New from Eureka Miniatures

I just saw these figures and the info on their release date on TMP:

Seal Team 6

US troops in MOPP gear

 Both are perfect for Zombie games! :-D

Full info here: TMP

Zombie deer?

I was just reading my 'breakfast news' on the TGN site and saw a new release from Darkson designs.

Darkson designs are calling it a 'wendigo' but having played Call of Cthulhu for many years, it doesn't fit my image of what a wendigo should look like.

 Instead, it looks more like a zombie deer.

 This would make one awesome 'boss zombie' and could even be the cause of how the virus was spread. Who needs a biting monkey to spread the virus when a rabid deer looks nastier?

The figure costs $15.99 (seriously guys - just sell it for $16 and get it done with*) and I couldn't see how much postage was as I had to sign up with my details to get that information.

Maelstom games in the UK will be selling it for 9 pounds, so I will probably get one from them as they offer free postage and have discount specials all the time.

I am tempted, and it would make for a funny zombie boss.

* in Australia all prices are rounded  to the nearest whole number in shops - thus anything advertised at 95 or 99 cents cost the whole dollar. Shops always  put the cheaper price on the label so people think it is cheaper. After all, $15.95 sounds cheaper than $16.

My City needs a name

I need a good name for the main city where I am basing my zombie campaign.

 I have a few ideas, but not sure if they are any good.

So, I have started a poll for the blog (see the top right column of this blog) with where you can vote for the few names I have so far, or vote for 'other' and post your other suggestion in the comments to this post.

Model car advice needed!

I want to buy a 1:43 car and turn it into this situation:

 How easy is it to smash the front of a 1:43 car to make it look like it went into a pole?

 I don't want to do it to a Ferrari, and I don't want to practice on the three cars I have (as I need them as they are... I don't have enough spares to destroy one yet).

 Is it easy to do? or am i better off to save my money and keep the car in it's initial contidion?

 If it is easy to do, what is the best method? Put it in a vice nose up and smack the back of a meat cleaver into  it?

Road signs

What is something that almost every road or street in the world has? A road sign.

 I just did a bit of a 'google' and found some road sign images that I can edit, select the one I want, resize it to the size I need, print and then make a model road sign for my games.

 All you need is a thin bit of card to glue the printed sign onto, and a toothpick as the pole, and hey presto, one very easily made road sign.

 Here are some images for people to save so they can make their own signs:

Above: is the last sign on the bottom row warning of an Amish drive by?

Of course you can always save a sign design, remove the item within the sign and make your own unique types.

And with a little effort, you can make city signs, or signs showing the distance to cities such as this one I knocked together (this is my second sign... the first one I gave to a new home):

My first building design

I have been playing around with the Model Building Program - and it is very easy to use and a lot of fun to make things.

I still have a lot to learn to perfect my buildings, but I am getting there.

 When I downloaded an upgrade for the program today I was delighted to learn I can now add my own images to the buildings. 

 Basically I can include ANYTHING from a photo in my designs, or something I have 'ginned up' my self.

This is part of my first attempt, and the more I use the program the more I can improve on the design:

The program is for designing buildings, but there should be no reason I can't design roads and foot paths as well.

Card Buildings

I have been looking at making a lot more card buildings for my game, but one thing that makes me hesitate is the fact I have to use the designs of what other people make.

 This means all my buildings would more or less be the same, and or that I have to use the dimensions of those buildings, making me design my city around those buildings, not the buildings designed around my city.

 As I am new to card stock models, I could be totally wrong with these thoughts.

Then there is this option: a program that lets you design your own models.

 I like very much the Cargo container program, as it is great fun to use and very simple to create cargo containers.

I did a quick search on the web and found a program called "Model Builder".  It is $45USD, and I am trying to save money for my trip to Japan in November, but I really want to design my own buildings!

For those wanting a look at this program, you can see it here: Model Builder

LOL - as I have typed this entry, I have almost sold myself on the idea of buying the program.

There are videos on how to use the program, and it looks fairly easy to use. Why did I have to watch the videos!!!! You can see them here: videos

Arrrgggggh! I can download it from the site rather that have a disc sent to me - it is cheaper, and I don't need to pay for postage!

And with the exchange rate, it is a little bit cheaper still.


(This reminds me of when I worked in a game shop. I was so convincing in my sales pitch to a customer asking about Battletech that I actually bought the game myself. Doh!)

I hope to have a building to show off later today: provide every thing works that is.

EDIT: wow - it has been a day of let downs. The bloody thing wont install. It is looking for a C:\ProgramData directory to change, and this is something only found in Vista, not XP. The program is meant to run in XP but I can't get it to work at all.

I have sent an email to the company asking for help, but that will most likely be a 12 - 24 hour reply because of the time zones around the world :-(

EDIT to the EDIT: I have a reply from the company that makes the program - they sent me the previous version of Model Builder and I was able to install this.
 A bit of snooping around hints that the installation problem may be related to the need for some Windows updates that allow XP to view the new format of Doc and XML sheets.

Zombie hunter with bow - part two

Well, Offensive Miniatures wont come to the party, stating the figure is part of a pack, and if they sell one figure from the pack, they wont be able to sell the others.

 Hmm  - they could sell their figures singularly like many other companies - they might even find they have more sales.

 If it was me, I would sell the 12 figures cheaper as a pack, with individual figures slightly higher in price.

 I don't have a use for the other 11 figures in the pack, so I wont be getting my archer figure. :-(

Campaign Game 1 - The First Night part 3

Despite all the zombies surrounding him, Jack regains a bit of colour.

A bit blurry, but a photo of Jack back in place once painted

Both John Walker and Celina Croise search the last areas of the cabin and come up trumps: John finds two lots of food supplies, and Celina finds two fuel cans.

Jack fires into the zombies killing two of them.

Behind the cabin, one of the zombies starts to pound on the back door, while other zombies else where shamble towards their chosen targets.

 Celina gets into business mode and delivers head shots to four zombies near the cabin, averting the immediate threat they posed.

 Jack, while in a bad situation, is rather calm and composed knowing the dead can not climb up to get him. Taking advantage of the situation he fires killing another zombie.

All the shots fired are starting to attract a bit of unwanted attention.

 Figuring he is in for a penny in for a pound Jack shoots another zombie. At least it is one less to eat him.

 All the shots fired previously by Celina are starting to attract a bit of attention as well:

 Years of weapon handling experience allows Celina to take out all but one zombie nearing the cabin door.

 Jack starts to get his mojo working and 'slots' another two zombies.

 The gun fire has attracted the largest number of zombies so far - 12 turn up in two different areas near the back of the farm house.
 This is fortunate for those in the cabin, but not so rosy for Jack.

Celina goes a bit lighter on the trigger and only fires enough rounds to kill the zombie at the door. The rear of the cabin is now out of immediate danger.

As I have technically won the scenario I decide to end the game here. I had to either get the survivors into the car behind the farm shed and off the table, or secure the cabin, which I did.

 According the the NMRIH rule book, the next scenario I need to roll on a chart to determine what the next scenario is.
 Rather than do this, I intend to play the "Save the..." mission and have Celina and Co. rescue Jack from the boxes.

 I was lucky with one of the finds in the cabin - I found a tunnel, and a scatter dice I rolled to see it's direction took it to the shed at the farm, and it was within the allowable range for the tunnel. This was purely random and unintentional.

 With this in mind, I intend to start a new game with the zombies in place around Jack and the others coming out of the shed.

Game Talk:
                 I used my initiative card system for this game and it worked well. The 'shot callers' usually had at least one or two actions per turn, and the lesser beings not so many actions which, I feel, reflects their lack of training for such situations. If you can train for the zombie apocalypse that is.

 For zombie spawning I only started using the method described here for the turns on this page. It worked well, and to compensate for the fact zombies wont appear all over the table they do appear in small hoards, which is to their benefit when it comes to barricades as well as making them a bit nastier.

 As it happened, all but one group of zombies spawned near Jack and not near the cabin. This would have allowed those in the cabin to flee the table, but it would have meant not winning the scenario.

 Despite it being hard to kill zombies in the game (well, based on the dice rolls I was having) with thoughtful placing of scenery you can survive a lot of zombies on the table provided you can keep the zombies out of hands melee.

You do need a lot of zombies to play NMRIH, but that should be the same for any zombie game worth its salt.

 What I do need is some unarmed 'sheeple' for the game. At the moment I have two sheeple I found in the cabin, so I need to come up with some figures for them.  I think I have a paper boy from the Pulp Figures range somewhere that I can use for the kid I found, and I hope I have a figure for the woman that was hiding in the cupboard.

 The fuel and the safari rifle I found will be very handy for the next scenario.

"Loot 'N' Scoot" convenience store

I am starting to plan my towns and city for my games, and one of the buildings will be a convenience store that is part of a franchise - that way I can use the same building in any setting.

The logo/sign for the building is only in the design phase at this stage, but I intend to improve on it a lot from it's initial stage.

 So without further ado it is great pleasure to unveil the world's next chain of convenience stores, "Loot 'n' Scoot":

Jack Berton painted!

 Here is a photo of the freshly painted Jack Berton figure:

 Not a greatly painted figure, but I am very happy with the results.

Here are my stats for Jack in NMRIH:

Name: Jack Burton
Character Type: Shot Caller
Occupation: Truck Driver, Adventurer
Survive: 3
Guns: 7
Fists: 8
Guts: 11

Survival Skills: Zombie Hunter, Mr. Personality

Gear: SMG, Knife

Pork Chop Express cargo containers

To celebrate the fact I am actually painting my "Jack Berton" figure I made up some "Pork Chop Express" shipping containers for use in my games.

I have included a sample to show what it looks like, and there are four colours to choose from:

Just click on the links below to get your copy of these cargo containers:

pork chop blue
pork chop cream
pork chop green
pork chop red

Jack Berton

I have this particular RAFM figure that I am using for my Jack Berton character:

The painted example of the figure from the RAFM web site.

 The figure I have has been named "Jack Berton" after a) the character Jack Burton from one of my all time favorite films "Big Trouble In Little China", and b) because the figure from RAFM is a "not Jack Burton" figure.

I whipped Jack off his pile of crates this morning where he was facing an uncertain future to paint him up.

I doubt I will be able to paint up the singlet as per the film character's singlet, but I will have a good go at the rest of the figure.

Once I have painted the figure up I will post photos and his game stats

Those wanting their own figure can find it here: RAFM

Hopefully a painted Jack will change his fortunes around.

Campaign Game 1 - The First Night part 2

John Walker attempts to barricade the front door and does so with blinding success.

 Inspired by John's actions, Ned tries the same thing to a rear window and gets no where.

Celina and John barricade two more windows, making up for Ned's panicked state.

Over at the farm, Jack Berton sensing things will go bad for him is he stays where he is makes a tactical move towards the stacked boxes, making sure to keep the wall between him and any zombies close at hand.

Collecting himself, Ned barricades a window, and John works on another window while Celina keeps watch.

 Checking that he coast is clear, Jack scrambles up on to the boxes out of harms way. He might now be safe from clawing hands and snapping jaws, but the action has attracted a lot of zombies to his plight.

Jack fires an undisciplined burst from his smg into a group of zombies and fails to do anything except attract more zombies. Plus he has to reload his smg due to wasting precious ammunition.

Celina barricades the second last window

John fixes up the last window, securing the building from the outside, but they still need to clear inside in order to be safe.

 Searching inside Celina finds a supply of food - enough for one person for two days, or two people for one day.

 Ned fires out the window at a zombie getting close to the cabin, but to no evail.

 As Celina and John continue to search, finding a woman hiding in the closet in one of the rooms.

 Ned shoots at the zombie again, but his bullet thuds harmlessly into the zombie.

Continuing to search the cabin for supplies, a young child is found hiding in a bed room. Thinking the room clear, a legless zombie crawls out from under the bed and attacks Ned.

 Fortunately Ned's bad day doesn't get any worse - the zombie grabs at him but doesn't cause a wound.

 Using his SMG as a club, Ned caves the zombie's head in, ending it's animated life once and for all.

 John uncovers a secret tunnel in one of the rooms. The direction heads towards the shed at the farm, but at this stage they choose not to use the tunnel. Maybe later when things calm down a bit.

Jack fires more shots in to the mass of zombies collecting at the foot of his crate tower, but it really isn't his day when it comes to knocking a few off.

Things are looking a bit bleak for our survivors as more zombies close in for a feed. Things aren't too bad at the cabin - a zombie is knocking at the back door, but a it is unable to get in.

 The few shots taken at that zombie have attracted a few friends, so the barricade will soon be put to the test.

 As for Jack, well he is getting a bit nervous.

Game Talk:

 I had a few turns where the turn ended due to the luck of the draw on the cards. All this did was add more zombies to the mass gathering.

My dice seem to like rolling high when I least need it. Out of all the zombies on the table I have only killed one. It was a good one to kill, as it posed a huge threat to the survivors in the cabin, but I would have liked to kill a lot more off.

             Turn 7: 6
             Turn 8: 1
             Turn 9: 3
             Turn 10: 3
             Turn 11: 2
             Turn 12: 8 +1

Total Zombies: 52 -1 = 51

Oh how words can come back to bite - I mentioned I shouldn't need more than 60 zombies for my games. I had better start getting some good dice rolls so I can recycle my zombie figures or buy another 30 zombies!

To win/end the scenario I only need to search two more Survive! Locations to ensure the cabin is secure, but it will leave the survivors in an interesting situation.

 I might play the game out to see if I can rescue Jack and get every one into a car and out of the area.

to be continued...

Fenris Gas Bottle

My Fenris Games gas bottles turned up today and I am very pleased with them.

 I painted one up in next to no time to see what it would look like:

The bottles are very easy to paint, and I will paint them in a few different colours, based on images I find on the net, although blue and yellow seem to be the most popular. White is too, but I don't want white ones.

Thanks to Fenris Games I have 18 gas bottles to use in my games.

My fist electronic road sign

In addition to a few other things I finished my first electronic road sign.

 The printed sign area was a bit smaller that I had measured, but I think that may have been the printer being set at "shink to fit" instead of 'print as is".

Regardless, it came out ok:

I didn't put wheels on the sign - mainly because I didn't have any to use :-P

EDIT: I have saved the PDF on "4shared" so anyone can download it now a whole lot easier: zombie electronic signs 1

Zombie #1

I painted my first zombie!

 I only painted one so I could test to see if the colours I used worked - and I am happy with the results.

 It was fairly easy to paint - a green undercoat with rotting flesh dry brush.  

Only 59 more to go...

Hazmat suits

I found this picture whilst looking for images to make signs with:

 It made me wonder if in fact the suits are made in certain colours to reflect the type of hazard they are designed for.

Short answer is no. I thought it would have been cool if they were colour coded, but from what I have seen on the internet (and as I always say - it must be true because it is on the net) the most common colour is yellow, followed by green.

 One good point from all this is that you only need to paint up one set of Hazmat figures for your zombie game.

Syntac cargo container

I am getting the hang of making cargo containers now.

 This one is for Syntac, a corporation that may or may not be involved in experimenting in the next new thing for the military market.

 Again, anyone wanting a copy please contact me and I can send them a PDF.

Biotek cargo container

I had intended to do a bit more for my blog today, like finishing off the batrep, but gale force storms last night caused a lot of damage in my area and the power was out for most of the day.

What I have done is completed my biotek cargo container and here is a image of it:

Unfortunately the scale is 1:53, which is the largest I can create and have it all on the one page when printing.

 I had found a great logo to use on the container, but I can't make it transparent and it looked stupid with a large white background.

So, if any one would like a free cargo container at 1:53 scale for their games, please drop me a note/comment with your email address and I will send it to you as soon as I can.

No More Room In Hell House Rules: Characters and campaign play

One thing I am a little disappointed with in "NMRIH" is the fact the character development with campaign play is a bit limited: you can only really purchase new gear between games, and you can increase your stats with a slim chance of a dice roll.

 This doesn't really phase me that much.  It is the fact that you can't buy any new skills that I am disappointed with. That is if I am reading the rules correctly.

 To me experience means new skills. The longer you do something, the better your skills become. The longer you survive the zombie hoards, the better you get at taking them down and, well, surviving.

This simple house rule allows for characters to spend points earned during the game on new skills.

 Only characters that participated in a scenario can improve their skills - those that stayed at the safe base to protect your stash of food and fuel can not improve their skills in any way.

 Each survivor may only purchase one skill between missions, and Sheeple can only buy skills that cost 5 or 10 points, Back Ups can buy skills that cost 20 or less points, and Shot Callers can buy any skills.

Also, you might have a Sheeple that has survived countless missions. For some reason this survivor just keeps on surviving. Surviving for so long that he or she really shouldn't be thought of as a Sheeple anymore.

So what to do? Spend valuable points to upgrade your character!

By spending 150 points you can upgrade a Sheeple to a Back Up, and for 300 points you can upgrade a Back Up to a Shot Caller.

Players must still use the "Score of a Life Time" chart to increase Guns, Fists and Guts as per the standard rules, but they do gain the extra Survive! point that comes with rising in rank/standing.

"No More Room In Hell" House rules: Zombies (and the use there of)

One thing I am not a huge fan of the the way zombies are controlled in "No More Room In Hell".

 Unless determined by a scenario, the general spawning of zombies can mean you they appear on the table at all directions at once (assuming you have some bad dice rolls that is), and they always do the same thing which leads to little room for manoeuver or, to a degree, tactics.

My house rules for zombie control are as follows:

Spawn Points - unless laid out in a scenario set up I have a random number of spawn points, based on the Zombie Threat Level for the game:

I have 4, 6, 8, 10 and 12 random spawn points for low to high level threats respectively. Oddly enough, these also match dice you can get for wargaming.

Thus in NMRIH game terms:

Threat Level 3 = 4 spawn points
Threat Level 4 = 6 spawn points
Threat Level 5 = 8 spawn points
Threat Level 6 = 10 spawn points
Threat Level 7 = 12 spawn points

Rather than place a zombie at each spawn point as per the rule book, roll 1d matching the spawn points to see where all the zombies appear for that turn.

Example: I am playing a game set at Threat Level 5, and have placed 8 spawn points out. I roll the dice in the Dice Grave yard and 3 zombies will appear this turn. Rolling 1d8 I get a result of 7. Those 3 zombies will appear at spawn point 7 for this turn.

Zombie Actions: in NMRIH all zombies react the same way - they move towards the closest survivor or group of survivors. Ho hum. This doesn't allow for tactics - unless you count sacrificing a low level survivor by putting him or her near a spawn point so the zombies leave every one else alone.

By changing the rules a little I think they become a bit more interesting, and bring an element of tactics into the game.

  • If a zombie is knocked down it must spend a turn regaining its feet before it can move (unless it is a legless crawler). Standing up is regarded as its action for that turn.
  • Zombies can only see 'dinner' within 12 inches - any human outside this range is ignored. Any survivor within Line of Sight becomes the target of the zombie(s). Any human within 12" but concealed will not become such a target as the zombie does not have LOS and the survivor either doesn't move or makes a sneak move.
  • Any survivor running during their fearful footing phase will attract the attention of a zombie within 12" even if the survivor is not in the zombie's LOS.

  • Unless a zombie has spotted a human it will either move towards the nearest sounding gun fire or explosion. If there isn't a human or sound to move towards, the zombies will move forward in the direction they are facing, moving around obstacles they walk into via the shortest route.
  •   For each zombie/ group of zombies with out a target (i.e. no human or sound to move towards) roll 1d10. On a 10 they stand still for that turn and just 'mingle' where they are.
  • Any zombie that loses LOS to a tasty morsel that it can't get to, will move to something more interesting (like a gun shot) after two turns of trying to figure out where it's dinner went to.

Unless the house rules contradict those above any other rules stated in the rule book still apply.

What I have tried to do with these house rules is to allow a level of tactics in the game: it allows for survivors to sneak around, to hide, to attract attention of zombies to other areas and so on.
 It stops a potential "Mexican Standoff", and actually gives the survivors a bit more of a chance of meeting the scenario requirements once hoards of zombies flood the gaming area.

 I would be interested to see what others think if they try these rules, or if they have any ideas of there own that could improve the way the zombies react in the game.

"No More Room In Hell" House Rules: Card Initiative System

Having played a lot of wild west games using "The Rules With No Name" and WW2/Modern using "Arc of Fire" I really enjoy a card activation system for determining initiative.

 The cards can lead to a lot of suspense and tension as you don't know which figure will be activated next, and the turn could end before you get to activate your hero, leaving them in a really bad situation.

 The cards add randomness to the game, as well making you think a few turns in advance... just in case the merde hits the fan.

To make the cards you can purchase blank playing cards easily on the net, or print out custom made cards and laminate them in business card size lamination pouches.  I prefer this last method, as it keeps the cards in good condition, and you can write on them to make notes if need be.

 For each survivor in play I create one card for every point of Survive! that survivor has.

 Thus Sheeple will have one card each in the deck, Back Ups two and Shot Callers three... unless of course these survivors have different Survive! points.

 I also include one card for the Zombies, an "End Turn" card and what ever other cards I feel will enhance the game, such as random events or even blank cards to stop card counting and to build up tension.
 If you are feeling especially brave, you can add extra zombie cards - this way you can represent faster zombie types, like those seen in "28 Days Later".

 Every time a card is drawn the survivor who's card it is gets to take one action. All zombies move when their card is drawn and they also get to move when the End Turn card is drawn, provided they have not moved already during the turn.  This ensures the zombies will always take an action each turn.

 If the turn ends before survivors get to take an action then bad luck. And believe me, it really can be bad luck, and the suspense level increases when it happens.

Also, every time a survivor is wounded (i.e. a point of Survive! is deducted) a card representing that survivor should also be removed from the deck before the next turn starts.
 The more wounds you have, the less actions you get.

 As I print out my cards, I like to have a logo on the back of the card, and a photo of the miniature(s) on the front.
 If needed, I also add text to the front - this helps eliminate the need to look something up, and is a useful reminder of game mechanics.
 I don't add names to the survivor cards, that way if they die I can bring them back in to the game as someone else using the same cards.

This is a sample of the "Celina Croise" survivor character card I have made for the game I am currently playing:

I haven't added any text to either side of the card, and I use them in black and white - it not only saves money, but it actually makes it a bit easier to see, but that could just be me (and no, I am not colour blind).

 I am not 100% sold on the bio hazard symbol on the front of the card, so I might change it to something else should I find an image I really like.

I find using cards can speed up game play as well, as you are not rolling dice and comparing them to see who gets to move.

I hope someone gets some use from this post, and I am happy to answer any questions on the system should anyone have them.

Zombie rule systems

I have three sets of zombie wargame rules: All Things Zombie (ATZ), Ambush Z and No More Room In Hell (NMRIH).

 The first two I like for the way zombies are controlled, but dislike the actual game mechanics.

 I like the general game mechanics of No More Room In Hell, but don't really like the way they handle the zombies, as well as a few niggly points here and there, in particular the complete lack of rules for nighttime encounters, despite mentioning flares, and the fact you can sneak, and this really only effects shooting.

I also dislike the initiative system in all three games, so I have created my own based on a card system as found in 'The Rules With No Name" and "Arc of Fire".

 So, what I intend to do over a few posts is "publish" my house rules for NMRIH.

I intend to cover: initiative, zombie deployment, encounter charts, and if time permits (i.e. I get around to doing it), Quick Reference sheets.

Biotech International - a cargo container

I have been designing a cargo container for a corporation I want to include in my game background.

 The corporation is Biotek International, and their motto is "Spicing the world one gene at a time"

 I am still trying to come up with a logo to go on the shipping container, but this is what I have done so far.


 I will most likely remove the bio hazard symbol and replace it with other symbols around the container.

 The text will appear on both sides of the container, with the top and bottom being blank.

 Once it has be finished I am happy to share the PDF with others so they can include Biotek in their games as well.

Campaign Game 1 - The First Night part 1

I started my campaign game tonight, and played a few turns.

Background story:

 "International Gun for Hire" Celina Croise and her body guard/ assistant John Walker are travelling through the boondocks on the way to an important meeting in the city.
 As luck would have it, their car breaks down right outside a farm.

 The farm is inhabited by Ned Seagun and his cousin Jack Berton.

 It was at that moment everyone noticed something was wrong - the local hicks came shambling towards them... and they looked a bit dead. "This must be related to that news story we heard on the radio just before we broke down" mused Celina.

Ned Seagun heads for the shed looking for something important he stashed there a while ago.
His cousin jack heads for the safety of the farm house.

 Always quick witted, Celina dashed for the log cabin across the road, some how sensing it is easier to defend than the farm house... besides, the zombies are closer to the farm house than the log cabin.

After a pause, John moves to the log cabin with Celina, who struggles to open the door.

Meanwhile Ned can't find the right key to get into his shed, and Jack, who has no keys to his cousins house, pounds desparately on the door.

Ned, realising that he hasn't got the right keys, dashes towards the log cabin himself, leaving Jack trying to get into the farm house.

Inside the log cabin, Celina manages to barricade the real door.

Game Talk:

Zombies: starting: 4
               Turn 2: 3
               Turn 3: 2
               Turn 4: 6
               Turn 5: 3
               Turn 6: 5

Total zombies: 28

Due to bad dice rolls I have only managed to barricade one door in the log cabin - leaving me 7 more to set to win the game.
I was able to pass two of the six Survive! Building search rolls to find: one "reason for it all" (which counts towards the campaign story) and a Safari rifle with ammo - I might need this very soon.

Not only have I had some bad dice rolls, but the initiative card deck I am using has gone the way of the zombies too - they had two turns where only they were able to move, leaving the characters standing like stunned mullets.

So far I haven't fired a shot, but that is going to change very soon, as the zombies are now starting to hoard together.

 I need to get Jack activated so I can move him to the boxes near the farm for safety. Being a good shot, he should be able to take down a lot of zombies and attract them to him instead of the house... or so the plan goes.

To be continued...

Edit: for some reason I used a different name for Celina's bodyguard that what I had written on the character sheet. I have amended the post to show the first name he was given - that of John Walker.

cargo containers - part 2

I spend all of a minute designing my first shipping container - and a bit longer printing it out, gluing it to some card and making it.

Being my first one I have a few finer points to iron out to make them look better, and it helps not splashing Ramem onto the container at lunch time, thus making runny ink spots on the model.

I also dragged some plastic crates out of storage - these will be ideal for a warehouse setting. I have over 10 of these crates, so they will be very handy.

zombie spawn points

After making two boxes of Mantic Games Zombies I am left with a lot of zombie heads - 60 to be precise.

 After a little thought I decided to use some to indicate zombie spawn points for my games.

 I glued heads on to 20mm plywood bases I purchased from Fenris Games and numbered the bases:

At this stage they are unpainted, but I will paint up the heads, the bases and numbers to make them look better.


I finished making my plastic zombies today - all 60 of them.

 I am happy with the way they look, and I hope 60 will be enough for my games. It should be...

And sometimes two pistols aren't enough:

Now to paint them...

I think I will use them in the games as they are, rotating a number through the painting desk, otherwise I wont get any games played for a long time.

A bit of heresy I know, but I want to play games with them, not let the project get bogged down due to not having painted figures to game with.

Also, I need to make movement trays for zombie hoards - otherwise I could be spending ages moving the zombies around the table.