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. – Following last game once you get to turn 10 the random event table and rolls stop.
CQC Headshot improvements – ok last game I found it surprising how many turns it took 2 survivors to take down a zombie, so these are my proposed house rules. I if the total CQC attack score is Twice the zombies then the survivor gets an extra +1 to the Head shot roll, if by a miracle its three times the zombies CQC total then the survivor gets +2. There is also a generic +1 to Head shot rule in CQC if the number of survivors involved is > than the number of zombies.
The Group so far:
At the end of last game the group had got 1 supply token that needs resolving (LDZA P92, so 2d6 for row = 10 and 2d6 for column = 8, so d6+3 scavange points and a hvy club., Rolled a 3 so 6 extra Scavange points., and I’m going to give Leccy the heavy club.

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 | Heavy Club |
| Scavenge Points | 20 |
| XP | 7+9 (from last scenario) -12 to level to L2 = 4XP remianing |
| Level | 2 |
So with a totla of 16 xp, Leccy can get to level 2 – now as we are out in the wilds I am going for a stat Upgrade roll – so 2d6 – Rolled a 5 and 6 giving a total of 11 – Checking the rules (LDZA P88) she gains 1 Damage capacity and has 4 xp left., but she decides to spend 1 XP to move the score down by 1 – so she must roll again 1-3 +1 CQC 4-6 +1FA, rolls a 1 s0 +1 CQC.

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 | 17 – 6 (to L1)= 11 |
| Level | 1 |
So Etain spends 6xp to level up to level 1- again we go for a stat roll so 2D6, rolls a 1 and 5 total 6 – so roll again 1-3 +1 courage 4-6 +1 int – rolled a 1 so +1 courage and 11 xp left over. Also Etain fits the scope she found to her rifle.
Scenario 3: All Aboard
Leccy and Etain having found some fuel now return to the abandoned car. I have shrunk the table to a 2ft by 2ft area, in a hope of the game going faster.
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 the Crossroads

A surprise pressie from my Wife that arrived outside my door this morning

Other Shots of the table



Turn 1
Menace Phase
The team can see T1 and T3 – so lets find out what they are – T1 -Rolled a 6 +2 (Group size) -1 (standard mod) = 7 – which gives 3 Zombies – Now as the Mime and his 2 friends survived the last game, I have brought them out again for this one.


For T3 – Rolled a 3 + 2 -1 = 4 = 1 zombie half way between marker and spotter – So here is Bandit Garry – he survived the first game and has had a long walk


- Noise Checks
- No noise checks
- Ammo checks
- No Ammo Checks
- Zombie activation
- The Zombie amateur dramatics society (Mime, Janice and Elaine)
- Can see Leccy and Etain so move towards them, but do not reach them.
- Bandit Garry
- Spends 2Ap to climb over the fence and 3ap to move towards the survivors
- T2
- Can’t see or hear any one so watch the other zombies move with bemusement.
- The Zombie amateur dramatics society (Mime, Janice and Elaine)
Action Phase
Etain is carrying the fuel so will be under Heavy 2 and lose 2ap. However during the down time she has fitted the scope to her rifle which adds Lobotomiser 1 to its stats. She moves with care 4ap forward.
Leccy is now carrying her heavy club – which confers the Heavy 1 penalty, so she loses 1ap. She move forward 5ap.
Shooting Phase
As the zombies are in sight and range, both survivors decide to try and clear the area. Starting with Leccy – Being selfless she needs to shoot the closest zombie that is threatening a colleague
- Leccy Fires at Bandit Garry.
- 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 3 + 3(FA skill) + 1 Target is a Zombie =7
- So a HIT :-)
- Now the “Must be a head shot” roll –
- oops a 2 so no luck – but the zombie will take 1 Knock back.
- Shot 2 – She rolls a 5 + 3(FA skill) + 1 (Target is a zombie) -1 second shot = 8
- A Hit
- Now the “head shot” roll
- a 5 – and that definitly twisted his melon ..
- Shot 3 is not taken as not needed
- Shot 1 – She rolls a 3 + 3(FA skill) + 1 Target is a Zombie =7
- Her Firearm skill is 3 her military SMG has rof 3 – so she is going to go with 3 shots.
- Leccy gains 2 noise from firing her gun and 2 Ammo.
Etain, who as a neutral can chose to shoot at who ever she pleases, as Leccy dealt with Bandit Garry, she is Targeting Elaine who is leading the other Zombies
- Etain Fires at Elaine
- Her Firearm skill is 3 she is doing a single shot.
- She rolls a 3 + 3(FA skill) + 1 Target is a Zombie =7
- So a HIT :-)
- Now the “Must be a head shot” roll –
- rolls a 6 +1 for the scope = 7 – another of dead dispatched.
- 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) -0 (number of casualtys) = 6
- Die roll – While target >=6 then cannot be failed so no roll.
- Random event (P71 TLDZS) –
- 4 (Die roll) + 1 (Turn) – 3 (small group mod) = 2 – 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 6 + 2 = 7 so yep another arrives. – so we return Annie for a second go.
- Did Etain and her noisy rifle attract anything 3 +2 = 5, so mean while Leccy’s rifle didnt draw any extra attention
- 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 1 + 2(ammo tokens) = 3
- So still shots in the barrel
- Etains reload number is 4
- rolled 1 +1 (ammo token) = 2
- And Etain is still ready to go.
- Leccys Reload number is 8

- Zombie activation
- Annie
- Can see Leccy and Etain so moves towards them, but does not reach them.
- Mime
- Can see Leccy and Etain so moves towards them, using 2Ap to cross the fence, but does not reach them.
- Janice
- Can see Leccy and Etain so moves towards them, reaches the fence but doesn’t have enough Ap to cross it. so leans on it.
- T2
- Can not see anyone , but can definitely hear the Gun fire so moves towards the noise. The big truck still blocks LOS.
- Annie
Action Phase
Etain has 4ap due to her load and she moves with care 4ap forward.
Leccy has 5ap, She move forward along the hedge for 5ap. She is now only insight of Annie and the Mime.
Shooting Phase
As the zombies are in sight and range, both survivors decide to try and clear the area. Starting with Leccy – Being selfless she needs to shoot the closest zombie that is threatening a colleague
- Leccy Fires at Annie.
- 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 2 + 3(FA skill) + 1 Target is a Zombie = 6
- A miss
- Shot 2 – She rolls a 6 + 3(FA skill) + 1 Target is a zombie -1 2nd shot= 9
- A hit
- Head shot roll – a 5 and annie spins in the air as her head explodes.
- A hit
- Leccy takes 2 noise and ammo goes up to 4
- Shot 1 – She rolls a 2 + 3(FA skill) + 1 Target is a Zombie = 6
- Her Firearm skill is 3 her military SMG has rof 3 – so she is going to go with 3 shots.
Etain, who as a neutral can chose to shoot at who ever she pleases, as Leccy dealt with Annie, she is Targeting Mime who is leading the other Zombies
- Etain Fires at The Mime
- Her Firearm skill is 3 she is doing a single shot.
- She rolls a 1 + 3(FA skill) + 1 Target is a Zombie =5
- So a Miss
- Etain gains 2 noise and her ammo goes to 2.
- Her Firearm skill is 3 she is doing a single shot.
CQC Phase
No CQC
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)
- 4 (Die roll) + 2 (Turn) – 3 (small group mod) = 3 – All Quiet
Turn 3
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 + 2 = 6 a lot of noise but no Zombie
- Did Etain and her noisy rifle attract anything 1 +2 = 3, nope no more due to Etain.
- 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 5 + 4(ammo tokens) = 9
- Click Click Click – no ammo
- Etains reload number is 4
- rolled 1 +2 (ammo token) = 3
- And Etain is still ready to go.
- Leccys Reload number is 8
- Zombie activation
- Annie lies a rotting or more rotten in the field
- Mime
- Can see Leccy and Etain so moves towards them, but does not reach them.
- Janice
- Can see Leccy and Etain so moves towards them, spends 2ap to cross the fence and then follows Mime.
- T2
- Can not see anyone , but can definitely hear the Gun fire so moves towards the noise. 2ap forward brings it into Leccys LOS – so what have we got – rolled a 1 +2 (grp size) -1 =2 so 1 zombie – and we see PC Harris arrive- who continues towards the survivors.



Action Phase
Leccy reloads her SMG for 2ap – and then Launches her self at Mime with he Heavy Club – Horror roll required – 2 for Mime 3 for Leccy – so totals 5 vs 7 so no worries.
Etain uses her full 4ap to engage Janice – another horror check – 4 for zombie 5 for Etain – Leccy is close so totals are 7 vs 9 – again survivors are happy.
Shooting Phase
No Shooting
CQC Phase
Lets start with Etain
- Etain attacks Janice – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. janice’s is 2.
- Etain rolls a 5 + 3 (CQC skill) + 1 attacking a Zombie + 1 for her knife = 10
- Janice 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 and another +1 for her attack being double the zombies
- rolls a 2 + 1 (lobotomiser) +1 house rule = 4 so no luck
- Etains CQC skill is 3. janice’s is 2.
Next its Leccy
- Leccy attacks the Mime – 2 dice are rolled orange for Leccy Purple for the zombie
- Leccy’s CQC skill is 5. the Mimes is 2.
- She rolls a 4 + 5(CQC skill) + 1 attacking a Zombie -1 for heavy club = 9
- The Mime rolls a 2 + 2(CQC skill) = 4
- Leccy hits
- Now the “Must be a head shot” roll – she gets +1 due to the hvy club and +1 due to her total being more than double the Mimes.-
- rolls a 5 +1 (wpn) + 1(House rule) = 7 and the mimes head goes flying for a six (cricket reference for any non brits)
- Leccy’s CQC skill is 5. the Mimes is 2.
Janice gets a strike back on Etain
- Janice attacks Etain – 2 dice are rolled orange for Leccy Purple for the zombie
- Etains CQC skill is 3 janices is 2.
- She rolls a 5 + 3(CQC skill) + 1 attacking a Zombie +1 for knife = 10
- Janice rolls a 5 + 2(CQC skill) = 7
- Janice misses
- Etains CQC skill is 3 janices 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) + 4 (Turn) – 3 (small group mod)= 4 – All Quiet
Turn 4
Menace Phase
Menace Phase
- Noise Checks
- So check for new arrivals due to noise,No Checks.
- Ammo checks
- Leccys Reload number is 8
- hasnt fired so no need to check.
- Etains reload number is 4
- Hasnt fired so no need to check
- Leccys Reload number is 8
- Zombie activation
- the Mime lies a rottiing as road kill.
- Janice
- Is in CQC with Etain
- PC Harris
- Can see Leccy and Etain so moves towards them, doesnt quite have enough AP to reach either but forms a conga line behind Janice
I realized I had been handling Zombie CQC at the wrong point – so I have corrected that
Action Phase
Leccy joins Etain in her fight with Janice as she must due to her selfless attitude – Etain continues her fight.
Shooting Phase
No Shooting
CQC Phase
Lets start with Etain
- Etain attacks Janice – 2 dice are rolled orange for Etain Purple for the zombie
- Etains CQC skill is 3. Janice’s is 2.
- She rolls a 5 + 3 (CQC skill) + 1 attacking a Zombie + 1 for her knife = 10
- Janice 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 and +2 due to the house rules as her CQC total is 3 times the zombies
- rolls a 4 + 1 (lobotomiser) +2 (House rule)= 7 Janice is skewered.
- Etains CQC skill is 3. Janice’s is 2.
Next its Leccy who stares as Janice falls to the floor.
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) = 2 – All Quiet
Turn 5
Menace Phase
Menace Phase
- Noise Checks
- So check for new arrivals due to noise,No Checks.
- Ammo checks
- Leccys Reload number is 8
- hasnt fired so no need to check.
- Etains reload number is 4
- Hasnt fired so no need to check
- Leccys Reload number is 8
- Zombie activation
- PC Harris
- Can see Leccy and Etain so moves into contact with Leccy who is closest
- Horror check – Leccy rolls a 6 PC Harris rolls a 2 – leccy is not bothered by the zombies attention
- PC Harris
Action Phase
Leccy is in contact with Pc harris – and as he represents a threat to Etain Leccy must CQC..
Etain uses 1 ap to move in contact with the Hummvee – and spends 3AP filling the car up – only another 3Ap needed for it to be full.
Shooting Phase
No Shooting
CQC Phase
Leccy attacks Pc harris
- Leccy attacks PC Harris – 2 dice are rolled orange for Leccy Purple for the zombie
- Leccys CQC skill is 5. PC Harris’s is 2.
- She rolls a 1 + 5 (CQC skill) + 1 attacking a Zombie -1 for Hvy Club = 6
- PC Harris rolls a 2 + 2(CQC skill) = 4
- So a HIT
- Now the “Must be a head shot” roll – Leccy gets a +1 due to her Hvy Club
- rolls a 2+ 1 (lobotomiser) = 3 – a the PC keeps his head – literally
- Leccys CQC skill is 5. PC Harris’s is 2.
PC Harris gets a strike back on Leccy
- PC Harris attacks leccy – 2 dice are rolled orange for Leccy Purple for the zombie
- leccy CQC skill is 5, PC Harris is 2.
- She rolls a 6 + 5(CQC skill) + 1 attacking a Zombie -1 Hvy Club = 11
- Pc Harris rolls a 4+ 2(CQC skill) = 6
- PC Harris misses
- leccy CQC skill is 5, PC Harris 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)
- 6 (Die roll) + 5 (Turn) – 3 (small group mod)= 8 – No enclosed space, or supply token so gets treated as a 10 – Horde inbound ..
Turn 6
Menace Phase
- Noise Checks
- No Noise checks.
- Ammo checks
- No ammo checks
- Zombie activation
- PC Harris
- Continues CQC
- PC Harris
Action Phase
Etain uses 3 more ap to finish fueling the vehicle and then gets in it for 1AP and waits for Leccy.
Leccy Continues CQC with PC Harris.
Shooting Phase
No Shooting
CQC Phase
Lets start with Leccy
- Leccy attacks PC Harris – 2 dice are rolled orange for Etain Purple for the zombie
- Leccy CQC skill is 5. PC Harris 2.
- She rolls a 5 + 5 (CQC skill) + 1 attacking a Zombie -1 Hvy Club = 10
- PC Harris rolls a 2 + 2(CQC skill) = 4
- So a HIT
- Now the “Must be a head shot” roll – Leccy gets a +1 due to her Heavy Club and +2 house rule
- rolls a 5 + 1 (lobotomiser) +2 (house rule)= 8 and PC harris is now a permanently sleeping poiceman.
- Leccy CQC skill is 5. PC Harris 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)
- 3 (Die roll) + 6 (Turn) – 3 (small group mod) = 6 – No result as no zombie to activate the car alarm.
Turn 7
Menace Phase
No zombies on board, no noise tokens – the survivors get in the car and leave the board.
Scenario Summary
Well that ran faster and smoother – definitely a smaller play area worked well, quite like the new house rule for CQC and think I’ll keep it in.
Leccy gets the following XP
- Leccy get the following XP
- Zombie kills 1xp per kill – she killed Bandit Garry, Annie, The mime and Pc Harris = 4 killed = 4 xp
- Got the car off the table – 6xp
- and 1d6 for surviving the scenario rolled a 1 –
- so total xp = 3+ 6 +1= 10
- Etain gets the following XP
- Zombie kills 1xp per kill – she killed Janice and Elaine = 2 killed = 2 xp
- Helped get the car off the table- 6xp
- and 1d6 for surviving the scenario rolled a 4 –
- so total xp = 2 + 6 + 4 =12
Now onto The Sniper – 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
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