Friday, 11 March 2016
Karl decides its time to leave town (BATREP Week 3)
Karl stares out of his flat window. The power has been out for four days now and the town has been going to pot. He's witnessed people attacking each other for what little they carry. Zed's are walking everywhere, there's one now walking down the empty road, shuffling along. That's it, Karl shouts out to his wife and daughter, "time to go girls". Megan and lizzie walk into the lounge and Karl continues "I spoke to Rob downstairs yesterday and he mentioned of a safe zone setup over the other side of town, a fenced in area free of zed's. Grab what you can carry we're outta here". Without any arguments they grab a bag each and fill them up with clothes and the food that's left in the flat. "Right lets check on Rob and his family, see if they want to come with us. Get in our car and get the hell out of here"
Karl hands his pistol to his wife, gives his knife to his daughter, hefts the shotgun here acquired from the hardware store and heads downstairs. Knocks on the door to the flat below there's no answer but they can here shuffling sounds coming from inside the flat. Karl try's the door and its open so they enter the flat and are faced with 4 zombies. Rob and his family have been infected. Karl fires the shotgun and kills 3 zed's and Megan fires at the last one killing that one too with her pistol. They search the flat and find 2 units of food and an automatic pistol. ( Zombies activate first and they move towards building, Karl and his family activate and move downstairs. One PEF moves towards building, One moves away. Karl activates following turn and enters the flat below and I got decent rolls and we took out 4 zombies in one turn. Zombies didn't activate or the PEF's. I activate again and they search the flat. Zombies move upto the building. 2 Pef's mobe towards the building).
The door to the newsagents on the ground floor is locked so Karl breaks the door down and enter the shop to find a zombie which he quickly dispatches with the shotgun. They search the shop and find 2 more units of food.They then leave the newsagents and walk straight into a 9 strong army patrol. Karl and his family get arrested as they are all carrying weapons. They don't resist as they are outnumbered 3 to 1. The army escorts them to the safe zone after disarming them and taking their bags from them. (I activate again and we all move down a floor. The zombies activate and I randomize whether they move to left or right after hitting the building. One Pef moves towards the building one moves away. I again get activated and I breakdown the door to the newsagents and shoot the only zombie in there. The zombies move off and One PEF moves around the building. Another moves towards the building. I activate again and search the newsagents. The zombies do not and one PEF moves away from the building. I activate last this turn, the zombies move around the building away from my exit luckily for Karl. Unless a zombie sees a character enter a building I rule that they can't figure out how to enter a closed door. One PEF moves to the corner of the building by the entrance and the other moves back towards the building. When I move and leave the buidling the PEF turns out to be a 9 strong army unit. I decide there's now way the 3 of us can survive a confrontation so let them arrest us).
As Karl and his family are shown to their new living quarters, a room in a house shared by 3 other families, suddenly they hear a shout from outside, "they've got inside" followed by gunfire. The guards escorting them run back outside. Karl looks out the window and see's about 20 Zed's plough into the two guards killing them and then moving off down the road. The fence across from the house has a gaping hole in it. The zed's must have got in there. Karl runs to the kitchen empties the cupboards of the food into a bag and heads out to the guards bodies and takes a shotgun, 2 pistols and a knife of them. Waves his girls over and heads out the hole in the fence hoping to find somewhere safe to spend the night.
I managed to roll high rolls pretty much all the time this encounter. Karl kept his family together and didn't lose any rep as this was a failed encounter. Rolled a 6. Another high roll. I changed what they left with so that their weapons matched the mini's I wanted to use and instead of having one unit of food each I exchanged one unit of food for a knife.
A very short encounter robbing them of all their resources and their car I was planning to use in following encounters. Oh well lets see how they get on as survivors as they have now lost there citizen status...