"Mark will be fine!" Allen said, but moved through the lot. "He's pretty bad-ass with that bat."
"He wouldn't leave us, so we won't leave him." Dawn said back, and led Allen back towards the wrecked SUV.
Dawn is back in action! |
Mark faces the last 2 zombies... |
He knocks them down. |
"Sorry we missed all the fun. Looks like our ride is trashed." Dawn said as she looked at the SUV. "The warehouse is clear, should we check anywhere else?"
"Well, we need a place to stay, and I'd like to know who our neighbors are..."
The gang is back together |
Is anyone here? |
"Be careful, anyone could be in there." Dawn said in a hushed tone.
"Good call. Everyone ready?" Mark said as he pulled his pistol out, holding his bat in one hand Mark pushed open the door with his foot.
Two zombies attack |
One more zed |
"I wonder if they turned into the zombies we have found so far." Mark offered.
"Could be. We should check the roof also, there is a ladder over here." Dawn pointed out.
The group climbed the ladder, opening a small trapdoor to the rooftop area. The view of the bleak burned townscape stretched away from them. Suddenly, from behind a for sale sign, a lone man stepped out, brandishing a sub-machine gun.
"Drop yo shit and I let you go!" he ordered.
"No way." Mark raised his pistol.
A lone ganger on the roof |
Mark wins the draw-down |
Mark shook his head and lowered his pistol. "Just once I wish we would run into someone NOT trying to kill us."
The ganger tries for all three members, and misses with three shots. Mark fires twice, hits once and gets an obviously dead result right off.
Technically I could call it a win, and end the scenario. However, as one team member died, and another went OOF, Mark may have trouble keeping it together. I am going to use everyone while I have the chance. The group searches the building, and finds keys and a unit of food. There are only two viable vehicles on the table for the keys, so the team is off to see what their new ride is...
I am going to skip all the boring moving around parts - it doesn't add anything but time to the scenario. I did roll each turn for initiative, in case of random events.
The first building the group checked was the nearby garage.
An empty garage |
It's a small container |
That is empty |
Mark walked towards the pickup truck parked outside the store. He looked through the drivers window, and saw nobody inside. "Well, I wonder if the keys will fit this." He said as Allen and Dawn watched his back. "We could haul all our stuff with this at least."
"That truck would be a decent ride for us." Allen said as he rubbed a hand over his head. "That fire is burning out, but I don't think anything survived we can use."
"Have you ever eaten at the Bell? The fire may have improved things." Dawn joked. "Although I was hoping we'd be able to find some nacho cheese or something at least. I'd love a quesadilla."
With a grumble, the truck started. Mark quickly shut it off. "Well, looks like we have a new ride. Let's check the store."
Mark finds their new ride |
As they enter, two forms shuffle out of the shadows...
Zombies in the store |
You know how this will end. |
Allen and Dawn wait at the gate |
Figures started shambling towards the sound almost immediately. Emaciated undead figures were searching for their next meal...
pffft, its just one |
bah, just one more. |
Zombies converge on the gate |
Mark skidded to a stop inside the gate, barely getting the truck stopped before sliding across the seat and out the passenger side door. He grabbed his bat and was ready to face the zombies following the truck.
Zombies sense the group |
Mark has to be getting tired of this. |
Allen closes the gate |
Dawn and Allen help clear the streets |
The next turn starts with a random event (more doubles). It seems the dice are not done with Mark yet.
It could be worse |
Mark finished off the zombie he had been fighting, and charged the armed zombie.
The armed zombie gets charged |
Mark takes it down quickly |
Allen kills one, the zombies charge Mark |
This doesn't seem like a problem |
A lone zombie is summoned by Allen's gunfire. As the scenario is almost done, I figure on finishing off the zombie next to Mark and then killing the last zombie in melee (nice and quiet like). That will only work if the team actually gets to activate...
A zombie approaches |
Mark keeps fighting his 'friend' |
Dawn doesn't see the zombie approach |
For two turns the team doesn't get to activate, but the zombies do. Mark is fighting in hand to hand, and only manages to knock down the zombie twice. Everyone is facing away from the approaching zombie, and can't do anything about it!
The sound of scraping on the low stone wall behind Dawn was the only warning she had. Turning around, she narrowly avoided the overhand blow from the zombie. "Gah! There's one right here!" She yelled, lashing out with the butt of her SMG.
Zombie surprises Dawn |
Dawn is charged from behind, but manages to pass 1d for her check. As she is surprised, I rule she counts as having an improvised weapon (not the machete she carries) and Dawn manages to get an evenly matched with the zombie on the first turn. Mark finally kills the zed he is facing when it attacks him. The next turn, the survivors go, and Dawn kills the zombie she is facing.
All gone |
The zombies were all dead, and the group just needed to find what was still useful from the SUV. I took the inventory list and did a simple roll (Pass- it was still usable, Fail - it was destroyed) for each item. In the end, the group is still pretty well supplied - in addition to the gear they are carrying, they have:
10 units of fuel (4 were in the pickup truck), 6 units food, 5 units luxury, 1 unit meds, 1 machine pistol, 2 BAP, 2 pistol, 1 machete, 1 shotgun and 1 chainsaw.
On a side note, cargo carrying capacity for vehicles has changed radically from BDTZ. It had been 12 units per passenger, which gave the SUV 72 cargo units (6*12) in FFO it suggests "twice the number of occupants" (pg 54). A shopping cart has a capacity of 24 units...so something doesn't quite jive here. I will assume the cargo capacity is in addition to each passenger, and substituting cargo for passengers at a 12:1 ratio makes sense. That will be what I play with going forward. I should have looked at that more closely to begin with, oh well.
Rolling for Keeping it together, Mark is down 2 dice (one dead, one OOF) and is only rolling 3d6. He gets 2 successes, which is better than I had hoped. I decide to roll according to the modified rep for Allen and Dawn (it seems fair, as they were not in 'top form' for the scenario). Allen rolls 2d, Dawn rolls 3d, and each get 1 success. Everything is good, and everyone stays, plus as an added bonus, I don't have to check for them next time. Whew.
In case you are wondering, the title for this scenario came from the Rolling Stones song, as it came on the radio I was listening to while I was playing. It seemed fitting for this game.
Nice report. I was almost expecting something bad to happen. Maybe I am watching too many zombie movies where things go wrong when they look good. Last 3 members of the team, they start to have some solid survivor's background
ReplyDeleteThey are certainly getting some experience staying alive. The last few scenarios have been hard on the group. Hopefully they can stay alive.
DeleteGood conclusion to a very exciting scenario.
ReplyDeleteThe vehicle capacity thing is yet another change that I hadn't noticed but I'll be looking at that.
Now wondering what the group's next move will be.
They still have a ways to go for Allen. We'll see if they can keep going.
DeleteAfter having read the BDTZ rules, I think perhaps I misread those, and the 12 units per passenger was a substitution, not in addition to passengers. I am not sure tho.
Loving these reports, thank you for being so productive ;P Seems the posse have an extra SMG to play with now too? I dearly want to dig my FFO out, darn decorators!!
ReplyDeleteGlad you enjoy them! You are right, I missed the SMG on the roof from the ganger. That will be handy at some point.
DeleteAwesome batrep, these just keep getting better!
ReplyDeleteThanks! I'll try and keep them coming.
DeleteNice way to wrap things up dude. The group needs a few days R&R, especially Mark. He sure can swing a bat, man.
ReplyDeleteI thought something would go wrong, and for a moment at the end I thought that lone zombie was going to spoil an otherwise decent ending.
DeleteRage and a baseball bat will carry a person a long ways through the zombie apocalypse! Still, a bad roll and it will be all over...
"Look out! That one's got a knife!" Not that it seems to bother Mark at all - the man's unstoppable.
ReplyDeleteWith rep 5, rage and a bat - Mark throws a lot of dice in melee. There have been plenty of times its been close tho - if the roll goes just a touch more the zeds way, it will be curtains!
DeleteExcellent conclusion to your latest batrep. I, too, will be checking the vehicle capacity rules. Ed seems to have made a few changes to FFO that make little sense, particularly with regards to vehicles.
ReplyDeleteGlad you enjoyed it!
DeleteI know vehicles are not a focus, but the cargo/carrying capacity really caught me off guard. I think the idea is that the cargo is either instead of passengers (at 12x) or with the passengers (the +1-2 per). It still throws me off a bit.
What a suspence! Mark really don't want to die. A another great chapter of your storie . Thanks.
ReplyDeleteThanks for reading! It has taken on a life of its own...
DeleteThis one was a roller coaster at one point I really though that this was going to be it for them all! Great game report!
ReplyDeleteYeah, it felt like they could be killed at any moment. "Just a shot away." felt appropriate.
DeleteI'm glad you enjoyed the recap!