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.

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