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.

 

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