Tuesday, 28 February 2012

The Cavalry Arrive: ATZ Batrep: Domestic Dispute; Pt 2b


The gang have arrived at Arch. Wright's store. They have cleared the building, finding the dead body of Jackie Wright and the zombified corpse of her husband Archie, who was sent to the great beyond. Their two kinder have also been found and now they wish to take them to safety. Outside created zombies have reached the building and are now blocking the route to the vehicles and safety.

Turn 6 (Z-2; C-2: Z-1;C-4)

Hamilton's military background kicked in and his quickly assessed the situation.

"Right! The living room is nearer and I don't want to come across what's just entered the shop. Carter, take the kids. Conway, point, I'll be tail-end charlie. Questions?"

Receiving none, "MOVE!"

Conway led the way entering the living room without incident, followed by the rest of the team.

"Look, look, the window," the only speaking child gasped pointing at the shattered glass.

All turned in time to see a decaying claw push through the shattered glass, followed by a bloodied,scarred face, toothless jaws gnashing, as it attempted to get in.

The side door burst open and two shuffling creatures lurched into the room.

The double led to a 'random event' and this was one of the characters 'out of ammo'. I chose the individual by a simple d6, they'll not know (nor will you) until they attempt to use their weapon. Other then that no other gaming, just movement.

Zombies make it to the store.
Turn 7 (Z-5;C-4)

Hamilton spun on the balls of his feet to face the internal door of the room as the zed finished it's shopping.

He loosed a single round blowing the top of the zed's head into the kitchen.

Jack turned to cover him, "getting better, Hamilton," he smirked.

Conway snapped his 'Tommy Gun' to the ready and opened up. He saw the rounds rip into the leading zed. Black gunk splattered the wall and the zombie fell. The remaining zed shambled into sight.

Jack squeezed the trigger on his twelve gauge and the 'click', as it fell on an empty chamber, resounded as loudly as cymbal in an empty hall. Carter hurled the weapon at the zed and fell back to the fallen armchair, behind which the children were hiding. The third creature gave up it's efforts at the window and fell back onto the ground.

Under Siege

Hamilton's 'insight' test is a pass and he takes and aimed shot, dispatching the zed. Jack has no actions (cause I forgot him). Conway fires his SMG, hits two/misses one but only manages to knock down the zed. George's 'in sight' passes 1d6, his was the weapon that had run out of ammo so he 'ducks back.' 3 zeds are created; 1 in the bathroom, 1 in store room and 1 outside on left middle.

 Turn 8 (Z-6; C-3)

Blood curdling moans drift from the recesses of the building.

"Sort out those bloody things and let's leave this hell hole!" barked Hamilton stabilising his firing position and covering the living room door.

Regan, his view now free, drew a bead on the standing zed and loosed a double tap. The creature collapsed it's cranium no longer together.

Conway looked aghast as the beast he downed climbed to its feet. Another burst from the 'Chicago Piano' threw the zed back into the wall, it slide to the ground a black smear marking it's route.

House Clearing
George Carter unclipped his .38 Special and readied it for action.

Conway Park glanced at team. Their faces were drawn and pale. The children looked catatonic.

With no zed movement the gang cut a break. Conway's SMG, once again, failed to off the zed. Other actions were straight forward. 3 zeds were created: 1 in the kitchen, 2 outside both in the top right. The gang required a 'lack of sleep' test. I chose that they do this against their rep, once I saw the effects of a dropping rep. All passed.

Turn 9 (Z-5; C-1)

Conway Park crossed the couple of yards to the downed beast, placed the barrel of his weapon to the zed's head and squeezed the trigger. Blood splashed his boots, "aww shoot," was all he could manage.

Bolting for the door Jack pulled the hammer back on his revolver. Gaining the outside fresh air pushed away the smell of decay.


Jack dropped to one knee and popped two rounds at the faceless zed, it's features having been shredded by the window glass. The body hurled backwards, less recognisable with no head.


"Go on kids," ordered George Carter ushering the children towards Conway who by now was covering the vehicles parked without. They trotted off, obediently. Carter turned and covered the internal door, "Major, I got your back."

Major Park, back-stepped keeping his pistol levelled at the door.

Exiting Strategy

Conway yawned and it infected the whole band.

"KEEP IT TOGETHER LADS!" Park bellowed, forcing the tiredness from his aching body.

Yet another break for the cavalry with the zeds not moving, at least 1 of the outside zeds would be upon them by now, with a couple of others following the move after. Jack's 'snap fire' hit 1 out of 2. 1 zed was created top left. The 'lack of sleep' test was taken and only Hamilton passed. This could be tricky: Jack Regan down to 3; Conway Park 2; George Carter 2 & Hamilton 4.

Turn 10 (Z-3; C-5)

Shacking his head Hamilton car the sleep from his eyes as a gnarled male in a ripped evening suit staggered into the room, followed by a figure that was once a bridesmaid.

Hamilton slotted a round into the male's head, sending it to the great beyond.

The undead wed?

George Carter realised the danger and tried to focus on the threat. He pulled the trigger on his revolver, twice, both rounds went wild and the zed fell on the officer. George staggered back lashing out with his pistol catching the zed on the side of its head.Black stained nails clawed at his face. George weaved underneath the clutching grasp and rammed the barrel of his .38 into the bridesmaid's temple, penetrating the undead's brain. What was once a she, fell to the foor.

Two of the internal zeds enter the living room. 'In sight' tests give Hamilton a clear shot. Whilst George's dropping rep causes issues. Melee runs to two rounds: 3-2,6: 5-2. Lucky George. Two zeds created both outside to the left of the table. No further roll for 'lack of sleep'.

By this time my camera had run out of power, hence the archive pictures.

Turn 11 (Z-6;C-6: Z-3, C-2)

Zombies shuffled closer, a faint smell of decay drifting to Jack's nostrils. He flicked open the revolver and a cold stream of sweat ran down his back when he saw no live rounds.

Jack Regan trotted over to the police vehicle, 'I must speak to George about this' he thought seeing the keys in the ignition, but glad they were. Conway followed suit taking position of his taxi.

Carter grabbed the talkative child by the scruff of his neck and hefted him out of the door. Hamilton Square followed his example with the remaining child.

Crossing the grass from the store both men hurled them both into the back of Conway's revving taxi.

"Go! Go Conway, I'll stick with these guys!" Hamilton screamed slamming the car door.

"We'll see you back at the nick!" he said reverting to his colloquial British diction.

"Yeah, right," returned Conway accelerating from the forecourt of Wright's store and onto the freeway.

George and Hamilton jogged over to the police vehicle.

"And don't slam the doors," drifted from the departing black cab.

"Home, Jack, and don't spare the horses."

"I'm with the Limey," George was thrown back into the seat as Jack floored the accelerator.

The doubles random event caused Jack to run out of ammo. With no zombies to fight the team double moved and got to heir vehicles and away. A close run thing.


Hamilton and his gang return to the Station House and make their report. Sgt. Brennan has sent the day crew to barricade the Donkey Drive shanty. Moor City's Mayor and the Police Commissoner are all informed and on route.


  1. More zombie goodness and a close run thing, very good mate....

  2. Great report. Very well written and another nail-biter. Beautiful on the interior of your building. I like the way you segued into the archive pics when the batteries failed.

  3. What I love about ATZ, both as a player and as a reader of batreps, is that you always have that nagging feeling that someone is going to roll bad and end up as zombie fodder. Another excellent piece of story telling.

  4. Great story and game. Really like the vibe you got going with this. Looking forward to more

  5. That was a bit toooooo close! Well written mate!

  6. Great report, and great as a story. Just found your blog today (via Vampifans hub of zombieland of course). Following.

  7. Thanks guys for your comments, they are really appreciated.

    @Vampifan: I know what you mean it is one of the main reasons I took up THW game system and love all the other stories on the net.

    @Adam: Good to have you on board, I hope I can keep you entertained.