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.

 

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