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.

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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.

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