zombie bringing up the rear.  In the ensuing Melee, Kay receives an Out of the Fight, while Sculder is knocked down.  The zombies will spend the next three turns making a meal of our heroes.  Thus ends the saga of Kay and Sculder, who had already lost his partner, Mully a few days previously.  


Once they have eaten their fill, the zombies return to wandering aimlessly through the forest, scattering in all directions and leaving only the SUV as evidence the agents were ever here.  


Sunday, February 2, 2020

Day 6a: Friend or Foe?

I've been thinking about this one for a while and finally got some time to myself tonight so I played what turned out to be a short game.

Turn 1: Bob is still hanging in there.  As usual, he stepped out of the hotel this morning to see what's going on.  A few zombies were scattered here and there, wandering aimlessly in the distance.


Turn 2: The zeds actually wander away from Bob and the motel.  Perhaps they have heard about the wild-eyed crazy man living here and want no part of him.  But...what's that sound?  Thunder?  No, it's a continuous roaring...  Bob hasn't heard it in a while and like an image through a fog, he slowly starts to realize what it is: Motorcycles!  Motorcycles?  'Who'd be crazy enough to ride motorcycles with these things roaming the streets?' Bob wonders aloud.


Indeed, motorcycles tear up the road, and though the drivers are Unaware, they pass their In Sight test, noticing Bob - perhaps because he's human and they haven't seen one for a few days.  They roll up to him, surrounding him as he stands at the door of his motel room.  Dazed and confused, Bob isn't sure if he is in danger, if they are rescuers, or if they are simply others passing through on their way trying to escape.  He raises his hand and waves in greeting, confusion still clouding his face.


Fortunately for Bob, he passes 2d6 to their 1d6 on the Talk the Talk Table, and the Cooperation Table has them joining forces - under BOB!

Unfortunately, the zombies are attracted to the roar of the motorcycles, and though no new zeds appear, those already on the board turn and move towards the group gathered in front of the motel.

Fortunately, there are only five...four, after one walks straight into the swimming pool and sinks to the bottom...


Turns 4 and 5: The activation rolls are doubles, and everyone is frozen in place, though the motorcycle gang turns outward to face the threat of the zombies and prepares their weapons.

Turn 6: The zeds win the activation and close in, with one entering - and losing - melee with the gang member with a chainsaw.  There are two more just feet away and closing, while on the other side of the group, the sole zombie is blasted by a gang member's shotgun, getting Out of the Fight.  Bob takes a couple of steps to come around the end of the camper, takes two more steps then fires his shotgun at the remaining two zeds.  He hits both and gets Out of the Fight on both, ending the skirmish.  Despite the motorcycles, the chainsaw, and the shotgun blasts, no new zombies appear, the one in the pool can't find her way out, and quiet returns to the motel.