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Last Days: Zombie Apocalypse

Mikko from Dawn of the Lead paid a visit, and we tried out “Last Days”.

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Night Horrors Werewolf

Its Halloween!

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Dead Body Objectives

DeadBodyMarkers2

I needed some markers to represent dead bodies that some characters had to rummage around in during the Get to the Chopper! game recently, so I quickly painted these a week or so beforehand.

The two variants – legless, rib cage exploded outwards dead guy and sad, died in abdominal agony in long coat lady – come from the rather cool terrain pack that is available for Sedition Wars.  Considering the sorts of miniature games that I favour, rummaging through chunks of imaginary dead body comes up a fair bit, so I expect these to get a lot of use.  Im surprised that I never got around to something like this before now frankly.

Running out of Patients Pt 3

A post regarding the authors penultimate batch of patient zombies, where a twentieth century attitude to the wearing of pink garments by men is revealed.

Although I am sure that many real life male patients are forced to wear pink/peach arse-exposing gowns whilst in hospital, I wasnt going to subject any of my male hospital zombies to that.  They have been through enough already.

So as the Mantic zombie and ghoul sprues dont feature any double X chromosome corpses, I mainly used Studio ladies in this lot.  I also added a disproportionate number of gender-neutral-from-the-waist-down (?) Mantic legs with bloody spinal cords, just to increase the amount of figures in this pink batch.

After painting these figures I played the Left 4 Dead “No Mercy” hospital based campaign on Xbox 360.  Then I played the House of the Dead: Overkill “Ballistic Trauma” hospital level on Wii before I went on to the final batch of patients.  Im all about the research.

Running out of Patients Pt 2

Back in mid December I put up a post showing my first batch of Studio zombies and Mantic ghouls and zombies painted to look like modern hospital patients.  They went down well and encouraged me to finish the remaining twenty or so over the following period.  I finished the lot at some point in February.

The first of the remaining three batches is zombies in white.  As the zombie flesh that I have been painting is pretty monochrome, I felt that the gowns were blending into the flesh a little.  To remedy this I added a thin wash of old GW Purple Glaze over the flesh tones on this batch.

Its pretty subtle, at least as far my painting goes anyway.  I like strong contrasts that are visible at the distance from the viewer to the game table, rather than beautifully executed blending that is invisible at a distance.  Still, the batch didnt turn out looking like Barney or anything, so it worked out fine.

I find painting white to be a chore and these guys were no exception.  I think that it came together in the end though.  There is a GW component used in the group shot above, which makes it the only non-Studio or Mantic component used in the entire “patient” project.

Running out of Patients Pt 1

Out Patients

I had two zombie miniature related problems.  One issue was that the Mantic zombies and ghouls that I owned were going to be hard to make look like modern figures.  The second problem was that I didnt have any figures that I had specifically designated for use as fast/rage zombies in games.

I decided to kill two birds with one stone by theming my fast zombies as hospital patients.  That way the slightly odd toga like clothing could be painted to feasibly look like hospital gowns.  Thematically, the idea that some sort of “cure” administered in a hospital could have backfired and had a negative effect that created a more hyperactive version of the infected works for me.  You could call it the “running” out of patients maybe, but Id rather you didnt.

Having recently picked up the Studio Miniatures Big Zombie Deal I also decided to add the patients from Zombie Mob 5 who also fit nicely with my Patient Zero figure from last year.  Hopefully the “proper” dead patients lend some authenticity to the Mantic stuff.

In keeping with how I am basing my zombies for gaming, fast zombies have a hex-base, while regular zombies have standard round bases and so on.  Just in case anyone is wondering about why the bases vary.

As ever the figures are painted to a decent enough tabletop standard and definitely not as display pieces.  This is the first batch.  I have a few more batches coming up with similar skin tones but wearing different gowns and the like.  There will be twenty eight or so when the sub-project is finished.

Deadlines: Hostile Corporate Takeover of the Living Dead Pt 2

This report follows on from last Wednesdays post, visible here.

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In advance of the Regenerator the zombies lurched forward, wounding Anderson and Symes with their filthy clawing hands.  With the hissing Regenerator twitching forward on its palsied limbs things are looking bleak for Sigma Squad.

The Regenerator moved suddenly and with a spasm spikes erupted from its body, eviscerating Jerabeck.  With cold efficiency Anderson riddled the body of the Regenerator with rounds from her MP5 killing one of the Regenerators parasites, while weaving between the zombies all around her.

With skills honed by years of training Symes broke right, in the opposite direction to Anderson while putting three rounds into the nearby butane cylinder.  The cylinder burst sending zombie and Regenerator offal flying in all directions.  “Hasta la muerte” she uttered pithily as chunks of bloody, rotten flesh rain down around her.

(When setting up the table for the game some cinematically minded player decided that the best place for a butane cylinder was next to a Spawn Point, and he was probably right.  On this occasion it likely kept the wounded remnants of Sigma Squad in the game).

On the street between the Cinema and the rear of the Police station, USS Squad Gamma crossed paths with USFU Squad Sigma, the first living things that they had encountered since deployment.  Under strict orders to keep their noses out of each others highly sensitive business, a curt nod between fully masked sergeants was the sum of their exchange.  Gamma proceeded North while Sgt White went South.  Squad Epsilons  Ingram climbed the extendable ladder to the roof of the Police station to give covering fire over the vehicle holding the vault keycard.

Squad Gamma proceeded towards the milling throng of confused corpses that was trying to locate its last target, Squad Epsilon.

As Epsilon Sgt White rounds the South side of the police station, Ingram gives cover from the rooftop by detonating a fuel barrel, turning a handful of zeds into sub-human torches.  This cleared the way for Sgt White to get the vault keycard in the blue Porche.

Kaplan pauses from the rhythmic headshots and dismemberments to reload, and is caught unexpectedly.  Although he dies quickly from arterial blood loss, Gamma has no time to grieve as the Squad struggles to keep the mounting horde at bay.

Eerie wailing is heard as a Witch shows up near squad Epsilons keycard objective location.  Luckily, the Witch is inclined to keep itself to itself.  As it spawns a distance away from the main routes travelled by the forces, it remains undisturbed for now.

Squad Gamma, rattled by the loss of Kaplan get some payback on the large mob that has congealed near their objective, the Umbrella Corp local HQ.  After some unnecessary risks, some touch and go hand to hand where they were kept alive only by their kevlar, they get their heads back in the game…

…and tactically withdraw around the rear of their target building.

Meanwhile the wounded Sgt Anderson has procured the incriminating documents.  Now Symes (at the front of the fire truck) has the unenviable task of drawing the zombies away from the Sarge.

At this point the unmistakable howl of a Hunter is heard not far from the Police Station and the Umbrella building…

… and the pressure builds as a Licker shows up even closer to both buildings than the Hunter, next to the still crying Witch.

That doesnt bother Anderson and Symes of Sigma Squad. After reaching the chopper Anderson covers Symes sprint from where she had been heroically drawing the cannibal corpses away from the access point.

With a whine the helicopter begins to lift off, which is enough to agitate the Witch into action.  It also satisfies Sigma Squads mission objective.

Meanwhile Squad Gamma has procured Dr Braga and the vital information that he has.  The hordes are getting nearer however and the extraction chopper has to execute some fancy manoeuvring to get close enough for them to board (the Hunter can be seen approaching on the right, next to the game card).

At this point disaster struck.  Pvt Ocampo had been delayed while punching a couple of zeds tickets at ground level, where she has already seen the approach of the Hunter and Licker plus the large encroaching horde. “Get out of here!” she cried, “Don’t wait for me!”

As the chopper delayed the vital extra seconds for Pvt Rain Ocampo to get up the ladder, the brain dead hordes struggled out of the stairwell onto the roof, dragging the pilot and Pvt Symes of Squad Sigma from the vehicle.

The helicopter tilts, rotors spinning in slow motion, Michael Bay sty-lee.  Across the slow motion image of the chopper crashing into the roof the Hunter leaps screaming onto Pvt Symes, who is subsequently torn apart  while his limbs are used to beat the pilot to a mushy pulp.

The only survivor of Squads Sigma and Gamma is Rain Ocampo, and she is surrounded by zombies on a rooftop with her back to a flaming helicopter wreck.

Sgt White, the lone survivor of squad Epsilon has fought his way through the hordes to his objective, despite losing two good men en route, the last of them only moments ago.  Shoving the final zombies in his path aside he uses the key card to enter the bank and to lock himself into the vault.  There he must locate “the package” in the pitch dark before being extracted.  The vault lights dim and the power cut out.  An inhuman voice screams in the room that Sgt White is locked into behind inches of steel.

Credits roll.

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I was very pleased with how the game worked out.  The revised elements of the system functioned better than I could have hoped.  While a handful of minor issues were quickly recorded during the game for inclusion in future drafts the game trundled along quickly and cinematically.  Importantly the other players were able to work out the rules and mechanics of the game from the cards and rules document without the author (me) having to translate.  I have hopes that this system will regularly get played at Sho3box Castle.  Which will help me to justify my compulsion to paint even more zombies.

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