Saturday, 31 December 2011

Happy New Year

Well it is that time for reflection. My biggest thing for last year was joining this community. The friendship of you ALL and the pure joy of reading your blogs, batreps and adventures has been a pure pleasure. So what for the new year. Well I have a medical procedure to look forward to in April (cardioversion, stopping and rebooting your heart) which means a big lifestyle change and a regimen of drugs.

But that is nothing to what I want to do: Blog at least once a week, an ATZ game a month, sort out my figures and go with Vampifan down the card model town lane, I've failed so far. This I hope will lead to further batreps and the outline of some fiction I enjoy writing.

I'm also torn about starting a QWIK tourney and THW's new 'Long Rifle' game, brought up on Davey Crockett and Hawkeye. If you don't know about it try checking out the TWH blog were Ed (the writer) has run out a few scenarios, well worth reading.

 A new role in work should help with all the above.

Well folks, good luck for the new year, a GREAT BIG THANKS, see you all in cyberspace.

Saturday, 24 December 2011

CHRISTMAS CARD +++Happy Christmas+++

Thanks guys for introducing me to a terrific world of friendship and fun. Whether you believe or not, God bless you all and  I wish you all a very, very merry Christmas.

Joseph (Rep 5 star) Mary (Rep 4 Grunt) Well you know the rest!

Wednesday, 21 December 2011

THANKS+++++National Health Service++++THANKS

As you know I haven't been well recently and I've been treated so well. But today my 79 year old Mum fell and twisted her knee. EVERYONE involved from the Ambulance Staff, who were just GREAT.

courteous, humorous and professional.

The triage staff at the hospital were terrific and she was treated with courtesy, concern and professional care, and this went right through the the Minors Dept. where the nurses and Doctor took no nonsense from an old retired nurse and forced her to confront her injury. Three hours later she's at mine with a crepe bandage and a couple of crutches walking and weight carrying on her leg.


And all those that work so hard in the NHS. Have a happy Christmas, even if you're working and I dare not use the Q word.

Thursday, 15 December 2011


Well the civic improvements have been started. Cupboards removed, rubbish expelled, walls prepped for painting in the spring. Only the worst room in the house to do 'the attic'. A nasty spell of diagnosed hypertension as left me on the sick list at work but hopefully the multi-drugs I'm now on will see me back to full duty ASAP. But I'm back in Mrs PZ's good books so all seems well to return to the land of the dead. Needless to say this will not happen 'til after the festivities. I've been writing up some back stories for Moor City, Hamilton Square and the boys, which has kept the project to the forefront of my mind. Can't wait to get back to the modelling and gaming.

Keeping abreast of all your posts. Happy Christmas to you and all yours.

Saturday, 5 November 2011

Sneaky Post

Last Stand in a Dead Land 

I was browsing through Sean's Weekly Newsletter from and was a attracted to one of the ebooks he offered. I also came across this for a couple of quid. Downloaded it. Then I ended up as a guest of the NHS for a few days shackled to a machine, so I read it. I was pleasantly surprised it was a hundred pages of a zombie batrep, got a bit SciFi toward the end but that'sOK. I've spent allot more money and wasted a few hours on less fun. I'll try one of his others and let you know. All round and easy read and decent hokum. 

Friday, 7 October 2011

A Sabbatical

Dear All,

After a falling out with Mrs Plastic Zombie and a LONG, LONG list of civic improvements. I am forced (ordered) to take a sabbatical from our hobby. I hope to get back soon. I'll keep checking your blogs though and try and keep abreast of all your serials.

Friday, 16 September 2011

A Pulp Post

My usual modelling time,early morning, has been taken up with my first love in life Rugby Union Football as it is being played in NZ. A friend of mine sent me this and I thought I'd share it with you guys who are into Pulp gaming. There has to be a scenario starting with this!

Now I must away as the boys are due to take on the Aussies. "ERIN GO BRAE!"

Tuesday, 6 September 2011

Return of the Juggers: Game of the QWIK

Well after my foray into zombie world I thought I'd get diverted into THW's other game. Modelling kit in hand, green stuff at the ready off I went.

Away I went. Chopping, changing, adding wire and green stuff.

This is where my love affair with GS fell out. I had real problems getting it to stick to where it was supposed to. I also had huge issues getting altered arms/heads to stay in place. I can't seem to remember having these problems when I was younger. Here are the results.

The chain is some broken jewelery from Mrs. L's extensive collection. The stakes are plain old toothpicks. Dog skull from a pack o'zombie dogs, various padding and armour either off cuts or GS. I'm hoping that a paint job will hide a multitude of sins!

Now to plan my next adventure in zombieland.

Wednesday, 24 August 2011

Episode 2: Da Da Daaaaa, Da Da Daaaaaa.


Jack Regan and George Carter were sent to 31 Donkey Drive in order to check out ‘weird’ happenings. Almost immediately on arrival they were set on by a band of the undead. They fight their way to the shack on route picking up a limping Hector Jackson, a local hunter. Whilst at the shack two of George Carter’s ex-girlfriends arrive in order to avenge their slighted honour. Jack goes to check out the still at the rear of the property, when more zeds attack the front. George catastrophically fails to deal with the assault and flees into the shack. Jack Regan heaves around the corner offs one zed, the other turns to face him. It is night and dawn will not arrive ‘til turn 18.


Activation: 3-2, Jack fires and misses the zombie charges and engages Jack in melee.
R1: 56621 – 2; R2: 16 – 2; R3: 1-2; R4: 1-5.

Jack draws a bead on the second zed and squeeze off a round. The bullet drills into the creatures arm but does not slow it down. His follow up round fared no better and the zed fell upon him. It’s first blow sent Jack staggering back, he composed himself and took up a classic boxing stance but the zed’s flailing caused him to fall back, he narrowly dodged the creature’s gnashing. A left jab, then another and a thunderous right hook caved in the undead skull, and it’s body crumpled to the floor.

“Just like Father Brian always said. Bob and weave, Jack, bob and weave,” Jack thought to himself, “wish I paid more attention,” he muttered.

Jack engages in fisticuffs


Activation 6-1: Nothing happens.

Jack wiped the blood from his knuckles with a rag he found on the porch. He pulled the magazine from his automatic and refilled it.


Activation: 1-6: Rally passes 2d, carry on result.

“Carter! You big girl’s blouse. Get tour arse into gear and outta that shack.”

George Carter sheepishly slipped from the shelter and looked white-faced at his partner. He shrugged cocked the shotgun.

“Enough said?”

George nodded.

“Right, back to work. Let’s find Jim Bob Joe and Cindy. You stay here and I’ll try and check out the still again.”


Activation: 1-1 Jim Bob Joe is found.  2  zeds appear and are dispatched pdq, with the extra firepower from JBJ’s shotgun.

“God bless you fellers.” Sounded a voice from the darkness.  

Jack and George jumped and swung their weapons around to face the noise.

“Don’ shoot fellers, don’ shoot, it’s me Jim Bob Joe!”

Jim Bob Joe & Zombies
"Jim Bob, where's Cindy 'cause we sure as hell need to get owtta here," screamed George.

A faint humming sound came from beyond the limit of their sight. Jack cocked his pistol, George pumped another round into the breach. JBJ, pulled back the hammers on his side by side.

The moaning seemed to coagulate and form two zeds.


The three opened up at once and the threat vanished in a wave of blood.

Two dead zeds

No zeds


Activation: 4-2. No zeds so just general movement.

 "Jim Bob Joe, where you say Cindy is?" asked Jack.

"Still sir."

"Come on let's get her."

Jack and JBJ left the front of the shack as the civilians from inside came out.

"Mista George, I got me a baseball bat," commented Hector.

"Good for you, Hector."

No zeds.


Activation:5-6: Check the still find three bodies, one of which is Cindy, unconscious but alive.

"Bloody hell Mister Regan, there's more of them."

Jack Regan and Jim Bob Joe walked through the the remains of three undead. Checking the corpse Jack saw that two had been throat slashed and the thirds cranium had been staved in by a piece of kindling.

"She's there!" exclaimed JBJ rushing towards the body of his wife. Dropping his shotgun he dropped to his knees, "be OK angel, be OK."

Jack pushed him gently aside and checked her pulse.

"She's OK, Jim, just KO'd. Pick her up and let's get out of here."

Jim Bob Joe threw his wife onto hi shoulder, in a fireman's lift, and picked up his gun with his free hand.

"Take her to the girl's car, it's bigger."

"Right  you are, said JBJ striding from the still.

Jack turned to follow him, when his eyes fell upon a crate of bottles. He took one from its cradle, pulled the cork with his teeth, spat it out and took a swig. The alcohol hit stomach and burst in a glowing frame through his body. Glancing at the disappearing moonshiner, "you make damn fine hooch, my friend." Jack picked up  the case and followed the man and his wife.

Jack &JBJ check out the still


Activation 4-5: No Doubles

Jack dropped the case of 'shine next to George, "at least we'll keep the Sergeant Happy."

"Jack, he only wanted a couple of bottles."

Regan winked at his partner. Emmie-Lou approached the two officers and handed them each a freshly rolled cigarette.

"Obliged, ma'am," said Regan, "you get back into your car and look to Cindy. George, you Hector and Jim Bob Joe take the job car and we'll meet you back at the station house."

"Right you are Governor," he said igniting his roll-up and proffering the Lucifer to Regan.

The faint red shades of dawn lightened the eastern sky. Jack Regan pulled hard on his tobacco, "oh and George..."


"Get your bloody hair cut."

The group make their way to the vehicles.

Well I really enjoyed this game. If anyone out there is worried about figures, terrain etc. Once again, lay and blog the batreps. It is so much fun! I will try to do at least one a month from now on.

What did I learn. Well, the dice Gods work in mysterious ways. Most of the zeds appeared in the bottom sector. This was a bit too spooky as on my main campaign map that is where the railroad is from which the zeds got spilt! Secondly, the rural environment certaianly gave our heroes the advantage, I don't think that Jack and George would have survived in an urban one. Dispite their abilities dealing with the zombies of 70's London! Once again, H2H combat is not recommended unless you get out your nightstick as Jack nearly found out.

A pal of mne prompted me to try a new photo technique, 'to get more depth and focus.' Well either it didn't work or I got it wrong, hence the out of focus shots in this episode. He said he'd give me a lesson for a couple of pints.

Thanks for viewing. Good luck guys.

Tuesday, 23 August 2011

Batrep Part One: Zombies come to NC.

"Regan!" the Donegal accent rang out through the halls of the station.


"Take Carter and get yourselves out to Jim Bob Joe's place on Donkey Drive. Got a couple of reports of weird happenings, ever since that train from the Big Apple shed its load."

"Weird happenings?"

"It's Donkey Drive! Take Carter with ye."

Constable Jack Regan shrugged, "right you are."

"Oh and Jack, try and keep young Carter's mind on the task in hand and away from Cindy. You know what a hot patootie she is."

Regan smiled and nodded, "and the cookin' sarge?"

"Well should ye be stumblin' by any of the finest shine in the county ye should be takin' a couple of bottles into protective custody."

"Aye protective custody it is sarge," Carter a second generation Irishman, a race that had the monopoly on law enforcement in Moor City, allowed himself to slip into the brogue of his parents.

"Git yerself gone Regan, and don't forget da wee skelp."

Regan winked at his senior, turned on the balls of his feet and made his way to the street.

"George, saddle up compardre, we're headin' fur them thar hills and your driving!"

'Bloody pair of  ejits,' thought the desk sergeant as his best pair of officers left the building. 'Be careful lads and my St. Michael be with ye. I don't like this one bit.'

Moor City Police House

Based on 2HWs Zombie Nazis go down to Georgia adapted for my world. Jack 'The Governor' Regan is a rep. 5 star armed with a pistol and nightstick (+ 2 melee) he has stone cold and born leader attributes. George 'Punchy' Carter is a rep 4 grunt armed the same with clumsy attribute. There is a shotgun in the boot/trunk of the car.


31 Donkey Drive

The police vehicle enters the table on the dirt track. Jack takes a ‘copper sense’ test, which he passes d2. 3 zeds are generated and placed on the board, as it is night most cannot be seen. 1 is at the limit of sight.

The half moon was well up by the time Jack and George bounced down Donkey Drive. The light from the stars cast an eerie shadow around the debris hat surrounded the couple’s shack. Stopping the car on the dirt track the officers alighted.

“I’m not happy with this George. Get the shooter.”

George Carter pulled the Remington pump action shotgun from the trunk and cocked it. Jack Regan upholstered his forty-five.

Initial Zombie Generation


Activation 3-: In sight test taken, which they pass. Zed or no zed test pass d2, halt test pass d2. Remaining zeds converge on the humans but are still out of sight. Jack takes another ‘copper sense’ test and passes d1.

“Is that you Jim Bob Joe?” shouts Jack Regan as the two officers walk slowly towards the figure. He gets no reply from the gloomy shape.

“Guv, that ain’t Jim Bob Joe, can’t tell who it is. Can you?”

Jack did not reply but cocked back the hammer on his pistol. The harsh metallic sound made the hairs on the back of Carter’s neck tingle.
Jack & George face their first Zed


Activation: 3-3, a wounded civilian appears. Re-roll; 1-3. Zeds first and charges Regan. A second zed moves into sight, all pass the insight test. The second zed charges Carter.

The figure in front of them groans and bursts into life hurtling across the gap between them. A flash of brilliant white teeth is all Regan saw as he snap fired. The figure didn’t stop. Jack fires again and the figure is thrown backwards and lies groaning on the floor.

Another figure bursts from the darkness. George spins to face it and lets loose. The figure disappears into a show of blood red rain.

A rustling sound pulled George’s attention to the bushes to his right. George brings his shotgun to the shoulder and slides the reload.

 “That you Officer Regan? Am I sure glad to see the police.”

George Carter recognises the voice, “Hector! Hector Jackson! Is that you? If it is you damn near got your head blown off.”
Hector Jackson limps towards the officers.

“What happened Hector?” asked Carter.

“Don’t rightly know. I was out here huntin’ when all of a sudden I get way laid. I blasts my way out and here I is. Twisted my god damn knee in the process.”

Jack Regan had made his way over to the groaning figure. It rolled onto its stomach and tied to raise itself from the ground. Jack Regan put his gun to the back of the creature’s head and popped it off. The zed’s head exploded.

The Boys meet Hector and pop a weasel.

“Hector,” he said without taking his eyes from the corpse, “do you know what that thing is?”

“No sir, but one thing for sure it ain’t human.”

“Amen to that,” says Jack.

“Hector, you stick with us. George, let’s go check out the shack.”

There are 2 new zombies created one at the top left of the table and one to the bottom right. Both out of sight.


Activation: 5-2. Humans move towards the hut and into the sight of two zombies. In sight passes 2d, easy to hit rule sees them gone. Movement reduced to 6” because of injured party.

Peering hard into the darkness faint shadows merge from the night. Both officers bring their weapons to the ready.


The night air explodes as Regan and Carter fire simultaneous. Red rain showers the officers and they keep moving to the shack occupying 31 Donkey Drive, Hector Jackson limping behind.

Advancing on the Shack, leaving behind two dead zeds.

Zero Zombies generated.


Activation: 5-4. The party moves to the door and take a 'What's inside' Check. A 9, door locked and hear screams. Attempt to break down the door 'Challenge Test'. One passes d1, partially breaking in the door. Second passes d1 finishes the job.

Jack, George and Hector reach the thirty-one. Dull moaning echos from within. Regan takes a couple of steps back and launches himself at the wooden door. The frame shudders and the door cracks but it still remains shut.

Carter giggles, "your getting too old for this game George," he said pushing passed his mentor and hammering the weakened door with his size nine. The door burst off its hinges in a shower of wood.

"Now that's how to do a door Mr. Regan," mutters Hector.

Jack Regan shot Hector withering look, "Shaat up Hector."

1 Zombie generated bottom left (again)

TURN 6/7

Activation: 4-4: Betty Lou and Ennie Sue turn up. Now with three groups re-roll 3-6-2. With only the sweeny and the girls moving it was a short turn. Only a 'Halt Test' required.

The sound of a vehicle backfiring gets the attention of the three men.

"Re-enforcements, Jack?"

"Doubt it, you know how strapped we are on the section."

The vehicle coughs to a stop and the light is extinguished. The three boys peer into the darkness.

"George Carter, that you. It better be! We got something we need to discuss!" came a shrill voice from the blackness.

Jack casts a look of disbelief at his partner.

"Betty-Lou?" queries George.

"We surely do!" a distinctly  different voice sounded.

"Oh Christ, Emmie-Sue."


"Sorry Jack, I had no ...."

"I knew bloody little George would be the death of you."

The two women hove into the sight of the men. Carter spies the glint of gunmetal in the moonlight.

The girls arrive
"Christ they're armed!"

"We sure are, and you're getting it!" screams Betty-Lou.

Jack Regan stepped in front of his friend, raising his pistol. "My name's Jack Regan. I'm mean, tired and I haven't had my dinner yet! Now drop them guns and stop messing about!"

Terrified by the mere presence the two women do as they're told and  surrender to the officer.

"Now all of you, just get inside.

And surrender to Jack

 Zombies, hidden by the night advance on our heros.

Activation: 1-3: Two zombies appear and can only be seen by Jack and George. they take an insight test and pass. Both snap fire and just manage to dispatch the zeds.

"George!" yells Regan swinging up his pistol and firing at the advancing shapes.

"Shit!" he exclaims as his first shot goes wide. Concentrating he looses his second and the zed is downed.

Carter brings his shotgun to the shoulder and opens up, dispatching the remaining zed.

"Pick up those peashooters and get in here!" orders Jack.

The three civvies and the officers enter the shack.

1 Zed generated bottom left.


Activation: 2-6. The group enter the shack and find three dead zeds. No Jim Bob Joe or Cindy.

"My God," hissed Betty-Lou, "what on earth.."

"Too long a tale and we don't righty know either," replied Jack.

"George, we still gotta find Jim Bob Joe and Cindy. You stay here with this gang and I'll go and check the still."

"Right you are Governor."

Jack Regan checked the that the coast was clear and slipped out of the door making his way to the still. George took guard at the door.


Activation: 2-3-4: Order; Zeds/George's group/Jack. 2 Zombies appear George snap fires and misses. The Zombies charge. 'Being Charged' test is a catastrophic fail. RETIRE!

"I'm just stepping outside to get a better view," said George to his group.

"You won't go far will ya baby?" says Emmie-Sue, which receives a glare that could kill from the other women.

"Na, just outside the door," George said stepping into the verandah.


The blood drained from Carter's face as he snap fired from the hip at the apparitions that appeared before him. All his shots went wild. The creatures barred their teeth and lunged at the officer.

"Jack! Help!" screamed the officer as he clattered back into the apparent safety of the shack.

Jack Carter made his way to the still. He was guided by the faint glow of the dying fire underneath the kettle. He jumped from his skin when the sound of Carter's gun erupted out of the silence. Turning he rushed back to the shack.

He heard his compardre's cry as he turned the corner, levelling his pistol he dispatched the nearest Zed, his second shot pulled wide.

No zeds generated.

Jack Regan to the rescue.

Aeriel view of table at end of Part 1

Tune in same channel to Part 2 coming soon.

Monday, 15 August 2011

Of Cabbages and Kings

I had a plan to play the next instalment of my campaign, this time with the cops. However, little did I know that I would be playing ATZ for real, in a zombie infested city street. But life has calmed down now and back to normal, whatever that is. We have two days off , me three, and I'm off to Alton Park with the family.

This coming weekend I promise we will see how my plastic alter egos get on against their plastic zombie hoards. At least they don't have feelings, unlike reality, or do they?

So I'll blog a Batrep/AAR Sunday, before evening patrol! WOOOOOOO

Wednesday, 3 August 2011

Patience, Practice and Lighting

Tried again and better results. Simple conversions but again a start for more complex body morphing. Paint'll make a big difference. Any ideas how to get results painting feathers?

Las Vegas Show Juggers???

Grabbed some VERY early morning time. I really should have played the next chapter of Hamilton Square zombie tale. Instead I went into Jugger town and started the conversions.
The Qwik and his friend

The Drive Line

I did say that the dog town boys(or ladyboy Juggers from Bancock) would need minimal work and so they did. The shields got carved off an the remainder made nice forearm guards. The offcuts became shin guards. Some GS for the pugil sticks and hey ho. The photos are  poor. I got a lesson from a friend of mine and tried what he said and well more work is needed (must try harder). Can't wait to undercoat base and paint and then get one with a more complicated conversion.

Get on with the zombie game Bob! Two hour wargames too good!

Saturday, 30 July 2011

The QWIK Project

Well I got my Mayans, and a nice set they are too. I like the moulding of Ceasar Miniatures. I've had them a week or so but figures take more work then scenery so I gave them a cursory glance and left them 'til this morning to study them. Here's a photo of all the poses.

Still not focused well enough!
Better shots available on (a well worth a visit site). I quite like the funky look with the feathers. Just a little work and they'd back a decent  dogtown team.

Clearly these chaps and these ones;

are going to be the core of the Drives. Whilst these;

will become the lighter Qwiks. A bit more re-modelling and they should be fairly promising. But they're cheap enough to cut in half, chop and change body parts and play around with my new favourite 'Green Stuff' and see what comes out.

The background is one of the iconic shots from the movie. The printer chose to print it in this manner, not the setting sun shot, but I don't mind. The black and blue has a certain other world ambiance, well that's what I think.

Thursday, 28 July 2011

Days off

Well the kids are off for the big holiday, sadly my leave got refused so we can't all go away together. So it's another year of days out etc. On the bright side I may get more of a chance for modelling and gaming. The last two days, apart from family stuff, I finished off some scenery but didn't manage to play the scenario I wished for. Although I did write house rules to fit my world.

The shack on Donkey Drive

Jim Bob Joe's still

Various Bases

Friday, 22 July 2011


Sorry no pictures (more practice there needs to be done). Thanks to whoever said that blogging helps to focus your gaming, think it was 'Zombie Ad' you sage. But now I've restarted, I've finished off some scenery (just need to flock them), varnished my civvies, primed some zombie dogs and babes. Written some house rules for my version of NZCDTG.  But best of all I've practiced using Green Stuff, thanks to a tip to look on the web (Vampifan). Bloody fun stuff that is! Roll on my thoughts for juggers. All this and been for a pint or two of cider at my club ( played cricket with the boys and had a great night's sleep. Ready for another round in the ring of work on Saturday. Take care gang until we speak again.

Saturday, 16 July 2011

A Return

It has been some time since my last post and well it's all about getting used to my new way of life. Thanks to governmental austerity measures I got shifted from my previous role to front line three shift duties. As such it appears that my time is the evening of my monthly weekend off and mornings before late or EP duty, which will soon end as the summer holidays are here. So what have I done?

Finished off basing my civilians & police.

I base them on two pence pieces, skim some putty (a £1.00 tub from Poundland) add a wash of paint and then flock those that need flocking.

Once finished I wash the figures with black and varnish them. The shiney bit on my cutting board is clear 'sticky back' plastic ( yes Valerie Singleton's BP generation) it allows me to paint and do messy things without damaging the board.

The civilan picture was too blurred (more close up practice needed, any tips?). But some of these boys will be out next week in my version 'Nazi Zombies come down to Georgia.' (on lates and EP's) 'Zombie Moonshiners come down to North Carolina'

After that I wanted to move further into some of Ed's scenarios and 'Giving up the Goat' required some chucacabras (?) a bit of internet trawling (not as amusing as Angry Lurkers) gave me some photos. A 'bag o'zombie dogs', a blade and some 'green stuff' produced these. Undercoating and painting these beasts and their Z.Dog cousins for a pack is next weeks (months) project. The original is the one without the GS on.

I've never used 'green stuff' before and found it fabulous! I've usually just used plastacine. I found it a bit difficult to manipulate. Anybody got tips or websites that can help. It's so good I want to get better at its use.

Once that's done I want to try taking my crew to Haven & the ATZ. In the meantime I've ordered some Ceasar 'Mayans' from (a good online store) with the knife and the glue and the old green stuff I hope to produce a couple of 'Jugger' teams for a game of 'Qwik'. If all goes well I will try and blog every stage of that conversion.

I've kept up being selfish and reading your blogs (and not blogging myself) it's GREAT such a diversion and a release from my working life (it's only 5 years since I last worked the streets, but so much has changed). Keep up the good work.

Thursday, 23 June 2011

I'm a DIVVY 2

The site is:


I've just been posting you guys with a comp that with the skills I've read it would be criminal for you not to enter. Only realised that a post on my blog would circulate it all around, hence the 'DIVVY' tag. I know it is a 40k (hiss, boo) website but the rules say any tabletop game. Just thought you may be interested. Good luck.

Tuesday, 21 June 2011

First Contact USA - Batrep

Goodness, family life and shift work doesn't half take its toll in gaming and blogging. I gave myself an ultimatum, no  modelling/painting etc. 'til you've blogged a Batrep. So here it is.

Based on the 'First Contact' scenarios ATZ.

Hamilton Square has has returned from a mission on Puerto Rico. Arriving in New York Harbour he receives a telegram from the BOI to retrieve a briefcase left by an agent on a trans-shipping depot on pier 13. Hailing a cab (driven by Conway Park) our hero our hero enters First Contact USA 1924.

House rules; zombies are placed by placed by rolling 2d6. The result is cross referenced with 1 or 2 being the top left 3,4,the next squares 5 or 6 the final square. The briefcase is in any of the vehicles or cases on a roll of a double. If no doubles then it is in the last place searched.

Trans-shipment Depot Pier 13

"Pier 13, old boy."
"Man, you don't wanna be goin' down there. My cousin works pier 13, he says all sorts of weird stuff happens there."
"It's OK fella, I've just got to pick up a package."
"You're the boss."

Five zombies are originally generated and placed according to the house rules.

Zombie placement
The cab passes through the gates and enters the depot to be confronted by a shuffling near human. The driver is  unsighted (left hand drive) Hamilton draws his pistol and pops the zed with a double tap.

With the noise of the vehicle and the gunshots three zeds are generated. An insight test gives Conway a view of the next zed.

"Accelerate into it!" screamed Park.
"Floor it man!"

Passing the to charge test.

Conway put the pedal to the metal and hammered into the creature. The zed burst into a mass of puss and blood all over the cab.

One man went to mow, mow down a zombie.

Hamilton bailed from the rear of the cab his pistol at the ready, his trusty cane ready.
"God damn damage and cleaning bills," says Conway alighting to check the damage, "and what the hell..."

Snake eyes and a nearby pile of palettes bursts into flames. A piece of ripped and rolled up kitchen roll was pressed into the scene. And yet another zombie was generated.
Spontaneous Combustion

Two zeds focus on Square and began their shuffling gait towards him. Behind them more undead.
Park spins to face the spontaneous fire to see one of the creatures charging him.


He passes the being charged test, but has to take the zed or no zed test.

Hamilton head shots his attackers.
"Hell fire Apollo, what happin' to you!"

As Conway Park passes the test but with someone he knows.

Engaged in hand to hand, Conway plants two jabs and a right hook to shatter his cousins brain case.
"Apollo, you mightin' a'bin my favourite cuz, but you sure as hell didn't deserve this."

Conway off's his cousin Apollo

Things are looking tough

Things are getting a bit hairy as Hamilton fails to fire at a charging zed. Locked in melee Hamilton resorts to his cane and takes the top of his assailants head like skimming the top of an egg. Conway backs away from the fight.

Zombies, zombies everywhere!

Some good shooting and a tactical retreat

Another roll of double one and as it happens the other pallets burst into flames. And more zombies generated.

More damn zeds
Ranged combat serves the heroes well as Hamilton makes short work of the oncoming undead. Conway is not so lucky and is engaged in hand to hand combat with two creatures of the undead, who emerge from m behind one of the cases.

Two rounds of melee ensue.

Jabbing, ducking, bobbing and weaving Conway is in the fight of his life. An uppercut dispatches one zed as its head sails into the air, but the other seems to have some skills.

OMG Hamilton fails his being charged test.

A jamb, Hamilton pauses against the onslaught, and backs away, double quick, to the shelter of a case in the upper quadrant of the depot.

A left block and a crushing right hander finishes the second zombie facing Conway, a near run thing.

The final zombie kept passing his rolls whilst Conway failed, it all came down to a one on one dice roll despite Park having 'Brawler' attribute.

Seeing Hamilton's bolt for cover Conway does likewise and moves , quick time to the protection of the lower case.

Getting there

Clearing his jamb Hamilton clears up the remaining zombie, but generates one behind the 'Allied Van' (unseen). Conway takes a breather.

Can't see me here

"Check the case, driver! We're looking for a brief case!" Hamilton calls out. Conway pops the case and is greeted with the gift of steak. 'That's supper paid for,' he thought shouldering his find.

Double three, gets Hamilton his case.

"Let's get out of here!" he yells.
"You don't have to tell me twice," replies Conway making for the cab.
Both men head towards their transport.

Halfway there Hamilton is charged by the remaining zed, a snap shot dispatches the beast. Both men make it to Conway's taxi.

Popping the final Zed

"You OK?" asks Square.
"Guess so,sah. But what was all that about?"
"What about?"
"Ohhh Kaaay."

The cab barked into life and Park steered it towards the exit.

"Home James," says Hamilton.
"My name ain't James," replies Conway, "it's Park, Conway Park."
"You handle yourself well Conway Park."
"Thank you sah, Master Sergeant Harlem Hellcats in the Big One. Regimental heavyweight champion three years runin'."
"You want a job Conway?"
"A fightin' job? Fightin' them things?"
"Yes Mr. Park, fighting them things. Tracking them down and dispatching them. My names Hamilton, Hamilton Square. Major Hamilton Square."
"Sure would beat driving a cab Major."
"Shouldn't this cab be yellow?"
"Not you as well, I thought this was going to be the start of a beautiful friendship."
"Oh it is old boy, it is. For as long as we survive."

The start of a beautiful friendship

Playing the game is the thing. I really, REALLY, enjoyed it.Empty hand melee with zombies is not a good thing, if it wasn't for Conway's 'brawler' attribute he would have bought the farm.

Blogging is not as easy as it appears. Getting the prose right, with the photos and making it readable, I found it very difficult. Couple that with the note taking during the game. A real skill that I will work on. Getting the dice rolls into the tale helps, you know who's activating etc.

The close photography to illustrate the game another skill to be honed, getting the right angles to give your reader the best view of the action.

Well it's a start and we all have to start somewhere. All in all great fun I'd recommend it to any gamer a real focuser!