PDoid is a Rep 4 Civilian armed with a shotgun and cricket bat. His attributes are Athlete and Fencer. This second attribute is one I invented myself. It seems PDoid was a fencer in college. I said the Fencer attribute allows an extra d6 in melee (like Brawler) but only if the model is armed with a sword or sword-like weapon (ie - machete). 'Sword-like' means the weapon is balanced like a sword (heavier towards the handle) so baseball bats, crowbars, etc. will not apply. (Does anyone know if there is a similar attribute in any of the other THW games?)
PDoid passed 2d6 for getting to Doc's street. He stepped out of the car and surveyed the scene. It seemed relatively quiet. No one was around. He checked his shotgun, racked a shell and grabbed his cricket bat out of the back seat. 'Should be a piece of cake,' he thought...
By the way, hats off to Whiteface for the idea on the roads. I think these turned out pretty good. I need to get something better than Lincoln Logs for my suburban houses though...
Turn 1 - Activation: Player - 3, Zeds - 4
Since I got a 7 right off, I rolled for approaching zeds. It is an urban environment but since it is Day One I only count it as suburban for zombie generation. I rolled 1d6 and got 2. I used a scatter die to determine their placement and put two zombies on the table as indicated, each 12" from PDoid. One is behind the retail stores to PDoid's left...
The other is ahead of PDoid and slightly to the right, among the parked cars...
The zeds activated first and both moved 6" towards their prey. PDoid, figuring the quicker he gets this done the better off he'll be, decides to Fast Move. Since he has the Athlete attribute I rolled 3d6 and passed 2d6, so PDoid gets to move 16". He runs straight forward between the zeds, easily leaving them behind. 'So far so good,' he thought...
Turn 2 - Activation: P - 5, Z - 6
Since I rolled an 11 I generated a police officer. This could be trouble considering PDoid is so well armed. I rolled on the police list and got a Rep 5 Police Detective armed with a BA pistol. I wasn't sure how to deploy him so I decided he would get out of one of the parked cars. Apparently he was sitting in the car keeping an eye on things. I rolled randomly and determined he would get out of the car parked to the right side of the road in front of PDoid. As he gets out of the car he sees my shotgun and draws his own gun, shouting, 'Halt! Drop your weapons!' PDoid is stunned into inaction. This is not what he expected at all. The zombies also seem confused by this new arrival and do nothing this turn...
Turn 3 - Activation: P - 6, Detective - 3, Z - 1
I considered random events to be based on the player and zombie activation rolls so I rolled again for more zombies and got 3. Again I used the scatter die to place them randomly 12" from PDoid. One popped up behind the detective, one in a house to PDoid's left and another to the right of Detective Dobesh. Activating first, Det. Dobesh advanced on PDoid and again instructed him to drop his weapons. The zombies, attracted by this activity, all moved towards the detective and PDoid. They were in charge range for next turn... PDoid unfortunately just stood there with his teeth in his mouth, absolutely frozen with indecision...
Zombies close while Detective Dobesh shouts and PDoid waffles... |
The Detective better pay attention... |
Based again on PDoid's and the zombies' activation rolls I generated one more zed. This one came from between two of the houses. At this point I wasn't sure how to play this at all. Would Dobesh fire on PDoid? I considered rolling some kind of 'aggression test' for Dobesh but I didn't know just how to do that. I considered using the Meet and Greet table in some way but again, I wasn't sure it fit the situation. I really didn't WANT the police to shoot at PDoid but in the end I let common sense rule the day. I figured a real cop in this situation - facing an armed man who is not complying with demands to drop his weapon - would fire. Dobesh fired twice, hitting PDoid once. The shot knocked PDoid to the ground and rolling on the Recover From Knock Down chart he only passed 1d6. PDoid went Out of the Fight! Damn! Unfortunately the nearest zeds were within range and descending on the helpless PDoid they began to feast. Damn, damn, damn! The feast would last for 6 turns but it was game over for PDoid...
I made Dobesh take the See the Feast test just for the fun of it and he only passed 1d6. Horrified he ducked back, heading into the woods to his left. 'What have I done?! What have I done?!' he cried as he realized the mistake he'd made. His next activation he would have to recover from Stun while the zeds closed in to finish the feast that once was PDoid. Detective Dobesh's shots didn't generate any more zeds...
At this point I considered playing on. I figured Doc might have heard the commotion and come out of his house and that maybe Detective Dobesh would get some sense. Maybe they could join forces and clear the zombies. But in the end I decided to call it quits here and start Day One over again. Seeing as my whole family was wiped out I didn't see much point in carrying on.
ATZ is an awesome game and even though I got my butt kicked in this first campaign I thoroughly enjoyed the games. I'll be playing more soon and adding more models and characters. I've decided to get some ganger types and some police officers so look for those soon. Until then, peace.