"I'm gonna tell you about an incident, and I don't wanna hear 'act of God!'
My name is Jack Berton. I'm a reasonable guy. But, I've just experienced some very unreasonable things.
Take for example the other day - we were chased by zombies and just managed to escape in a car by a hair's width, only to have it run out of fuel on the highway."
"We had to make it down the road, dodging zombies as we went, and it was going to take crackerjack timing.
Celina pulled out those hand cannons of hers and turned to me and asked if I was ready. Ha. I was born ready!"
I just thought I would take the time to ramble on about my zombie campaign and what the game objectives are.
The primary objective is simple - to have the characters survive. Seems fairly simple, but the zombies want to throw a spanner into the works.
The next important goal is to find a safe location to hole up and use as a base of operations.
Going hand in hand with objectives one and two are collecting supplies to ensure survival - the three f's: Food, Fuel and Firearms.
With this 'under control' my survivors will begin the next phase - finding other survivors, find out what happened, and establish a colony to ensure the continuation of survival.
As part of the last one, I will have rumors in the game about safe havens, why the zombie apocalypse occurred, and even a chance to find a cure.
Each time a survivor is found I will make a roll on an 'occupation' table to see what skills, if any, these survivors will bring to the colony. Tradesmen and health practitioners will be in high demand, but so are workers to help protect the colony and act as laborers.
Of course tradies and doctors are not the only skills on offer but I need to come up with a good list of skills to see what I can do for my fledgling colony. Military and Emergency services are also very useful.
On a game side of things, I will need to make up a lot of scenery, but once that has been done I should have to spend less time on buildings etc and a lot more time playing the game.
It might be ambitious, but I want to make part of a housing estate for suburb settings (as well as shops to go with them) and a city block or two for bigger scenarios.
To this end I will need to make a list of useful shop types and the useful things that can be scavenged from within them. This is intended to help the survivors build their colony.
Things like tools, clothes, power sources, food, medical supplies and so on will all need to be considered, as will the chance of other looters having already taken useful items.
Obviously not all of these things will happen at once, but I will build up to it and see where it all goes.
I wasn't able to do to much over the weekend due to other commitments, but I was able to finish off a few things today, as well as another vehicle arriving in the mail.
First up I have finished painting some more "Loads" (I might rename the "Loads" to "Zombie Bait").
I saw these Reaper Miniatures on their web site and had to have them for the game:
Next up I have an Ice Cream van - commonly called "Mr Whippy" here in Australia, and they always seem to play "Greensleeves" as they drive around. Personally I think they are like clowns - creepy.
When I saw the van on ebay I knew I had to have it:
And last up is my new survivor character: USMC Gunnery Sergeant (Retired) Thomas Freeway:
This figure is from Eureka Miniatures and meant to be a WW2 Pulp figure, but I decided to paint him up in a Hawaiian shirt (well, I attempted to).
What Thomas Freeway was hiding in his house when the zombie apocalypse came along should prove useful - a .45 Thompson SMG and some grenades: "Oorah!"
I have yet to base him up, but I will do so soon.
My Hasslefree Miniatures arrived this week, and I have been working on painting them up.
The first to be finished are Kameko and Kamiko. I painted them in the uniform from "St Agnes", which is the school featured in a Japanese comedy drama called "My Boss My Hero".
I painted the SMG carried by one of the twins in pink, and if I could have painted it, I would have put a "Hello Kitty" picture on the side of the gun.
I went with the pink as Japanese seem to really like 'cutesy' things alot, and as the SMG is a modified ingram, I thought "why wouldn't a Japanese school girl want one in pink?"
The second one is a police ute (pickup truck = ute in Australia) that will be useful for traffic, or to putting stores in the pack when I play supply run scenarios. Who knows, it might even have gas bottles in the back for the next game I play.
I finished making my biotek billboard to go next to my road today.
I should have re-enforced the actual board itself, as it buckled a little when I painted it, but apart from that I am happy with how it looks.
I was intending to put a wash over the reverse side to give it a dirty look, but I decided not to after seeing how the cardboard was warping.
I was out paying for my travel insurance today and I took a look around the big franchise toy shop in the same area. They had mostly small matchbox sized cars or big remote control types, but they did have a couple of 1:43 scale trucks on special.
I found this one hidden behind other stock - so maybe someone saw it and hid it until they could come back with some cash. Either way, I don't care, as this little beauty cost me $14.00 AUD.
The great thing about it is the trailer is detachable, and the back doors open on the shipping container, which means I can have some nasty surprises in the back as part of the plot I am developing.
As mentioned in a previous post (about the Napoleon Zombie figure) I was contemplating a zombie game set in different eras.
The horse and musket period is one of my favorite historical periods... in fact it was the first period I ever played as a wargamer.
After a bit of thinking I decided it might be more fun using Seven Years War figures instead of Napoleonic figures, especially as I can get mounted and dismounted cavalry figures; something that isn't that common with Napoleonic figures.
With this in mind I painted up a Hussar figure I had purchased from Eureka Miniatures a while ago as a sample.
To play a game I would have to make a few changes - such as not having so many zombies to swarm on the table, as well as come up with a different reason for zombies to be around - after all the modern science we have today wasn't around in the 18th Century.
I am thinking that the occult might be a better way to create the zombies for this game, and only a set number are created per game. The bites of zombies would be less likely to turn characters as they were raised from the buried dead due to dark arts and not some kind of virus.
While not high on my list of things to do, I will keep working on the idea and see where it goes.
Labels: Seven years war zombies
As part of the game I am creating an "Event Deck" to enhance game play
In the initiative deck I have two cards: one allows for an event if drawn before the turn ends, and the other kills off the chance for an event if drawn before the other card.
This can make the occurrence of an event possible, but not so frequent that it controls the game.
An event can change the way the game is played and adds the "Murphy" factor. Some events are good - like finding some ammo or food. Maybe a friendly survivor comes to the character's help for the remainder of the game.
Other events can hinder the characters and really throw a spanner into the works.
Another kind of event is a 'plot' event - something that drives the story behind the campaign.
I prefer an event deck to a chart, as you can re-arrange the deck with a minimum of effort and cater it to what figures or scenery (if needed for the event) rather than roll on a chart and find you don't have a figure needed, or that the result rolled on the chart totally blows.
You can also include more than one card of a particular event to increase the likely hood of an event happening, or not happening as the case may be.
I make the cards like I do the initiative deck cards - print a front and reverse side and them laminate them to protect them from excessive handling.
So far I have 80 event cards, with more to be added as I go along. I don't use all the cards at once. Instead I select a certain variety of cards to suit the scenario.
The type of cards I have are:
Bonuses - anything that helps the survivors with dice rolls
Penalties - anything the doesn't help the survivors with dice rolls
Items - an item that can be used during the game or essential supplies
Rumors - used to drive the plot: who caused the apocalypse, news of safe havens
Encounters - good or bad guys that turn up during a game: Government Agents, Corporate Soldiers, other Survivors, Bikers, SEAL Teams, Delta Force, Military - both local or foreign.
Story - a card that develops the story and drives the campaign a certain way.
Over the weekend I started to make a road section for the next scenario "On the Road".
Johns previous gun fire has attracted 3 more zombies to his “little party”
After Action Review:
If I was to play this one again, I would have not moved John so close to a spawn point. I also forgot to use his Molotov Cocktails. Had I done so, I think he would have survived.
Having said that, I am not too upset with his loss, as the figure is one of the "Government Agents" I have, and I will be needing them in future games. I just hope my Hasslefree order can turn up soon! I really need those figures to add to my character pool.
The zombies were lucky with the draw of the cards for a few turns. If I hadn't decided to have a few characters run when they did I probably would have lost all of my characters.
The Molotov Cocktails worked a treat - I limited the number of dice to roll for effect to 10d10, but only used that many once in the game. It is well worth having some of these on hand.
Regretfully I only have one cocktail left for the next game, so I had better make good use of it.
The next game will be "On the Road" - I made a nice road section just for this scenario, and I will show it in a post tomorrow. I would like a few more cars before I start this game: two more cars showed up in the mail today making a grand total of five cars and one bus.
A few trucks would be very helpful, as they offer some height away from the zombies.