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Wednesday, 24 August 2011

Episode 2: Da Da Daaaaa, Da Da Daaaaaa.

Prologue


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.

TURN 11


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



TURN 12


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.

TURN 13


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.”


TURN 14


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.

"LIVINNNNG FOOOOD."

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


Two dead zeds

No zeds

TURN 15

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.

TURN 16

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


TURN 17

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..."

"Governor?"

"Get your bloody hair cut."

The group make their way to the vehicles.
EPILOGUE

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.

"Sergeant?"

"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.



TURN 1


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

TURN 2


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

TURN 3


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.


TURN 4


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.

“BRAIIIINS!”

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.

TURN 5

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."

"George?"

"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.
TURN 8

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.

TURN 9

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.

TURN 10

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.

"FOOOOOD!"

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!