Here are some pictures of my first Warlord Game's "Project Z" (R) (C) scrap. Many thanks go to Martin for hosting the event at his home and doing a very fine job at GM-ing and Richard and Steve for providing competition.
We were warned. LOL. Note, there are some more of the weird terrain he has put together visible on the top shelf.
Free Project Z rules are available at the Warlord Game's website Warlord games.com/. at the moment (June 2018).
The setting of this adventure (I'm not sure if this was official or a home brewed game), was a two-level bunker complex, where Professor Puke (boo, hiss) was turning out lots of zombies, this was a hobby of his.
I ran an all-girl survivor group. The others ran survivors or a biker gang. Our collective job was to stop him. We have status cards, combat cards (single use random cards, giving re-rolls, grit etc.) and grit tokens. I came in at the SE corner of the bunker, Richard came in the NE, Steve and Martin the NW corner. The game can be a set turn length or open-ended until the objective has been completed.
1Victory Point for every dead Zombie.
10 Victory Points for killing Professor Puke.
20 Victory Points for destroying the Zombie making machinery.
The terrain was constructed from Polystyrene foam covered in wet cardboard (loo rolls), allowed to dry and then covered in sand and painted.
16 numbered entrances and four rotating quadrants give extra randomness to the game. Also available with this layout were random lift exits and controllable doors for ramping up the danger.
This was my second encounter with some nasties. That is why some figures have out of ammo status. (A single bullet for a single shot, crossed double bullets for auto fire burst). Reload by rolling on the dice supplied or by using a "grit" token or combat card.
The enemy is knocked down. (Zombies can recover in their movement phase on the correct roll of the combat dice). Once all of the zombies are dead in a room, you can then search any items in the room for treasure - 1d4 Victory points. Of course, it may be a trap!
Blips (from GW Space Hulk game (R) (C) ) denote zombie locations behind doors, but not how many there are. Doors can be opened in the movement phase, 6" for us. (Doors will open on anything but a 1, also optional 1-2, 1-3 etc.) Zombies move 4".
Resulting in 3 zombies discovered, once the door opened.
2 are finished off and one is knocked down.
I'm finally at the lift doors, but more zombies await around the corner. Bridges (shown on the left) give access to the other quadrants if this lift was out of order and you had to use another one. (Another game option.)
Hand to hand combat took place in various spots.
This is the second level of the complex. (Martin our GM is on the left.) The dice in view in the foreground was our "turn tracker". The evil "Professor Puke" is just visible on the second floor of the machine complex.
I emerge from the lift and 6 zombies meet their end in a hail of lead.
More Zombies appear around the corner after a quick reload, with some of my ladies still out of ammo.
Also, there are some more zombies shambling from the left, licking their lips to attack the party.
Will this be curtains for our heroines?
My ladies attack the zombies emerging from the machine.
I thought I had taken more pictures of the second-floor scrap, but apparently not.
Steve and Martin's survivors emerged from their respective lifts (Steve had to find his way to his designated lift) and dealt with the zombies closest to them. The evil professor P was defeated this time, when Steve destroyed his dastardly machine with a well-aimed shot with a bazooka.
So there we are, a fun game for all (my first and a win for me to boot), with Steve a close second.
Our special guest star, Mews the cat.
Remember the giant cat in the "Goodies" tv program intro? This could have been a sequel to it.
A rather good game. Thanks to Steve, Richard and Martin for a fun day out and Mews for stealing the show.
No comments:
Post a Comment