By now, PEF-6 had come into the open and was resolved as a false alarm - but it had raised the encounter level to 2.
It wasn't any great surprise when we had the first random event of the game - a car alarm went off! Obviously, the blue car had a sensitive motion detector and the nearby lurching of the zombies triggered it. The creatures milled around the vehicle, temporarily distracted from their quest for meat!
A Change of Heart!random event deck. It has the effect of making zombies suddenly take notice of a character of whom they were previously oblivious.
This is The End, My Friend.
A Walk in the Park
"Can you shoot, miss?" he asked. "I reckon your hands are steadier than mine". She nodded, so he passed her his hunting rifle.
That's All, Folks...Sadly, at this point, we ran out of time and had to pack up. However, there were only 2 or 3 scattered zombies left on the table and all the PEFs had been resolved as nerves or figments of the imagination. From that point of view, the game was all but over, so I ruled that the remaining humans could have hunted down and destroyed the surviving zeds reasonably easily.
John, Bomber, Darcy and Lizzie had all killed zombies and the victory conditions for the game were met (i.e. defend the homes). All four were therefore eligible to roll for an increase in REP and astonishingly, all of them were successful!. That means that John and Bomber are now both REP-6 hard men and Darcy and Lizzie are each a very capable REP-5.
ATZ-FFOSo, what's it like playing with ATZ:Final Fade Out?
Well, much of what we used would be very familiar to anyone who knows ATZ:BDTZ. The initiative rolls, shooting and zombie movement are similar to the older rules, though not necessarily identical.
Many of the rules that are different from ATZ:BDTZ didn't come into play in this game. The new In Sight test wasn't used because there weren't any other humans (In Sight isn't triggered by zombies). The FFO encounter tables weren't used because none of the PEFs was anything more than imagination. Mind you, I would probably have used my own encounter cards anyway. We didn't need to use the FFO vehicle rules or the campaign rules. In the rush I forgot to apply some of the standard reaction tests (most obviously, Man Down when Salty fell and probably Zed or no zed for the old folks. Although Bomber would likely have passed and the others intended to run away anyway, so I can claim that the outcome would have been the same if I had remembered to take these).
FFO has new (or more developed) rules to cover a number of useful situations, such as shooting into a crowd or barricading doors and windows. Interactions between vehicles and pedestrians are better defined, whether involving shooting or charging. Lots of things are clearer.
Melee is totally different. I like very much the fact that the margin of victory is used in determining damage. I'm neutral about the melee ending after one set of rolls (we used to like the to-and-fro tension as each side's pool of dice shrank with each successive roll, until finally one side failed completely), or about melee being resolved one opponent at a time (no more decisions about how to split your available dice). I expect I'll keep using these rules as written. I'm really not sure I like the lack of a possible failure on the Charge into melee table: the attacker will always charge home. Finally, I'm not comfortable with the lack of a penalty for a surprise melee attack, such as from behind. Still, these are items which are easily amended by house rules if I choose.
Finally, the penalty for losing a round of melee to a zombie is likely to be severe. If you are bitten then you will turn into a zombie and that is likely to be sooner rather than later. Poor Captain Salty.
Game 6 can be found here.