As outlined in my previous post – Last Days; Covid Isolation Campaign Having tested positive for Covid I’ve decided to play a Solo Campaign.
So Lets start with stating some Important Concepts from the Prequel Campaign
Important Concepts
Time
The scenarios in this campaign take place over a matter of days rather than months, so supplies and consumption are not tracked, also wounds are not healed between scenarios unless otherwise stated.
Threat markers
To add a “fog of war” element, threats placed on the board during setup are represented by threat markers and what they actually are (and sometimes the location) will be determined by random roll when a friendly model has line of sight to the marker.
Location markers
Scenarios that require the player to find a person or thing will have two or more location markers that are flipped to reveal if they are the item/person in question when a friendly model searches the location. For example, the backs might be marked A, B and C with A being the item/person in question and B or C being something else or nothing at all.
Campaign Intro
You had it all planned out. The bug out vehicle was packed, and the route was clearly marked on your map in case GPS failed. A few tense days and you would be with Toady at the Saint Atlas Sports Ground. But like everything else in the world it went bad, and it went bad well before you saw your first zombie. Looters, accidents, traffic jams, road blocks and firefights over who knows what. One detour lead to another, and hours of driving seemed to bring you no closer to your goal. Soon the inevitable happened. You found yourself alone, exhausted, out of gas and quite possibly lost with your destination still miles away. At least you’re armed.
The Group so far:

Survivor 1:
| Name | Daly Alexandrea Achterberg |
| Nickname | Leccy |
| Type | Every Day Hero |
| Aspiration | Savior |
| Flaw | Wrathful |
| Quirk | Spit Talker |
| Equipment 1 | Military SMG |
| Equipment 2 | Club |

Survivor 2:
| Name | Todd Adolph Mac Oda |
| Nickname | Toady |
| Type | Rescue Worker |
| Aspiration | Heroics |
| Flaw | Naive |
| Quirk | Tick |
| Equipment 1 | Medical Supplies |
| Equipment 2 | Heavy Blade |
Scenario 1: Save the Cat
Whilst trying to link up with Toady, Leccy hears a call for help and responds.
Inital Table and Set up


Leccy’s start point – just off screen to the top of the above photo

The Threat and location markers viewed from the leaders start point



Turn 1
Menace Phase
I have added a noise marker midway between the 2 location markers to represent the call for help, it will be a level 1 noise.
Leccy spotted 2 potential threats (T1 and T2), as per the rules for the PC – a die is rolled for T1 – it comes up 4 – meaning a zombie Half way between the Threat marker and Leccy. For T2 a 6 is rolled – meaning 2 zombies Half way between the Threat marker and Leccy – so Turn 1 – 3 Zombies on table ..
T3 Moves towards the noise marker, it cant get through the wall so it walks to the wall and then along it. as it hits the wall and can either go north or south- I chose to roll a dice 1-3 it goes away from the Deployment point 4-6 it goes towards the deployment – rolled a 2 – so it follows the wall away from the deployment zone
T1 zombie moves directly towards Leccy – 2ap are used to climb over the wall so in total it only moves 3 “forward.

The t2 zombies then activate – one have LOS to Leccy so ambles towards her, the other due to placement actually doesn’t have LOS to Leccy so moves towards the Noise marker, moves up to the wall and then along it as he doesn’t have enough ap left to cross it.

Action Phase
Leccy has 6Ap – she spends 3 to move up to the closest Zombie and engage it with her club,
Shooting Phase
No Shooting this phase as Leccy wishes to not make more noise than necessary.
CQC Phase
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Leccy –
- Leccy gets a 4 the zombie a 1 ,
- Leccys CQC is 4 so her total is 4 (dice roll) + 4 (CQC) + 1 (attacking a zombie) +0 (Weapon mod) = 9
- The Zombies CQC is 2 – so its total is – 1 (die roll) + 2 (CQC) + 0 (Weapon mod) = 3
- so leccy wins
- Now as the zombie is well a zombie – we must make a “shoot it in the head” roll – Leccy gets a 5- thats one zombie down
End Phase
- Break point check
- Target – 4(Courage) + 1 (number of friendly fighters on table) = 5
- Die roll – 3 so alls good
- next random event (P71 TLDZS)
- 3 (Die roll) + 1 (Turn) = 4 – All Quiet
Turn 2
Menace Phase
I have added a noise marker midway between the 2 location markers to represent the call for help, it will be a level 1 noise. Lets see if it attracts more zombies – rolled a 3 so 3+1=4 so no new zombies.
Leccy can see no more threats, so T3 remains unknown.
T3 continues following the wall .

T1 zombie is dead.
The zombie that can see Leccy moves towards her, 4 ap take it to the wall, without 2 ap to climb over is follows the wall towards the opening for 1″.
The other zombie is still moving to wards the other sound, 2Ap to climb over wall and 3″ towards the noise.
Action Phase
Leccy has 6Ap – she spends 3 to move up to the closest Zombie and engage it with her club,
Shooting Phase
No Shooting this phase as Leccy wishes to not make more noise than necessary.
CQC Phase
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Leccy –
- Leccy gets a 6 the zombie a 1 ,
- Leccys CQC is 4 so her total is
- 6 (dice roll) + 4 (CQC) + 1 (attacking a zombie) +0 (Weapon mod) = 11
- The Zombies CQC is 2 – so its total is
- 1 (die roll) + 2 (CQC) + 0 (Weapon mod) = 3
- so leccy wins
- Now as the zombie is well a zombie – we must make a “shoot it in the head” roll –
- Leccy gets a 3 – so close but no cigar
End Phase
- Break point check
- Target – 4(Courage) + 1 (number of friendly fighters on table) = 5
- Die roll – 2 so alls good
- next random event (P71 TLDZS)
- 1 (Die roll) + 2 (Turn) = 3 – All Quiet
Turn 3
Menace Phase
Leccy can see no more threats, so T3 remains unknown.
That call for help is still being made. Lets see if it attracts more zombies – rolled a 2 so 2+1=3 so no new zombies.
T3 continues following the wall , uses 2ap to cross the low wall and then 3ap to follow onward. I am working on the principal that with out a change in stimuli the zombie will continue with its plan.
The other zombie is still moving towards the other sound, 3ap move it up to the wall – then we are in a 50/50 choice again 1-3 left 4-6 right – rolled a 6 so moves 2ap to the right following the wall
Action Phase
Leccy has 6Ap – – so choses to continue cqc
Shooting Phase
No Shooting this phase as Leccy wishes to not make more noise than necessary.
CQC Phase
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Leccy –
- Leccy gets a 6 the zombie a 3 – the dice are favoring our survivor so far.,
- Leccys CQC is 4 so her total is
- 6 (dice roll) + 4 (CQC) + 1 (attacking a zombie) +0 (Weapon mod) = 11
- The Zombies CQC is 2 – so its total is
- 3 (die roll) + 2 (CQC) + 0 (Weapon mod) = 5
- so leccy wins
- Now as the zombie is well a zombie – we must make a “shoot it in the head” roll –
- Leccy gets a 1 – so close but no cigar
End Phase
- Break point check
- Target – 4(Courage) + 1 (number of friendly fighters on table) = 5
- Die roll – 3 so alls good
- next random event (P71 TLDZS)
- 2 (Die roll) + 3 (Turn) = 5 – All Quiet
Turn 4
Menace Phase
I have added a noise marker midway between the 2 location markers to represent the call for help, it will be a level 1 noise. Lets see if it attracts more zombies – rolled a 1 so 1+1=2 so no new zombies.
Leccy can see no more threats, so T3 remains unknown.
T3 continues following the wall , uses 5ap to follow onward. I am working on the principal that with out a change in stimuli the zombie will continue with its plan.
The zombie in combat with Leccy will attack –
- But first Horror roll
- Leccys courage is 4 the zombies horror is 3
- Two dice are rolled the Purple for the zombie the orange for Leccy –
- Zombie gets 6 Leccy gets 6
- Zombie total 6 + 3 = 9
- Leccy total 6+4 = 10
- So Leccy is not worried.
- Zombie gets 6 Leccy gets 6
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Leccy –
- Leccy gets a 6 the zombie a 4,
- Leccys CQC is 4 so her total is
- 6 (dice roll) + 4 (CQC) + 1 (attacking a zombie) +0 (Weapon mod) = 11
- The Zombies CQC is 2 – so its total is
- 4(die roll) + 2 (CQC) + 0 (Weapon mod) = 6
- so Leccy defends against the attack
The other zombie is still moving towards the other sound, 5ap spent following the wall
Action Phase
Leccy has 6Ap – and is still in combat with the Zombie – so choses to continue cqc
Shooting Phase
No Shooting this phase as Leccy wishes to not make more noise than necessary.
CQC Phase
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Leccy –
- Leccy gets a 3 the zombie a 5 – the dice are favoring our survivor so far.,
- Leccys CQC is 4 so her total is
- 3 (dice roll) + 4 (CQC) + 1 (attacking a zombie) +0 (Weapon mod) = 8
- The Zombies CQC is 2 – so its total is
- 5 (die roll) + 2 (CQC) + 0 (Weapon mod) = 7
- so leccy wins
- Now as the zombie is well a zombie – we must make a “shoot it in the head” roll –
- Leccy gets a 5 – so third time lucky and the zombie is down.
End Phase
- Break point check
- Target – 4(Courage) + 1 (number of friendly fighters on table) = 5
- Die roll – 5 -that was close
- next random event (P71 TLDZS)
- 5 (Die roll) + 4 (Turn) = 9 – ok so by the rules I should now add 2d3 zombies to the table – however this is my first game and In 4 turns I have moved less than 6″ towards the target, also I dont want the campaign to end now – so I am going to change this to a 10 which means horde inbound so threat rolls on the Prequel rules will gain a +1 to the dice roll as if there was another survivor present also I am going to stop rolling on the random event table.. with only 1 survivor it seems to OP.
Turn 5
Menace Phase
I have added a noise marker midway between the 2 location markers to represent the call for help, it will be a level 1 noise. Lets see if it attracts more zombies – rolled a 6 so 6+1=7 so a new Threat marker arrives (I’m reusing T1).
Leccy can see no more threats, so T3 remains unknown.
T3 continues following the wall , uses 5ap to follow onward.

The other zombie is still moving towards the other sound, 5ap spent following the wall
Action Phase
Leccy has 6Ap – 2ap to cross the wall then 4ap running – generating 1 noise.

Shooting Phase
No Shooting this phase as Leccy wishes to not make more noise than necessary.
CQC Phase
No CQC
End Phase
- Break point check
- Target – 4(Courage) + 1 (number of friendly fighters on table) = 5
- Die roll – 4 – so doing well
Lets see if it attracts more zombies – rolled a 3 so 3+1=4 so no
Turn 6
Menace Phase
I have added a noise marker midway between the 2 location markers to represent the call for help, it will be a level 1 noise. Lets see if it attracts more zombies – rolled a 3 so 3+1=4 No more threats from this noise – now from the noise of Leccy running rolled a 5 so 5+1 = 6 – close but no additional threats
Leccy can see no more threats, so T3 remains unknown.
T3 continues following the wall , uses 5ap to follow onward. At the end of its move – it can see Leccy and she can see it so – roll on the Threat table + 1 – Rolled a 2 +1 due to the random event – gives 1 zombie.
The other zombie is still moving towards the other sound, 5ap spent following the wall
T1 moves towards the cries for help – hits the hedge ,1-3 moves left, 4-6 moves right rolls a 6 – so turns right and follows hedge,reaching the gate which it will be able to climb next time.
Action Phase
Leccy has 6Ap – 4ap running to the gate – generating 1 noise, then 2ap to cross the gate..

Shooting Phase
No Shooting this phase as Leccy wishes to not make more noise than necessary.
CQC Phase
No CQC
End Phase
- Break point check
- Target – 4(Courage) + 1 (number of friendly fighters on table) = 5
- Die roll – 3 – so doing well
Turn 7
Menace Phase
I have added a noise marker midway between the 2 location markers to represent the call for help, it will be a level 1 noise. Lets see if it attracts more zombies – rolled a 1 so 1+1=2 No more threats from this noise – now from the noise of Leccy running rolled a 6 so 6+1 = 7 – So another threat token arrives – however where it will come on table will be in view of Leccy so we roll on the threat table straight away – Rolled a 2 +1 for the incoming horde = 3- which gives us 1 more zombie
Leccy can see no more threats, so T1 remains unknown.
The zombie who was T3 can see lccy so moves towards her – 1 ap move forward 2 ap to cross wall 2 ap move.
The new zombie can see Leccy and moves directly towards her.

T1 can see nothing, so spends 2ap to climb the gate and 3 ap to move to the wall,

The other zombie over there continues to follow the wall round, using 2ap at the end to climb over the small wall..

Action Phase
Leccy has 6Ap – 3ap sneak forward – she can see into location 1, as such I have removed the noise token for the cries for help, and we need to roll to see what is at locaiton 1..

Roll to see if it is the Survivor -1-3 survivor 4-6 something else – rolled a 3 – so it is the survivor.
We will finish Leccys activation before we proceed to generate the new survivor – leccy uses 1 more ap to hide round the corner out of view of the zombies.

- Time to Create a new survivor (CTS P6) –
- as a second survivor 1-3 they will be selfless 4-6 they will be neutral –
- rolled a 5 – so neutral-
- Roll on the neutral character table –
- rolled a 4 – gives an outdoorsperson (12sp), -(LDZAS p60)
- now equipment –
- Rolled a 5 – thats a ranged weapon –
- Roll on the ranged weapon type table –
- rolled a 5 – that’s a rifle.
- Roll on the rifle table –
- rolled a 4 – that’s a high powered rifle. 7sp
- presented sex – 1-3 female 4-6 male
- Rolled a 2 – so female
- Name and history by www.behindthename.com
- Nickname – Etain
- Aspitation – rolled 1,3 – Vengance
- Flaw – Rolled – 1 ,5 – Callus
- Quirk – Rolled – 5,6 – Stutter
- Also paid 2sp for a knife to match the model
- Total value – 21 sp
- as a second survivor 1-3 they will be selfless 4-6 they will be neutral –


Shooting Phase
No Shooting this phase as Leccy cannot see any zombies.
CQC Phase
No CQC
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- Cannot be failed :-)
Turn 8
Menace Phase
Having meet up with the person crying for help – and not running last turn – there are no noise markers on the table.

Also as the zombies cannot see out Heroines – they will not move.

Action Phase
Leccy has 6Ap – 1 ap to pop round corner, 3 ap to move parrallel to well and 2ap running to engage the zombie generating 1 noise.
Etain also has 6Ap – sshe runs 3ap straight forward generating 1 noise, then uses 3 ap to engage the same zombie as Leccy.

Shooting Phase
No Shooting this phase.
CQC Phase
Leccy attacks first
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Leccy –
- Leccy gets a 6 the zombie a 1 -,
- Leccys CQC is 4 so her total is
- 6 (dice roll) + 4 (CQC) + 1 (attacking a zombie) + 0 (Weapon mod) = 11
- The Zombies CQC is 2 – so its total is
- 1 (die roll) + 2 (CQC) + 0 (Weapon mod) -1 for Etain also being in contact = 2
- Leccys CQC is 4 so her total is
- so leccy wins
- Leccy gets a 6 the zombie a 1 -,
- Now as the zombie is well a zombie – we must make a “shoot it in the head” roll –
- Leccy gets a 1 – so her club fails to put the zombie down.
Etain attacks next with her knife
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Etain –
- Etain gets a 5 the zombie a 2,
- Etain’s CQC is 3 so her total is
- 5 (dice roll) + 3 (CQC) + 1 (attacking a zombie) + 1 (Weapon mod) = 12
- The Zombies CQC is 2 – so its total is
- 2 (die roll) + 2 (CQC) + 0 (Weapon mod) -1 for Leccy also being in contact = 3
- Etain’s CQC is 3 so her total is
- so Etain wins
- Etain gets a 5 the zombie a 2,
- Now as the zombie is well a zombie – we must make a “shoot it in the head” roll –
- Etains knife has Lobotomize(1) which means we get to add 1 to the die roll
- the roll is a 4 – add 1 for lobotomize gives 5 – and the zombie is down.
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- cant lose the roll
Turn 9
Menace Phase
Ok so the team were not so quiet last round. Lets see if they attracted any zombies – so Etain first – rolled a 4 , add 1 for noise = 5 so no zombes. Now Leccy – rolled a 5, add 1 for noise gives 6 – so no zombies- close but so far so good.
The zombies the far side of the compund continue to follow the wall round to get to the noise, the one infront moves and engages Etain.
- But first Horror roll
- Etains courage is 3, but Leccy has the leader skill and is within 6″, so Etain can use Leccy Courage of 4 the zombies horror is 3
- Two dice are rolled the Purple for the zombie the orange for Etain –
- Zombie gets 5 Etain gets 4
- Zombie total 5 + 3 = 8
- Etain total 4+4 = 8
- Luckily the zombie needed to score higher to cause horror – so Etain can proceed
- Zombie gets 5 Etain gets 4
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Etain –
- Etain gets a 4 the zombie a 5,
- Etains CQC is 3 so her total is
- 4 (dice roll) + 3 (CQC) + 1 (attacking a zombie) +1 (Weapon mod) = 9
- The Zombies CQC is 2 – so its total is
- 5(die roll) + 2 (CQC) + 0 (Weapon mod) = 7
- so Etain defends against the attack
Action Phase
Leccy has 6Ap – and decides to help Etain with the zombie attacking her, so moves into CQC
Etain also has 6Ap and is in contact with a zombie – she coninues to fight the zombie in CQC.
Shooting Phase
No Shooting this phase as Leccy wishes to not make more noise than necessary.
CQC Phase
Leccy attacks first
- So 2 dice were rolled the purple dice was for the zombie and the orange was for Leccy –
- Leccy gets a 5 the zombie a 4 -,
- Leccys CQC is 4 so her total is
- 5 (dice roll) + 4 (CQC) + 1 (attacking a zombie) + 0 (Weapon mod) = 10
- The Zombies CQC is 2 – so its total is
- 4 (die roll) + 2 (CQC) + 0 (Weapon mod) -1 for Etain also being in contact = 5
- Leccys CQC is 4 so her total is
- so leccy wins
- Leccy gets a 5 the zombie a 4 -,
- Now as the zombie is well a zombie – we must make a “shoot it in the head” roll –
- Leccy gets a 5 – so her club smashes the Zombies head in
Etain attacks next with her knife – but the zombie is already dead ..
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- cant lose the roll
Turn 10
Menace Phase
As the team silently took out the zombie near by, and the remaining zombies can’t see them, they just stand around aimlessly.
Action Phase
Leccy has 6Ap – uses 3 ap to move through the hole in the wall and then runs for 3 ap to get off the table.
Etain also has 6Ap and does the same as Leccy.
All survivors off table, Scenario ends.
Shooting Phase
No Shooting this turn.
CQC Phase
No CQC this turn.
End Phase
- Scenario ended.
Scenario Summary
Leccy gets the following XP
- Leccy get the following XP
- Zombie kills 1xp per kill – 3 killed = 3xp
- Fulfilling the objective of exiting the table with the new survivor – 6xp
- and 1d6 for surviving the scenario rolled a 4 –
- so total xp = 3+ 6 +4=13
- Etain gets the following XP
- Zombie kills 1xp per kill – 1 killed = 1xp
- and 1d6 for surviving the scenario rolled a 1 –
- so total xp = 1+ 0 +1=2
Now onto Fuel Run – which I will set up and play tomorrow, enjoyed this but did feel that with 1 survivor I so could have easily been overrun.
The Figure and Scenery Information.
The figures are a mix of Hasslefree Miniatures, Warlord Games, Mantic Games and possibly some Gripping Beast. All are 28mm miniatures and most are plastic.
The terrain mat is the one I mentioned in my post GameMat.eu – Review. This is its first outing out :-).
Scenary is a mix of trees from Amazon, some old 15mm Rocky ground pieces I’ve had lying around, Mantic Terrain Crate pieces and Sarrisa Precision MDF pieces.
The Dry wipe token markers I use are also from amazon
Scenario Summary
Leccy managed to kill 3 Zombies in CQC, meet up and rescue Etain
Discover more from Hysnaps Politics, Gaming, Music and Mental Health
Subscribe to get the latest posts sent to your email.

