The Honda-Ziplok Clan allies with the zombies.
Zombies And Mutants
The Zombie Grenadier throws a biogrenade at the Police Hero...
He survives, but the two policemen on either side of him are less fortunate.
The dog-headed zombie opens a crate, and recieves...
The Jet Pack.
The Jetpack gives its wearer an additional 5" of move and allows them to fly.
The Peach archer and winged Peach archer fire on one of the policemen. They miss.
The Troll moves up to the policeman Hero and attacks him with his club. SQUASH.
The Dimmy Hero fires on one of the policemen, and misses.
The two flail-armed skellies move up to finish off the police.
One of the policemen jumps onto their flyer.
Which heads towards the bombed-out house containing one of the two last crates.
He opens the crate, and receives...
The Repair Kit
. The Repair Kit has four Spare Parts, each of which allows you to repair either a single subsystem of a vehicle or 1D6 points of structure damage automatically -- no roll required.
The other remaining policeman, unable to reach the flyer, hides in one of the buildings and prepares for his glorious last stand against the zombie horde.
The Survivalist hero attempts a Stupendous Feat to bring a dead trooper back to life.
Success! The resurrected trooper grabs the grenade launcher.
Both troops fire on the Nomads' Landship.
Unfortunately, no damage was done.
The Stealthtrooper throws the Plasma Missile onto the fort's walkway. The Survivalist gunner moves up, but is not yet close enough to grab a weapon.
The flyer buzzes my infantry. The gunner jumps out to make room for a second passenger, and the flamethrower and HMG troopers board.
The troops jump out just outside the Survivalists' armory, and prepare to fire on anyone who tries to recapture the armory.
The flyer moves out to attack the Police flyer with guns and both of its rockets.
The rockets miss, but the guns do 5 points of damage -- significant but well within the repair capabilities of the Repair Kit.
The rocket tank and bazooka trooper fire at the rear of the Nomads' Landship.
Sure, those fireballs look impressive, but they did only three points of damage. No one was killed. (That corpse in the photo is already dead).
My hero fires full-auto at the troops in the front of the landship, and kills one rifleman.
He attempts a stupendous feat to fire again, but gets a Critical Failure. His gun explodes!
Thanks to some ludicrously high sprint rolls, all of my ground troops made it to the fort's front gate. Unfortunately the gate is still closed. We'll see what we can do about that next turn.
A flamethrower trooper, a rifleman, and a minigunner all attack my hero.
Well, that was predictable, wasn't it?
The Nomad Hero and the rifleman in the front of the landship both fire on the Survivalists' Hero.
He is killed as well.
The survivalists' Stealthtrooper is able to use stealth next turn as normal. Here is an overview of the field for him.
Two spear-carrying zombies have come back to life. If the last of the spear-carriers fails his resurrection roll next turn, he will become permanently dead.
And here is your overview of the field. The last crate is marked in red. Those of you who are suffering from extensive casualties at this point may like to know that the last crate contains a medical kit which can revive up to 4 minifigs.
Honda-Ziplok Clan: 0
Nomad Raiders: 2
Honda-Ziplok Clan: 1
Nomad Raiders: 0
Vehicle Damage Points given
Honda-Ziplok Clan: 8
Nomad Raiders: 0
Vehicle damage points received:
Honda-Ziplok Clan: 0
Nomad Raiders: 3
Nomad Raiders/Zombies: 8
Nomad Raiders/Police: 8
Awaiting orders for turn 4.
Just one random act of violence can brighten your day. Especially if it involves explosives.