As outlined in my previous post – Last Days; Covid Isolation Campaign Having tested positive for Covid I’ve decided to play a Solo Campaign.
House Rules
Random events modifier – I have decided to add this, as usually a team is worth 100sp, and the way this campaign is written we are generally using less than a full group, I am going to mod the Random even roll by deducting from the roll (100-On Table Group Value)/20 Rounded to nearest whole figure. – so if you only deploy a single figure valued at 30sp the random event rolls would be modified by (100-30)/20 = 3.5 rounded to 4. The aim here is to give smaller groups, more time before Random events occur, if you wish in lore this is because they are quieter and therefore attract less attention.
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 |
| Scavenge Points | 20 |
| XP | (13 -6) = 7 |
| Level | 1 |
So with 13 xp, Leccy can get to level 1 – now as we are out in the wilds I am going for a stat Upgrade roll – so 2d6 – Rolled a 2 and 3 giving a total of 5 – Checking the rules (LDZA P88) she gains 1 Endurance, and has 7 xp left.

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 |
| Scavenge Points | 14 |
| XP | 0 |
| Level | 0 |

Survivor 3:
| Name | Etain Kyra Sowards |
| Nickname | Etain |
| Type | Outdoors Person |
| Aspiration | Vengeance |
| Flaw | Callus |
| Quirk | Stutter |
| Equipment 1 | High Powered Rifle |
| Equipment 2 | Knife |
| Scavenge Points | 21 |
| XP | 2 |
| Level | 0 |
Scenario 2: Fuel Run
Still on the way to the Sports ground to link up with Toady. Leccy and her new friend Etain head out to get some Fuel for the car. Etain believes there is some available at a nearby village which had a station and Market,
Random event modifier (House rule) for scenario will be – (100-41)/20 = 2.95 rounded to 3
Initial Table and Set up
Overhead view of village


Table Fly over
Leccy and Etain arrive at the well in the market area.

The Threat and location markers viewed from the leaders start point

Turn 1
Menace Phase
The team can see T1 – so lets find out what its is – Rolled a 5 +2 (Group size) -1 (standard mod) = 6 – which gives 2 Zombies Half way between marker and spotter

We have no noise markers on the table, so only zombies with LOS will react – basically our 2 new friends, who we shall refer to as The orderly and patient,
So the orderly uses 1AP to get to the wall, 2AP to cross the wall and 2AP to move towards the group., The patient using 2AP to move to the wall, 2 AP to cross the wall and 1 AP to move towards the group.

Action Phase
Leccy moves forwards keeping out of view of T2, using 5ap. Etain uses 3AP to move behind the market benches, staying out of view of T2 and T3.
Shooting Phase
So having been all sneaky and quiet last game, this time we are going to try some gun play. Starting with Etain
- Etain Fires at Orderly
- Her Firearm skill is 3 she is doing a single shot.
- She rolls a 4 + 3(FA skill) + 1 Target is a ZOmbie =8
- So a HIT :-)
- Now the “Must be a head shot” roll – oops a 3 so no luck – but the zombie will take 2 Knock back.
- Etain gains 2 noise (because her high powered rifle is loud) and 1 Ammo.
- Her Firearm skill is 3 she is doing a single shot.
Next we have Leccy
- Leccy Fires at Orderly also , as it is the closest to Etain and by the guidance in the solo rules as a selfless character this should be her target.
- Her Firearm skill is 3 her military SMG has rof 3 – so she is going to go with 3 shots.
- Shot 1 – She rolls a 5 + 3(FA skill) + 1 Target is a ZOmbie =9
- So a HIT :-)
- Now the “Must be a head shot” roll –
- oops a 4 so no luck – but the zombie will take 1 extra Knock back.
- Shot 2 – She rolls a 2 + 3(FA skill) + 1 (Target is a zombie) = 6
- A miss
- Shot 3 – she rolls a 4 + 3(FA skill) + 1 (Target is a zombie) = 8
- A hit
- Now the “Must be a head shot” roll
- a 5 – pop goes the weazel.
- Shot 1 – She rolls a 5 + 3(FA skill) + 1 Target is a ZOmbie =9
- Her Firearm skill is 3 her military SMG has rof 3 – so she is going to go with 3 shots.
- Leccy gains 1 noise from firing her gun and 3 Ammo.
Well thats a lot of noise to remove a single zombie ..
CQC Phase
No CQC
End Phase
- Break point check
- Target – 4 (Courage) + 2 (number of friendly fighters on table) -0 (number of casualtys) = 6
- Die roll – While target >=6 then cannot be failed so no roll.
- Random event (P71 TLDZS) –
- 5(Die roll) + 1 (Turn) – 3 (small group mod) = 3 – All Quiet
Turn 2
Menace Phase
- Noise Checks
- So check for new arrivals due to noise, I am treating the table edge closest to me as impassible.
- So did leccy attract any thing 4 + 1= 5 so thats a no
- Did Etain and her noisy rifle attract anything 3 +2 = 5, so thats a no again.
- So check for new arrivals due to noise, I am treating the table edge closest to me as impassible.
- Ammo checks
- Leccys Reload number is 8
- rolled 6 + 3(ammo tokens) = 9
- so equal or greater than the reload number and out of ammo.
- Etains reload number is 4
- rolled 3 +1(ammo token) = 4
- so equal or greater than the reload number and out of ammo.
- Well thats a bit of a kicker – one round shooting and all require reloading
- Leccys Reload number is 8
- Zombie activation
- Patient
- Can see Leccy and Etain so moves towards them, but does not reach them.
- Patient

- T2
- Cannot see any survivors – but definitely can hear the gun fire – so move towards the noise, 4ap brings it up to the wall -1-3 turn left 4-6 turn right, 5 moves right – right into view of the group.

Roll on Threat table – rolled a 2 +2( group size) -1(standard mod) = 3 , One extra zombie., we shall call her High life.
- T3
- Cannot see any survivors – but definitely can hear the gun fire – so move towards the noise, 5ap brings it up to the wall through the door and out into the street., bringing it into view of Leccy

Roll on Threat table – rolled a 3 +2( group size) -1(standard mod) = 4 , One extra zombie., 1/2 way between the marker and the observer, we shall call him Boris.
Well that’s quite a few zombies close to hand and out of ammo.
Action Phase
Etain moves out of site of Highlife and Boris, and into contact with patient to try and silently take him out.
- Horror roll as Etain makes contact with the Zombie
- Etains Courage is 3 – but Leccy had leader skill and is within 6 so Etain can use Leccys courage of 4
- The zombie has a horror of 3
- Roll 2 dice – Purple for zombie orange for Etain – Both roll 5 – but as the zombies total is not greater than Etain’s, she does not panic.
Leccy does the same.
- Horror roll as Leccy makes contact with the Zombie
- Leccy’s courage is 4
- The zombie has a horror of 3
- Roll 2 dice – Purple for zombie orange for Etain – Both roll 6 – but as the zombies total is not greater than Leccy’s, Leccy does not panic.
Shooting Phase
No shooting as we are all in for a bit of cqc
CQC Phase
Lets start with Etain
- Etain attacks the Patient – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. the Patients is 2.
- She rolls a 3 + 3(CQC skill) + 1 attacking a Zombie + 1 for her knife = 8
- The Patient rolls a 2 + 2(CQC skill) -1 for Leccy also attacking = 3
- So a HIT and the zombie fails to defend.
- Now the “Must be a head shot” roll – Etain gets a +1 due to her knife
- rolls a 1 + 1 (lobotomiser) = 2 so no luck
- Etains CQC skill is 3. the Patients is 2.
Next its Leccy
- Leccy attacks the Patient – 2 dice are rolled orange for Leccy Purple for the zombie
- Leccy’s CQC skill is 4. the Patients is 2.
- She rolls a 2 + 4(CQC skill) + 1 attacking a Zombie = 7
- The Patient rolls a 6 + 2(CQC skill) -1 for Etain also attacking = 7
- Leccy has the Highest CQC so a HIT but the zombie nearly beat her
- Now the “Must be a head shot” roll –
- rolls a 3 = 3 so no luck
- Leccy’s CQC skill is 4. the Patients is 2.
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 (small group mod) = 0 – All Quiet
Turn 3
Menace Phase
So no hidden threat markers or noise tokens –
Also apart from the zombie already in combat none of them can see any survivors,
So zombie activation is just CQC
- The Patient attacks Leccy- 2 dice are rolled orange for Leccy Purple for the zombie
- Leccy’s CQC skill is 4. the Patients is 2.
- She rolls a 6 + 4(CQC skill) + 1 attacking a Zombie = 11
- The Patient rolls a 3 + 2(CQC skill) -1 for Etain also attacking = 4
- so Leccy and Etain prevent the patient from damaging either of them.
- Leccy’s CQC skill is 4. the Patients is 2.
Action Phase
Both decide to continue CQC with the patient.
Shooting Phase
No Shooting
CQC Phase
Lets start with Etain
- Etain attacks the Patient – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. the Patients is 2.
- She rolls a 6 + 3 (CQC skill) + 1 attacking a Zombie + 1 for her knife = 11
- The Patient rolls a 5 + 2(CQC skill) -1 for Leccy also attacking = 6
- So a HIT
- Now the “Must be a head shot” roll – Etain gets a +1 due to her knife
- rolls a 3 + 1 (lobotomiser) = 4 so no luck
- Etains CQC skill is 3. the Patients is 2.
Next its Leccy
- Leccy attacks the Patient – 2 dice are rolled orange for Leccy Purple for the zombie
- Leccy’s CQC skill is 4. the Patients is 2.
- She rolls a 1 + 4(CQC skill) + 1 attacking a Zombie = 6
- The Patient rolls a 2 + 2(CQC skill) -1 for Etain also attacking = 3
- Leccy hits
- Now the “Must be a head shot” roll –
- rolls a 2 = 2 so no luck
- Leccy’s CQC skill is 4. the Patients is 2.
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- 3 (Die roll) + 3 (Turn) – 3 (small group mod)= 3 – All Quiet
Turn 4
Menace Phase
So no hidden threat markers or noise tokens –
Also apart from the zombie already in combat none of them can see any survivors,
So zombie activation is just CQC
- The Patient attacks Leccy – 2 dice are rolled orange for Leccy Purple for the zombie
- Leccy’s CQC skill is 4. the Patients is 2.
- She rolls a 4 + 4(CQC skill) + 1 attacking a Zombie = 9
- The Patient rolls a 5 + 2(CQC skill) -1 for Etain also attacking = 6
- so Leccy and Etain prevent the patient from damaging either of them.
- Leccy’s CQC skill is 4. the Patients is 2.
Action Phase
Both decide to continue CQC with the patient.
Shooting Phase
No Shooting
CQC Phase
Lets start with Etain
- Etain attacks the Patient – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. the Patients is 2.
- She rolls a 3 + 3 (CQC skill) + 1 attacking a Zombie + 1 for her knife = 8
- The Patient rolls a 2 + 2(CQC skill) -1 for Leccy also attacking = 3
- So a HIT
- Now the “Must be a head shot” roll – Etain gets a +1 due to her knife
- rolls a 1 + 1 (lobotomiser) = 2 so no luck
- Etains CQC skill is 3. the Patients is 2.
Next its Leccy
- Leccy attacks the Patient – 2 dice are rolled orange for Leccy Purple for the zombie
- Leccy’s CQC skill is 4. the Patients is 2.
- She rolls a 6 + 4(CQC skill) + 1 attacking a Zombie = 11
- The Patient rolls a 6 + 2(CQC skill) -1 for Etain also attacking = 7
- Leccy has Hit
- Now the “Must be a head shot” roll –
- rolls a 5 at last the survivors kill the patients brain – wow that was hard fought.
- Leccy’s CQC skill is 4. the Patients is 2.
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- no need to roll
- next random event (P71 TLDZS)
- 1 (Die roll) + 4 (Turn) – 3 (small group mod) = 3 – All Quiet
Turn 5
Menace Phase
With the patient dead, and Leccy and Etain being quiet and out of view of the remaining zombies – no noise checks – no ammo checks (both still need to reload) and no zombie moves.
Action Phase
Leccy decides to reload her gun , then moves round the corner into cover, keeping out of sight of the zombies.
Etain also reloads and then moves behind the lumber pile, in view of Zombie boris with a view of attracting him over to take him out.


Shooting Phase
So under the solo rules – Etain has the choice to fire at Boris or not – but she is out for vengenance against all zombies – so I think it would be out of character for her not to – also she is slightly naive so may not fully appreciate the impact of making a loud noise may have on nearby zombies, with the tree and lumber piles in the way I am going to count Boris as in partial cover
- Etain Fires at Orderly
- Her Firearm skill is 3 she is doing a single shot.
- She rolls a 4 + 3(FA skill) + 1 Target is a ZOmbie -1 (for cover) = 7
- nearly a miss – one less on the die and she would have missed.
- Now the “Must be a head shot” roll – oops a 2 so no luck – but the zombie will take 2 Knock back.
- Etain gains 2 noise (because her high powered rifle is loud) and 1 Ammo.
- Her Firearm skill is 3 she is doing a single shot.
CQC Phase
No CQC
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- 3 (Die roll) + 5 (Turn) – 3 (small group mod)= 5 – still Quiet but it is going to be hard for it to stay that way
Turn 6
Menace Phase
- Noise Checks
- So check for new arrivals due to noise, I am treating the table edge closest to me as impassible.
- Did Etain and her noisy rifle attract anything 6 +2 = 8, so thats a yes… so new threat token being brought on .
- So check for new arrivals due to noise, I am treating the table edge closest to me as impassible.
- Ammo checks
- Etains reload number is 4
- rolled 2 +1(ammo token) = 3
- she still has ammo in the gun.
- Etains reload number is 4
Thanks to Etain one zombie can see her and the others definitely heard her. –
- Zombie activation
- Boris
- Can see Etain so moves towards them, but loses 2 ap due to Knock back and does not reach them.
- High life
- Can’t see the survivors but definately heard Etains shot so moves to wards Etain, 4AP takes her to the corner from where she can see Leccy and 1AP takes her in contact with Leccy
- Horror roll as Leccy makes contact with the Zombie
- Leccys Courage is 4
- The zombie has a horror of 3
- Roll 2 dice – Purple for zombie orange for Leccy – Both roll 2 – but as the zombies total is not greater than leccy’s, she does not panic.
- Leccy’s CQC skill is 4. High Lifes is 2.
- She rolls a 3 + 4(CQC skill) + 1 attacking a Zombie = 8
- The Patient rolls a 4 + 2(CQC skill) = 6
- so Leccy prevented the patient from hurting her.
- T1
- Can’t see the survivors – but moves towards the sound 3AP brings it into the view of Leccy and Etain, lets see what we’ve got
- Boris

Roll on Threat table – rolled a 2+2( group size) -1(standard mod) = 3 , One extra zombie, we shall call her Annie.
She uses her last 2AP to continue towards the Survivors
Action Phase
Leccy is going to continue in CQC with Highlife, and Etain is going to Support her.
Shooting Phase
No Shooting
CQC Phase
Lets start with Etain
- Etain attacks the Highlife – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. Highlifes is 2.
- She rolls a 6 + 3 (CQC skill) + 1 attacking a Zombie + 1 for her knife = 11
- Highlife rolls a 4 + 2(CQC skill) -1 for Leccy also attacking = 5
- So a HIT
- Now the “Must be a head shot” roll – Etain gets a +1 due to her knife
- rolls a 2 + 1 (lobotomiser) = 3 so no luck
- Etains CQC skill is 3. Highlifes is 2.
Next its Leccy
- Leccy attacks highlife – 2 dice are rolled orange for Leccy Purple for the zombie
- Leccy’s CQC skill is 4. t, highlifes is 2.
- She rolls a 1 + 4(CQC skill) + 1 attacking a Zombie = 6
- Highlife rolls a 3 + 2(CQC skill) -1 for Etain also attacking = 4
- Leccy has Hit
- Now the “Must be a head shot” roll –
- rolls a 4 bet she wishes her club was a knife.
- Leccy’s CQC skill is 4. t, highlifes is 2.
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- no need to roll
- next random event (P71 TLDZS)
- 4 (Die roll) + 6 (Turn) – 3 (small group mod) = 7 – No cars – so no car alarms – becomes an 8 – put a zombie by one of the “suppy” aka locations 1-2 l1 3-4 l2 5-6 l3 rolled 5

so flat eric arrives by Location 3
Turn 7
Menace Phase
- Noise Checks
- No check for new arrivals due to noise,
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Boris
- Can see Etain so moves towards her however – he cant reach them so stands in line behind Highlife
- High life
- Highlife is in contact with Leccy and Etain, so Horror rolls for Leccy and Etain
- Leccys Courage is 4
- The zombie has a horror of 3
- Roll 2 dice – Purple for zombie orange for Leccy – Leccy rolls a 1 Zombie rolls a 4 – so Leccy loses her AP’s this turn
- Etains Courage is 3 but as Leccy is within 6″ she can use her Courage of 4
- The zombie has a horror of 3
- Roll 2 dice – purple for zombie, orange for Etain – both roll a 2 – so Etain can fight on.
- High life attachs Leccy
- Leccy’s CQC skill is 4. High Lifes is 2.
- She rolls a 6 + 4(CQC skill) + 1 attacking a Zombie = 11
- Highlife rolls a 6 + 2(CQC skill) = 8
- so Leccy prevented Highlife from hurting her.
- Leccys Courage is 4
- Highlife is in contact with Leccy and Etain, so Horror rolls for Leccy and Etain
- Annie
- Can see the survivors and spends all 5ap on moving towards them
- Flat eric
- can’t see any survivors or hear any, so stays put.
- Boris
Action Phase
Leccy cant do any thing due to a failed horror check – Etain needs to defend her against highlife.
Shooting Phase
No Shooting
CQC Phase
Etain attacks highlife
- Etain attacks Highlife – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. the Patients is 2.
- She rolls a 4 + 3 (CQC skill) + 1 attacking a Zombie + 1 for her knife = 9
- Highlife rolls a 3 + 2(CQC skill) = 5
- So a HIT
- Now the “Must be a head shot” roll – Etain gets a +1 due to her knife
- rolls a 4 + 1 (lobotomiser) = 5 at last Highlife is down..
- Etains CQC skill is 3. the Patients is 2.
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- 1 (Die roll) + 7 (Turn) – 3 (small group mod)= 5 – All Quiet – last turn that this result will turn up.
Turn 8
Menace Phase
- Noise Checks
- No check for new arrivals due to noise,
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Boris
- Can see Etain so moves towards her Noise Checks
- No check for new arrivals due to noise,
- Boris
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Boris can see the survivors and moves into contact with Leccy who is closest
- Boris is in contact with Leccy, so Horror rolls for Leccy
- Leccys Courage is 4
- The zombie has a horror of 3
- Roll 2 dice – Purple for zombie orange for Leccy – Leccy rolls a 4 Zombie rolls a 2 – so Leccy is not as scared of Boris as she was of Highlife – who’d have thought it
- Boris attacks Leccy
- Leccys CQC is 4 and Boris’s is 2
- She rolls a 3 +4(CQC) + 1(attacking a zombie) =8
- Boris rolls a 4 + 3 (CQC) = 7
- So Leccy defends against Boris.
- Leccys Courage is 4
- Annie
- Can see the survivors and spends all 5ap on moving towards them
- Flat Eric
- can’t see any survivors or hear any, so stays put
- Boris is in contact with Leccy, so Horror rolls for Leccy
- Boris can see the survivors and moves into contact with Leccy who is closest
Action Phase
Leccy is in CQC with Boris, and Etain decides to join her
- Etain moves into contact with Boris, so Horror rolls for Etain
- Etains Courage is 3, but as Leccy is within 6″ so Etain uses her courage of 4
- The zombie has a horror of 3
- Roll 2 dice – Purple for zombie orange for Etain – Etain rolls a 4 Zombie rolls a 3 – so Etain is not scared by Boris
Shooting Phase
No Shooting
CQC Phase
Etain attacks Boris
- Etain attacks Boris – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. the Patients is 2.
- She rolls a 6 + 3 (CQC skill) + 1 attacking a Zombie + 1 for her knife = 11
- Boris rolls a 5 + 2(CQC skill) -1 (More than 1 attacked) = 6
- So a HIT
- Now the “Must be a head shot” roll – Etain gets a +1 due to her knife
- rolls a 4 + 1 (lobotomiser) = 5 and Boris falls
- Etains CQC skill is 3. the Patients is 2.
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- 4 (Die roll) + 8(Turn) – 3 (small group mod)= 9 – Break Out – 2d3 zombies break out of a building randomly on the baord – I have 8 main structures (now where are my Blood bowl dice to dig out my d8) – ok so the number of zombies is 1+2=3 and the buiulding is no 6 – which is the small out house in an enclosure on the other side of the rails,

I give the Mime, Janice and Elaine (top right hand corner of photo)

Turn 9
Menace Phase
- Noise Checks
- So check for new arrivals due to noise,
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Annie
- Can see Etain so moves towards her – but has to navigate around the log pile so doesn’t reach her.
- Flat eric
- Can’t see any survivors or hear any so stays put
- Mime, Janice and Elaine
- Can’t see any survivors or hear any so they continue their zombie play rehearsal
- Annie
Action Phase
Leccy has 6 Ap, decides that they have been on this mission too long so ignores Annie and moves towards Location 1
Etain Has 6 AP, and follows Leccy..
Shooting Phase
No Shooting
CQC Phase
No Close combat
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- 4 (Die roll) + 9 (Turn) – 3 (small group mod)= 10 – Horde inbound – 1d3 zombies arrive each time a noice token draws zombies.
Turn 10
Menace Phase
- Noise Checks
- So check for new arrivals due to noise,
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Annie
- Can see Etain so moves towards her – but has to navigate around the log pile so doesn’t reach her.
- Flat eric
- Can’t see any survivors or hear any so stays put
- Mime, Janice and Elaine
- Can’t see any survivors or hear any so they continue their zombie play rehearsal
- Annie
Action Phase
Leccy has 6 Ap, she uses 1 ap to reach the location and 2AP to investigate it – 1-2 its the fuel 3-6 it’s something else. Rolled a 6 – so what is it (PC p11)- rolled a 5 – nothing, thats disappointing, so as the almighty god I decided to treat as a supply token, so Leccys APs will decrease by 2 if she chooses to take it – which she does of course. So she has 1 more AP which she uses to keep moving.
Etain Has 6 AP, and follows Leccy guide and heads out towards l2.
Shooting Phase
No Shooting
CQC Phase
No Close combat
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- Right we have had an outbreak and there is a horde incomming, so I am now suspending the random events
Turn 11
Menace Phase
- Noise Checks
- So check for new arrivals due to noise,
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Annie
- Can see Etain so moves towards her – but has to navigate around the log pile so doesn’t reach her.
- Flat eric
- Can’t see any survivors or hear any so stays put
- Mime, Janice and Elaine
- Can’t see any survivors or hear any so they continue their zombie play rehearsal
- Annie
Action Phase
Leccy has 6 Ap, she uses 1 ap to reach the location and 2AP to investigate it – 1-2 its the fuel 3-6 it’s something else. Rolled a 6 – so what is it (PC p11)- rolled a 5 – nothing, thats disappointing, so as the almighty god I decided to treat as a supply token, so Leccys APs will decrease by 2 if she chooses to take it – which she does of course. So she has 1 more AP which she uses to keep moving.
Etain Has 6 AP, and follows Leccy guide and heads out towards l2.


Shooting Phase
No Shooting
CQC Phase
No Close combat
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- Right we have had an outbreak and there is a horde incomming, so I am now suspending the random events
Turn 12
Menace Phase
- Noise Checks
- So check for new arrivals due to noise,
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Annie
- Can see Leccy so moves towards her
- Flat eric
- Can’t see any survivors or hear any so stays put
- Mime, Janice and Elaine
- Can’t see any survivors or hear any so they continue their zombie play rehearsal
- Annie
Action Phase
Leccy has 6 Ap, she loses 2AP due to the supply pack she is carrying so has 4AP – now Annie the zombie can move 5″ a turn and is 1″ away from Leccy, so to keep ahead leccy is going to have to run, and so she does runs for 3 AP’s and then uses the last one to move out of Annies LOS..
Etain Has 6 AP, and follows Leccy guide, she runs for 4ap through the broken door, and is now within 3″ of L2 so uses 2AP to investigate it, as there are only 2 Locations left 1-3 its the fuel 4-6 its something else, she rolls 5, so lets find out what it is., she rools a 1 -woooweee a random piece of equipment, lets roll again to find out what it is. This time the roll is a 5 – so Etain has found a scope – ideal for the survivor with the High Powered rifle.
We now know that Flat Eric is gaurding the fuel – who’d have thought it – the luck of the dice.
Shooting Phase
No Shooting
CQC Phase
No Close combat
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- So Random events had been suspended.

Turn 13
Menace Phase
- Noise Checks
- As both of the survivors ran – lets check for new zombies
- Etain first – rolls a 1 + 1 (Noise) =2 nope no more from the pitter patter of her feet
- Leccy rolls a 3 + 1 (Noise) = 4 – so no one extra.
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Annie
- Cant see Leccy , but can hear her running so moves towards her
- Flat eric
- Can’t see any survivors but hears their panting and running so moves towards the closest (etain) hits the wall and follows it to his left
- Mime, Janice and Elaine
- Can’t see any survivors, but apparrently zombies have superdooper hearing so can hear the two and move along the wall of their compound to the noise.
- Annie
Action Phase
Leccy has 6 Ap, she loses 2AP due to the supply pack she is carrying so has 4AP – now Annie the zombie can move 5″ a turn and is 3″ away from Leccy, Leccy moves 4 ap towards the wall, trying to keep out of sight of Annie and Flat eric.
Etain Has 6 AP, and follows Leccy guide, She also go back to stealth and uses her 6AP to move through the door and up the other side of the ally from Leccy,
SO no noise generated amd they have broken LOS to annie so she will stop following, however Etain didnt quite get her placement right so Flat eric will be able to see her,
Shooting Phase
No Shooting
CQC Phase
No Close combat
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- So Random events had been suspended.
Turn 14

Menace Phase
- Noise Checks
- No Noise checks
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Annie
- Cant see Leccy ,nor hear anything so stops and gazes at her navel.
- Flat eric
- Can see Leccy so moves to leccy , but doesnt have enough movement so falls short,
- Mime, Janice and Elaine
- Retrurn to their all Zombie production of 2 zombies and a Mime.
- Annie
Action Phase
Leccy has 6 Ap, she loses 2AP due to the supply pack she is carrying so has 4AP. She could try to out maneouvre Flat eric, but that would generate sound so she closes for CQC – Horror check Leccy has Courage 4 – Zombie horror is 3 – 2 dice rolled (you know the score Purple for Zombie Orange for Survivor, and yes they are real dice) – Leccy rolls a 5 and the zombie a 2 so no problem with the contact.
Etain Has 6 AP, and follows Leccy guide again, also with her lust for vengence against zombies, she jumps into CQC with Flat Eric and Leccy Horror roll – she uses Etains courage of 4, and she rolls a 4 Eric rolls a 5 which gives 8 all – close but she carries on
Shooting Phase
No Shooting
CQC Phase
Lets start with Etain
- Etain attacks the Flat Eric – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. Flat Eric is 2.
- She rolls a 3 + 3 (CQC skill) + 1 attacking a Zombie + 1 for her knife = 8
- Flat Eric rolls a 6 + 2(CQC skill) -1 for Leccy also attacking = 7
- So a HIT, but only just
- Now the “Must be a head shot” roll – Etain gets a +1 due to her knife
- rolls a 5 + 1 (lobotomiser) = 6 – so Eric is flat out of luck
- Etains CQC skill is 3. Flat Eric is 2.
Next its Leccy – and nothing for her to do.
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- So Random events had been suspended.
Turn 15
Menace Phase
- Noise Checks
- No noise checks needed
- Ammo checks
- Etains reload number is 4 – but she didn’t fire this turn so no need t0 check
- Zombie activation
- Annie
- Cant see or hear the survivors
- Flat eric
- is bead
- Mime, Janice and Elaine
- Can’t see or hear any survivors
- Annie
Action Phase
Leccy has 6 Ap, she loses 2AP due to the supply pack she is carrying so has 4AP – she moves stealthly forward to not make any noise – towards L3
Etain Has 6 AP, and follows Leccy guide, and also moves at slow speed to wards L3
SO no noise generated and they have broken LOS to all zombies.
Shooting Phase
No Shooting
CQC Phase
No Close combat
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- So Random events had been suspended.
Turn 16
Menace Phase
So no hidden threat markers or noise tokens –
Action Phase
Etain moves towards L3, using 2 AP, then uses 2 ap to search it – as it is the last location left it must be the fuel so she picks it up, and is now also impacted with Heavy 2- so can’t move furhter.
Leccy continues to follow Etain.
Shooting Phase
No Shooting
CQC Phase
No CQC
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- 3 (Die roll) + 3 (Turn) – 3 (small group mod)= 3 – All Quiet
Turn 17-19
Menace Phase
So no hidden threat markers or noise tokens –
Action Phase
The team moves silently down the railroad and off the table.
Shooting Phase
No Shooting
CQC Phase
No CQC
End Phase
- Break point check
- Target – 4(Courage) + 2 (number of friendly fighters on table) = 6
- No need to test
- next random event (P71 TLDZS)
- No Random event
Scenario Summary
So it took nearly 20 turns – possibly playing length ways down a 4ft mat isn’t the best plan – but there was excitement and suspense, and we had some new interesting zombies arrive.
Leccy gets the following XP
- Leccy get the following XP
- Zombie kills 1xp per kill – she killed The orderly and The patient = 2 killed = 2xp
- Took a supply pack of the table – 6xp
- and 1d6 for surviving the scenario rolled a 1 –
- so total xp = 2+ 6 +1= 9
- Etain gets the following XP
- Zombie kills 1xp per kill – she killed Flat Eric, Boris and Highlist = 3 killed = 3xp
- Found the fuel and carried it off the table – 6xp
- and 1d6 for surviving the scenario rolled a 6 –
- so total xp = 3+ 6 +6 =15
Now onto All aboard- lets see if the group can get their vehicle refueled and moving..
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
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