This week’s painting and basing.

Hi All,

Gradually working through that mountain of unfinished projects we all have. This week the following have been completed:

Dr Who “Slitheen”

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Patriarch

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Two Females who unleash fireballs (quite apt really!)

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Down trodden males (note the expressions)

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More males.

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The whole Slitheen family

High Priest Vignette

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I will use this an an objective. The cobblestone basing is felt from a “bargain” shop at 50 cents a sheet.

Arab Archers

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Only 160 more of these to go.

I have also finally got around to re-basing my Early/Late Achaemenid Persian 15 mm army.

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The whole army

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Armoured cavalry

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Immortals and King of Kings in his chariot and mounted.

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Four horse chariots

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Persian foot

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Guard Cavalry

I have also started on the elevated freeway for my Gotham City but this is a way off completion.

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This is the TT Combat elevated “Highway Slip Road” and “Highway Turn Off”. I have a few more straight sections to go. I can just picture hordes of zombies running up the on ramp with a bunch of survivors readying themselves behind crashed cars for the onslaught!!

Happy painting.

 

Zombie Hunting in Gotham – A solo Game Episode 5 – The Epilogue

The advantage of the Last Days rules system is the campaign game aspect which allows characters to develop their skills and expertise and depending on the groups success, increase in size and improve their equipment.

The Gang (2)

Clyde and the groups first foraging foray was successfull with five supply tokens being collected for no substantial damage (Scooby’s left paw will recover before the fist episode of series 2).

Experience gained

Scooby

Scooby

As you can see Scooby’s left paw is still a little sore. He was fun to play with as his barking continually placed the group in trouble. The upside is that he can normally take out single zombies – just not this time. His real use is to lure zombies away from the rest of the group with his noise, while they search for supplies and equipment. The rules are not specific on animals increasing in experience.  They have no skills to choose from but I see no reason why the cannot gain skills through experience and training so am allowing Scooby to roll on the Characteristics table when he as gained enough expereience to progress. Firearms increases will be re-rolled. Scooby gained only one experience point so did not gain a level increase.

Sam the Fireman

Sam

Sam was one of the groups real heroes taking out three zombies and carrying off one supply token. He gained twelve experience points and the roll on the Close Quarters Combat skill table resulted in him gaining the “Headhunter” skill which gives him an additional +1 to the zombie lobotomizer roll and a +2 when on watch for the zombie attack (see below). He carries forward six experience points.

Robyn the Archer

Robyn

Robyn’s archery skill came to the fore taking out two zombies but she also showed that even experts can fail when she dropped her arrow at a crucial time. Robyn also carried off a supply token and gained a total of twelve experience points. A roll on the Characteristics Table giving her a plus one to her Firearms skill making it easier for her to hit a target. She also carries forward 6 experience points.

Martin the Doctor

Doc did not play a staring roll but did take out a zombie and carried off a supply token. He rolled well and ended up with thirteen experience points He also rolled on the Characteristics table and gained plus one in strength, which increases his ability to inflict damage and to carry loads, as a result of the workout he just went through. He carries forward seven experience points.

Clyde the leader

Clyde did lead by example taking out three zombies, carrying off one supply and rolling really well for a total of fifteen experience points. A roll on the characteristics table increased his firearms skill by one. A massive nine experience were carried forward.

Bonnie the Cronie

Bonnie

Bonnie did not cover her self in glory. When in a position to carry a supply token back to the groups refuge she chose to drop it and run. Robyn gained a mere three experience points which was not enough for a level increase.

Bob The Builder

Bob

Bob had a “workman” like performance with one zombie taken down. He gained five experience points which was just short of a level increase.

Billie the Kid

Billie

Billie performed well above what you expect of a younger person. She helped the group by carrying off a supply objective and gained eleven experience points. A roll on the Characteristics Table gained her +1 intelligence, which will help her to perform complex tasks for the group. She carries forward 5 experience points.

Scavenge points and Equipment

What loot did the group gain?

  • Billie carried off 10 scavenge points and a riot shield;
  • Doc found 4 scavenge points and a Hunting Crossbow;
  • Robyn found 9 scavenge points and a thrown explosive;
  • Sam carried off 6 scavenge points and magnum;
  • Clyde found 10 scavenge points and a chainsaw.

Tasks

Bonnie was sent to work in the garden because of her pitiful display. Robyn worked hard to redeem herself gaining another 5 scavenge points for the group.

Scooby’s paw had healed and because of his keen hearing was place on guard against a zombie attack

Bob was sent to build another bunk so the group could recruit another team member. Bob’s building skills reduced the scavenge points required for this by 25%.

Clyde had heard there was a lone ex-SWAT member living nearby and went off to recruit him to the group.

The rest of the group were place on guard with Scooby.

Spend

The total scavenge points gained by the group was forty four. The bunks cost 20 points reduced by 25% to 15, the SWAT member armed with a military assault rifle and an ASP baton cost 22 points leaving 7 points remaining in the stash.

Zombie attack

The zombies attack at night between games. You roll 2D6 add pluses and minuses and if the total is two or less they storm your refuge and cause you to flee without the additional perks you have built or your stash.

With +2 for Scooby and Sam and plus one each for Doc, Robyn and Billie and no minuses the zombies were automatically sent packing.

What does this all mean for the group?

The new recruit cannot be given anything from the stash until he proves himself but it would be great for him to have the riot shield once this occurs.

Bob will swap his lead pipe for the chainsaw.

I am not sure what to do with the thrown explosives and this may depend on the mission as to who, if anyone, it is given to. At the moment I cannot use the crossbow (although I have a great Hasslefree miniature), and perhaps Robyn could handle both a Huntin Bow and Crossbow. The magnum is a bit noisy over a revolver so will keep these in the stash for the moment.

As a player  this now means I can use a couple of SWAT figures I have in the group:

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Another “Bob” figure will need to be finished.

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Whilst I have some problems with the mechanics and probably a closer read will show that I have been reading some of the rules wrongly I was happy with how my first solo game went.

I really love the narrative and the campaign aspects of the rules. A real thumbs up for me.

 

Zombie Hunting in Gotham – a solo game Episode 4

The Story so Far

The group have so far been able to obtain much needed supplies with Scooby the only one with some minor damage to his left paw where fat Santa stood on him. They are coming under increased pressure from the zombie horde shuffling towards then, but some excellent shooting and quick redeployment have alleviated this to a certain extent. Will their luck continue to hold out………….?

Turn 7 Menace Phase

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Clyde’s shooting cause two noise markers but fortunately these were not loud enough (just) to attract any zombies.

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The same thing happened with the two successful shots from Bob and Sam.

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Likewise the shot from Doc and Scobby’s barking did not attract any unwanted attention Good, seeing they would have been pounced upon by any zombies arriving.

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The two shots were not sufficient to even take a test for Clyde’s automatic pistol, given the ammo capacity of 10.

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Robyn, Bob and Sam were all out of ammo and needed to reload.

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Doc on the other hand was fine.

Zombie movement phase

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Three zombies have Clyde in their sight and shuffle forward.

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The horde splits in two heading right towards Bob and Sam and straight ahead towards Doc and Scooby (move towards the closest)

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Bob under threat.

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Doc heads towards the supply token dropped by Bonnie but is just short of making it to safety.

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Scooby runs around the corner of the building to join Robyn and Clyde.

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Sam with his eight action points is able to pick up the supply token and head towards the table edge.

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Bob retreats from the zombies to take control of the crossroads to be able to offer support wherever it was required.

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Robyn picks up another supply token but does not have enough action points to be able to reload.

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Clyde moves away with the supply token but is still within range of the “fatty” zombie and will need to be successful in the shooting phase.

Turn 7 Shooting Phase

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One shot misses but the other is successful taking down the obese zombie.

Turn 7 End Phase.

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The end phase event table roll results in 4 more zombies coming out of the Police Station.

Turn Eight Menace Phase.

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With all of the noise created it was surprising to see that no more zombies were attracted.

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Sam and Bob were still out of ammo and need to reload.

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The ten or more required to deplete the semi automatic pistol’s ammo was not reached.

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Robyn still needs to load her bow.

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The horde of zombies head towards Bob.

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Two zombies just fail to engage Clyde in Close Quarters Combat.

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Zombies head towards the noise generated by Clyde’s shooting.

Turn Eight Activation Action Phase

Turn Eight Movement

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Scooby scampers towards Sam’s assistance.

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Only to see Sam head towards the safety of the group’s refuge with the supplies.

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With Sam safely away Bob heads towards Clyde’s assistance.

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Robyn moves towards safety.

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Clyde backs away to take another shot a the approaching zombies.

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Bob takes a shoot and hits but fails to take out the zombie. The resulting push back in the next menace Phase will certainly pout them out of Close Combat distance with Robyn and Clyde.

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Clyde again shots taking out the female zombie.

Turn Eight End Phase.

The end of turn events table roll resulted in “Horde inbound” where D3 zombies arrive instead of just the one as a result of any noise.

Turn 9 Menace Phase

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Clyde’s shooting did not result in any more zombies appearing. The word must of gone out to keep away from this guy.

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Bob was not so lucky attracting D3 more zombies.

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The stupid mutt also attracted D3 more zombies.

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Bob, Clyde and Robyn all fail their ammo rolls and need to reload.

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A group of zombies enter the far end of the street from Clyde and Robyn.

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Three zombie arrive on the table edge as a result of Bob’s shooting.

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Three more pounce on the unfortunate Scooby.

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The horde slowly shuffles after Bob

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Robyn loads her bow and heads back towards the refuge.

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Clyde reloads and moves away from the approaching zombies and prepares for a last parting shot.

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Scooby breaks away from combat and flees back to the safety of the refuge.

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Bob misses but

Clyde hits twice with the second being a head shot that takes down the last zombie in reach.

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The recent shooting did not attract anymore zombies so the only thing that could now stop the group from escaping was an end of turn event table roll that had more zombies pour out of the adjacent building.

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The unmodified roll of 9 was looking ominous, but fortunately a one was rolled and 2D3 zombies arrived outside of building one. A roll of 2 would have brought them out right on top of Clyde, Robyn and Bob putting their escape in jeopardy.

All that was now left was to see how Episode 5 would tie up all of the loose ends.

Zombie Hunting in Gotham – a Solo Game Episode 3

A recap of the “Series” so far:

Clyde and the gang have dealt with the few zombies they have encountered so far with Robyn taking two out with her hunting bow and Sam lopping the heads off another two with his fire axe. The only real opposition came from Bad Santa who almost took out the woffa, Scooby, before he was rescued by “Doc”. Billie and Bonnie have headed back to the groups refuge with some badly needed supplies but are not yet totally safe.

What exciting tales will befall the group? Well let’s see:

Turn 5 Menace Phase

With no shooting or running the only noise created in turn 4 was from Scooby’s barking.

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The barking was loud, but just one doggybel below attracting a zombie.

All that was then left for the phase was the zombie shuffle.

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With no “hummies” in sight the zombies head for the last known source of noise.

Turn 5 Activation Phase.

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Billie reaches the safety of the refuge (table edge), while Bonnie is just short.

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Clyde runs for three activation points and walks for three. You can only run in a straight line and only once a turn.

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Robyn runs for four activation points and walks for two.

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Bob finally reloads his revolver as the horde approaches, while the rest of the group ready to engage the zombie shuffle.

The group were in shooting range of the zombies but chose not to in order to prevent zombies coming on from the nearest table edge – their rear!!! Note when using the full “Seasons” rules character are required to shoot.

With no Shooting and no Close Quarter Combat the activation phase was over.

Turn 5 End Phase

As the turns progress more and more zombies will arrive. With a modified roll of 9 we have 2D3 Zombies arrive from the door of a random building.

Picture1

I rolled a six for the building and a six and a four for the 2D3, giving a huge five zombies coming out of the Police Station. Situation normal I say? Oops did I say that out loud. Sorry Mr Commissioner!!

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With some of these zombies now in Close Quarters Combat range the “good guys” seemed to have miscalculated!!

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The above situation arrived a few days early as the police zombies are still on the painting table. Here you see the “the rotting and decaying arm of the law” in training!!

Turn 6 Menace Phase.

The noise for the turn was, you guessed, the incessant barking of Scooby who generated another noise counter, and the running of Clyde and Robyn.

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With both Robyn and Scooby rolling the required six to bring on another zombie, things were starting to become dangerous for the good guys.

There was no shooting so no ammo rolls were required.

Turn 6 Zombie Activation

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One of the zombie horde could see Clyde and advances towards him. The zombie aroused by Robyn’s clumsy running advances towards her from the rear.

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The horde closes in.

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The zombie that arrived due to Scooby’s barking approaches from the rear.

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Two of the zombies from the Police Station engage Bob and Doc in close quarters combat.

Turn 6 Activation Phase

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Both Bob and Doc pass their horror tests. Rob backs away from the zombies one inch for three activation points and the runs for three more.

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Doc does likewise but towards Bonnie to make sure she gets off with the much needed supplies.

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Sam was not in contact so can run his full activation allowance of sixteen inches.

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Robyn moves a few inches to get between two zombies but not in close combat range of either to try and take them out with her bow.

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Clyde runs for six activation points straight passed a zombie to try and get to the supplies just seen in the top of the picture.

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Scooby joins Doc but as animals cannot use the run activation just moves his eight activation points ( I made a mistake in Episode one by allowing the dog to run)…… hey it happens.

Turn Six Shooting Phase

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Sam not only shows that he can use his axe but his pistol as well by taking out the zombie creeping up behind Robyn.

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Doc also shoots truly taking out another zombie.

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The pressure of the closing zombies obviously had an impact on Robyn who dropped her arrow!!!

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Clyde fired twice with his automatic pistol and hit both times. The first was just a flesh wound but the second took the zombie out.

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Bob also showed that he was no slouch with a pistol and took out a police zombie.

The group showed that their firearm practice worked but was it going to be enough?

Turn 6 End Phase

With no close quarters combat it was back to the end phase. Again there were no group casualties and so it was just the roll on the End Phase Event Table.

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Normally an unmodified roll of 11 would be a problem with the character closest the table edge fleeing their full activation distance. In this case Bonnie fled of the table carrying the loot with her. This would mean that she would get no experience points for remaining on the table but would get points for escaping with the loot but this did not seem right so I decided she should drop the supply tokens and flee without it instead.

With turn 6 completed so was episode three and you guessed ……….it same time same bat channel tomorrow night.

Zombie Hunting in Gotham – a solo game Episode 2

Just recapping. We are now into turn three. Sam the fireman has taken out a zombie in close combat Robyn the Olympic archer has taken out another with her bow. Clyde and Bob have both picked up some loot and are about to head back to their refuge.

Scooby has come out worse for wear against the zombie Santa and is just hanging in their with one wound left.

Towards the end of last turn a group of zombies set of a car alarm causing 3 noise counters.

Turn three begins with the menace phase.

Turn 3

Menace Phase

The group caused a bit of noise that turn:

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Bob, Scooby and Doc all generate noise markers but none of their rolls initiate more zombie contact.

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Sam just avoids another zombie contact.

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The car alarm brings on another zombie.

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After taking down the “fatty” zombie Robyn needs to reload her bow.

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In the zombie activation phase the zombies shuffle forward 5 action points

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Another large zombie turns the corner in front of Robyn’s “nest”.

Turn Three Character activation Phase

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Clyde moves back one activation, hands the supply counter to Billie and then moves forward one activation.

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Billie moves 5 AP towards the refuge (table edge) with the supply token .

 

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Doc moves in to help Scooby against Mr Claus.

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Bob moves back with his supplies but is unable to remove the ammo marker.

Turn 3 Shooting Phase

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Robyn shoots at the approaching zombie and hits with a roll of a four, plus one for shooting at a zombie, and plus her FA of 3 for a total of 8. Her damage roll succeeds because of the +2 of the hunting bow taking out her second zombie from two shots!

Turn 3 Close Quarter Combat Phase

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Sam attacks another zombie and easily takes him out with his fire axe.

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Doc is out rolled but the plus one for fighting a zombie and the minus 1 to the zombie for being out numbered allows him to hit. The roll of 5 for damage takes Santa down.

Turn 3 End Phase

The End phase Event Table modified roll of 7 again causes the same Lexus F4 alarm to go off with 3 noise markers.

Turn 4 Menace Phase

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The noise roll for the car alarm resulted in the appearance of another zombie.

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With the roll of  a six the noisy mutt caused another zombie to appear.

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Robyn again failed her ammo roll and will need to reload.

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The zombie hoard is now almost in line of sight as it shambles forward.

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The zombie attracted by Scooby comes in fro a side street (the edge of the board closest to Scooby).

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Doc and Scooby fall back to the main group after dealing with “Bad Santa”, Sam move forward to the main group after dealing with the two zombies in the rear, and Bob hands over the supply token to Bonnie.

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Bonnie, slowed down by the supplies she is carrying, moves as fast as she can to safety.

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Billie almost reaches the table edge and safety with her loot.

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Robyn reloads and moves towards the Ford Mustang in support of Clyde. Clyde heads towards another supply token being careful to stay out of line of sight of any zombies.

With no zombies in Close Quarters Combat or within line of sight, the shooting and Close Quarters Combat Phases were not required.

The End Phase

The End of Phase Event Table roll of 1, modified to 4 by the number of turns, did not result in anything out of the ordinary occurring.

The second episode has now ended so I guess it is same time same bat, channel tomorrow night.

 

Zombie hunting in Gotham – A solo game Episode one

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I have been drooling over the “Last days – Zombie Apocalypse” rules for some time, and when the companion “Seasons” arrived in the first week of isolation it was the final trigger to extract the digit and get painting.

The Gang (2)

The zombie hunters

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The hunted

Objectives 1Picture2

Five objective markers and three starting zombies are placed.

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One zombie for each character level are then placed. Clyde’ group has eight level one characters so eight zombies are placed on the opposite board edge.

The zombie hunters are placed within 3 inches of the table edge opposite the zombies.

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I will outline the first turn in detail so you can get a feel for the rules.

Turn 1

The Action Phase

Normally you would start the phase rolling for initiative and choosing if you want to move or shoot first. In solo play you are only playing against zombies so you automatically have the initiative in both the shooting and close quarters combat phase.

Figures can use their action points to walk, jump, run, climb, pick up things, reload a firearm, open or close a door, go locked and loaded or interact.

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Clyde runs for 5 actions (moves 2″ X 5), but does not have the three actions left to pick up the loot.

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Bob moves 1 action forward (1″) and then runs for 5 actions (10″).

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Bonnie moves her 5 action straight forward (5″). The role of a Crony is to “cheer from the rear”.

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Billie moves her 6 actions in a dog leg. Running must be in a straight line which could have been done by moving one inch and then running the remainder of her actions (like Bob), but as she is a weak character it was best to keep her behind the others, but close enough in case zombies come on from the rear.

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Doc Martin moves up behind Billie just in case.

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Scooby moves one action to avoid the container and then runs 7 actions ( a massive 14 inches) to join Bob, barking all the way.

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Sam moves 6 of his 8 actions forward to protect the group from zombies coming down the side alley.

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Robyn moves her 6 actions to join Sam.

The shooting phase.

 

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Bob decides to shoot at the “Santa” zombie. He adds plus one for shooting at a zombie, but minus one because he ran. He adds his fire arms factor of 3 to a D6 roll and needs to reach a total of seven to hit. Bob rolls a 5 plus 3 for his FA factor for a total of 8. He hits the zombie. Against another player you would now roll for damage but against zombies you roll again needing a 5 or 6 to “hit them in the head” and take them out. On a score of 1-4 you fail to take down the zombie but push them back the “knock back value” of the weapon. In the case of a pistol this is 1 inch.

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Bob rolls a 4 and misses the head of the zombie, deducting one activation point (1″ movement) in the zombie activation phase.

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Santa is also within the 12 inch range of Clyde’s pistol but with a roll of one fails to hit the zombie at all.

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With no other zombies in range of the group the shooting phase ends.

Close Quarters Combat Phase.

With no one in contact with any zombies there is no close quarter combat this turn.

The End Phase.

As the group did not receive any casualties for the turn there is no need to test if the group has reached breaking point.

Turn 1 has now ended.

Turn 2

The Menace Phase

This is where things get interesting.

The first thing you  do is place noise tokens (blue beads) for point of noise generated.

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Bob and Clyde created one noise marker each for each rate of fire (in this case one) of their weapons. Scooby the woofa created one noise marker because that’s just what he does. All three ran so added an additional noise marker for two each. You now roll a dice for each figure that has created noise and if the total of the noise markers and the D6 is seven or more then a zombie arrives on the board edge closest to them.

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Two more zombie arrive on the table edge behind the group.

Next you place ammo markers (red beads).

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A single ammo marker was placed against both Bob and Clyde for the rate of fire of each of their pistols. A D6 is rolled and added to the number of noise markers. If the total is equal or greater than the reload value of the weapon then it is out of ammunition. As Clyde rolled a six his pistol is out of ammunition. Bob only rolled a three so the weapon can still fire.

In a solo game you need to role on the End Phase Event table to see if anything happens. A D6 is rolled and the current turn is added for a final score. With the roll of a 3 resulting in nothing unusual happening.

Zombie activation now occurs.

Each Zombie moves towards the closest character in line of sight. If there is no model in line of sight they will move to the closest character that generated noise that turn i.e. Bob, Cyde, or Scooby.

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Zombies on the move.

Action Phase.

Clyde quickly reloads 2AP, picks up the objective 3AP and moves 1 inch.

Bob moves 1 inch side ways for 1AP, runs for 2AP and pick up the objective for 3AP.

Robyn and Bonnie move to be able to shoot both ways down the road.

Scooby engages the Santa zombie in close quarters combat.

Sam moves 2 inches and runs into combat with the zombie on the table edge.

Billie and Doc form a firing line with the others.

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Both Scooby and Sam needed to take a horror test for assaulting a zombie. Opposing horror and courage characteristics are added to a D6 roll. Both passed their courage tests and readied themselves for the close quarters combat ahead.

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Shooting Phase

With only one zombie now an eligible target, Robyn elects to take the shot despite the “fatty” being partly obscured by the red Ford Mustang . Living up to her Archery Olympic Gold medal she rolls a five to hit (5 plus 3 FA = 8) and then a six, plus the +2 for the hunting bow takes the head completely off the zombie fatty.

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Close Quarters Combat

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Having survived the horror test Sam attacks. With a CQC characteristic of 4 and a roll of 5 he was easily able to defeat the zombies roll of 4 and CQC of 2. The damage roll of 4 plus one for the fire axe “hits the zombie in the head” taking her out.

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Scooby was not so lucky. With modified rolls of eight to 5 Scooby’s attack succeeded but unfortunately the damage roll of 4 did not eliminate “Santa” enabling him to fight back in the Zombie attack phase.

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Santa’s revenge

With total modified rolls of 6 to 8 there were yelps being heard right across Gotham. In order to determine character damage you roll a D6 (Santa rolled a 5) and add the strength of the attacker (3) giving a total of eight. You then divide this by the endurance of the defender (Scooby’s is 3) and round down for a total of two wounds.

Scooby is still in the fight but just.

With close quarters combat now finished we move into the end phase.

Turn 2 End Phase

As there was no casualties there was no need to take a break test.

The End Phase Event table resulted in a modified roll of 7. This meant that if a zombie was within two inches of a vehicle the car alarm would go off with three noise markers. Fortunately there was only one vehicle withing two inches of any zombies.

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With turn 3 about to start it is time to finish this episode. Same time same bat channel tomorrow night.

 

Easter Zombie Hunters

The gang below was put together for Last Days – Zombie Apocalypse.

The Gang (1)

The Gang

Clyde the leader

Clyde the Gang Leader

Clyde is a Selfless Leader armed with a sword and a semi-automatic pistol.

Bonnie the Cronie

Bonnie the Crony

Bonnie is Clyde’s “Crony”. She is armed with a baseball bat and a pistol. As Clyde’s “chickie babe” (oops crony) she is selfish, helps to sell the invincible image of Clyde, and inspires the group.

Sam the Fireman

Fireman Sam

As an ex-fire fighter Sam is selfless, great at kicking in doors, and his athletic frame allows him to haul a larger load of goodies back to the refuge. He is armed with a fire axe and a pistol.

Martin the Doctor

Doc Martin

Martin is a triage specialist who can patch you up with whatever is handy. He is selfless and carries a pistol, a large wrench (club) and medical supplies.

Robyn the Archer

Robyn the Archer

Robyn is an ex-Olympic archer and was a volunteer at the local school teaching archery. She is selfless, and carries a bow and a knife.

Billie the Kid

Billie the “kid”

Billie won’t really talk about her experiences before she was found by Robyn cowering in one of the school classrooms. She is a neutral character and carries a pistol. The group consider her a lucky charm as she had survived by herself since the apocalypse. She inspires the group.

Bob The Builder

Bob the Builder

Bob is a trained building contractor who is able to fortify the groups refuge to be able to survive a zombie attack. He is armed with a lead pipe (club) and a pistol.

Scooby

Scooby the woffa

Scooby continues to hang around the group because they feed him. He is an excellent guard against zombies creeping up on the refuge at night and doesn’t mind biting of the odd zombie head or two. Unfortunately he barks all the time and attracts more than his fair share of zombie attraction.

Suzie the Spare

Suzie the “spare”

Suzie just happened to be on the end of the painting stick and as yet is not part of the group.

What is the group without zombies to fight. Unfortunately I haven’t painted any yet so these will have to do:

Watch out if you to eat too much chocolate you will also turn into a chocolate zombie!!

 

HAPPY EASTER ALL

Ahh not so squeezy!!

Well our first e-game was going to be a challenge of the two Dave’s IT capability!

As a result I wanted a very simple quick game so that we could concentrate on getting the techno stuff right (where’s Blake when you need him!!!). anyway I came up with this as a game:

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The  Sumo rules and cards are attached here Sumo rules and cards

The game is simply get the other one out of the ring (Dohyo). Dave had the black “Rikishi” and I the white one. The likeness was scary!!

Let the bout begin.

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Both Rikishi charge towards each other.

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The black Rikishi pushes the white one against the edge of the circle but my hero swings him around placing him in danger of being quickly eliminated.

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The black Rikishi dishonourably  avoids combat and runs away to the centre of the Dohyo.

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My hero pushes the dishonourable one back diagonally.

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Not learning from his previous mistake my hero was trapped on the edge of the Dohyo but quickly swung around ready to deliver the final ignominy of defeat.

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The spoils of victory.

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The game took about as long as it has taken for you to read it but despite the games simplicity it does have some complex tactics, however as I started the blog saying the object of the night was to talk “ship” and get used to the technology. Both of which we achieved. The only downside was my old laptop which has a very low resolution camera that would be unsuitable for a standard figure game.

I will try and get a better web camera over the next few days but I hear they are harder to get than a roll of toilet paper in Parliament House.

Hopefully we might be able to play something more serious and realistic next week like the zombie tile game!!!

CU soon.