Poll Closed: Civilians will ALWAYS contribute to the 2:1 rule. However, players have the CHOICE of enlisting civilians. Civilians fight BAREHANDED at extreme RISK unless otherwise stated. Civilians may not fight if they are emotionally or mentally unstable. Some civilians are cowardly and may refuse to help regardless of their condition. For Turn 3, I stuck with the old rules - they did not contribute to combat rolls).
Turn 3B: The Team Report "Grouped" Activities are listed below.
Group Free ActionsEveryone knows that the zombies are coming. Sure, you may have fought off a few of them before, but it's been nothing like this. As the sun rises, you make appropriate preparations. Joseph, the latest member of your team, meets and greets fellow heroes, learning about your triumphs in the past few days. As a team, you have set the foundation for a successful mission and with the additional help, you will surely be even more successful in your future endeavors.
Desmond fills Joseph in on the findings inside the Cafeteria on the 2nd Floor while Jimi similarly informs Joseph about the state of the 4th Floor ICU. Having gotten a grasp of the situation, Joseph asks the janitor that Ottofar met the previous night to clean up the shattered glass in the Lobby and the gore in the ICU. Though it is hard work, the janitor nevertheless seems to enjoy it; or at least the sense of normalcy imprinted with the action of cleaning. He whistles while he works, applying ammonia, bleach, sponges, brooms, and the mop to the mess. The janitor uses up Matthew's plastic bags in the process. Working seems to have cheered him up, and this civilian is now far more likely to cooperate with your orders. Meanwhile, Lozz investigates the civilians. There are 2 children among them, and the rest are adults. None of them are elderly, with the oldest man being 48. Finding that most of the civilians are hungry, Lozz talks to Desmond about fixing up some of his famous desserts for the crowd. Though initially hesitant, Desmond acquiesces to the request (Desmond will spend 1 AP making dessert):
"I'll make some of my famous thick red chocolate mousse." Desmond replies, seeming a bit peeved. He adds "It used to sell $100 a serving down at my restaurant, now I'm dishing it out for free...pride goeth before the fall and all that..."
Meanwhile, Jimi hands Lozz a makeshift rope from bed linens. Though Lozz originally intended to use this rope to rescue the trapped girl, Jimi decides that with the incoming horde, there's no time. He decides that the girl must take action sooner rather than later.
With the civilians assembled in the the Cafeteria, Lozz speaks comforting words, hoping to rally everyone's spirits. Matthew surprises everyone by breaking into his very own rendition of the song, "Suspicious Minds". Meanwhile, Hastur flexes his muscles and swings his combination shovel about for practice, adjusting it to various degrees to demonstrate the shovel's versatile killing power. Meanwhile, ever vigilant, Officer Roderick Johnson hoists himself up into the vents above the counter in the 2nd Floor Cafeteria and goes exploring.
Team Combat vs the HordeLozz, Roderick, and Ottofar are defending the lobby in the day. Lozz, Marcus, and Joseph are defending the Lobby in the night. As the zombies arrive between the day and night phases, anyone on GUARD duty will be able to participate in combat. Note: Should any zombies arrive before the DAY phase of Turn 4, everyone who was guarding during Turn 3's night phase may choose to participate in combat regardless of their action on Day 4.
Lozz, Roderick, Ottofar, Marcus, Joseph, and 9 civilians are here: making up a group of 14.
8 zombies have arrived from the city park. You engage them in combat!
Lozz attacks with her Multi-tool! (Roll: 2) FAILURE!
Roderick attacks with his baton! (Roll: 2) SUCCESS!
Ottofar attacks with his piano wire! (Roll: 5) SUCCESS!
Marcus attacks with his bone-pick! (Roll: 4) SUCCESS!
Joseph attacks with his bare hands! (Roll: 5) SUCCESS!
Roderick takes a mighty swing at an incoming zombie, bringing his police baton down squarely on the zombie's forehead. The baton caves in the skull: ejecting many teeth from the zombie's mouth in the process. A snarling zombie reaches for Ottofar, but is too slow. Ottofar winds his piano wire around the zombie's grasping hands, severing the wrists! With another quick motion, Ottofar wraps the piano wire around the zombie's neck, decapitating it cleanly. Marcus throws his improvised scalpel-femur-gum-grip-bone-pick at an incoming zombie and the scalpel is lodged firmly in the eye socket! Giving the sticky grip a firm tug, the zombie's head is pulled clean off! In a FEAT OF PURE DARING, Joseph decides to attack a zombie with his bare hands (+10 player score). ACHIEVEMENT UNLOCKED! He tears the offending dead limb from limb! Lozz fails to get in a good hit with her Multi tool, leaving her dangerously exposed to the hungry dead. Luckily, with the presence of the civilians and the rest of her friends, she escapes injury. With 4 zombies dispatched in one fell swoop, the combined team of 14 humans easily eliminate the remaining 4 zombies.
Technical: I know Kilowatt specified running, but I stuck you guys in combat anyway, since only one of you would need to make a successful roll before everything went to auto-kill.
The group of 15 zombies arrive from the apartments. But you do not engage in combat due to Jimi's actions this turn. Team Combat is over.
Midnight:Due to a mixed consensus among the good Samaritans, you cannot decide on how many civilians you should evacuate. Some feel that the everyone - especially the children - should be evacuated while others feel that civilians can provide useful functions if kept behind. You decide to evacuate a total of 6 civilians for good measure (included among them are 2 children and 3 regular adults and 1 young woman). 6 adults remain behind (1 janitor, 5 regular adults).
Desmond, Jimi, and Hastur escort the civilians to the rooftop. There, they find Matthew already attracting attention with the Helipad lights. Shortly before midnight, you hear the third helicopter approaching: Besides the whirring of the rotor blades, there was another layer of sound: high-pitched and penetrating, it was not unlike the roaring intake of a giant vacuum cleaner. Despite all that the helicopter symbolized, standing on top of the Helipad standing on the Helipad royally sucked. The wind was mussing up your hair, the pressure from the helicopter's blades was pushing you down to the ground and you were pretty sure that if you had to listen to the deafening noise any longer, your ears would bleed.
The helicopter, large as a bus (and shaped sort of like one too!) landed atop the Helipad with surprising grace and precision. The back of the helicopter opened and a smiling soldier stepped out, greeting you warmly. The civilians shower you with tearful thank yous and clamber on board. Shortly after, the helicopter rises up and disappears into the night sky.The night air is silent. There are 7 more helicopters remaining.
Turn 4 begins as the sun rises...From your vantage point on the 2nd Floor Cafeteria, you can see that 2 zombies and 2 civilians are approaching from the immediate west (supermarket).
From your vantage point in the Lobby, you can see that 2 zombies and 2 civilians are approaching from the immediate west (supermarket).
Based on their current speed and distance, you estimate that they will reach the hospital before the DAY phase of the next turn. From your vantage point in the Lobby, you can see that no zombies are approaching from the immediate east (city park).
From your vantage point on the Helipad, you can see:
West (supermarket). The automatic glass doors to the supermarket are closed and powered down. The supermarket is completely dark. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are figures moving outside of the supermarket. At this height, you can also see a great deal farther than the supermarket: there seems to be some movement in the distance.
East (city park). You can see the swaying silhouette of trees. In the dark night makes it hard to make out anything else, and the treetops obscure most of your view. Nevertheless, you can see the top of lamp posts (on) and a bit of the playground. At this height, you can also see a great deal farther than the city park: there seems to be some movement in the distance.
North (gas station). The lights inside the station are off. However, the neon logo of the gas company is very bright. There are 17 figures standing by the neon logo. There are 2 figures sneaking about. There are no vehicles parked at the station. At this height, you can also see great deal farther than the gas station: there seems to be no movement in the distance.
South (apartment complex). The apartment complex is 5 floors in height and looks new but otherwise ordinary. The main entrance to the complex is facing the hospital. The apartment appears deserted. At this height, you can also see great deal farther than the gas station: there seems to be some movement in the distance.
The helipad lights are on. You suspect that the helipad lights are somewhat effective at attracting civilians each turn. You suspect that the helipad lights are somewhat effective at attracting zombies each turn.
You have evacuated 6 civilians so far. There are currently 6 civilians in the hospital (1 janitor, 5 generic adults).
Team Score: 120Civilians Evacuated: 6/188Submitting your move for Turn 4-As a group, tell me where you would like to direct new civilians.
-Tell me your combat behavior: details are good. Tell me where you'd like to retreat to.
-Tell me if you'd like to interact or use any objects currently discovered. Interactions are FREE Actions.
-Tell me any FREE Actions that you'd like to perform: you may perform as many as you'd like.
-Note: There are a range of FREE Actions opportunities available. To limit my influence on player actions, I will not post a list of them here. You may learn about these opportunities by re-reading old turns.
-You can spend 1 Action Point to sleep: Tell me which floor you're sleeping on.
-You can spend 1 Action Point to stand guard: Tell me which floor or zone.
-You can spend 1 Action Point to attract attention: Tell me which floor or zone.
-You can spend 1 Action Point to carefully search any of these locations:
City Park, Gas Station, Apartments, Supermarket, Sub-Basement, Basement, Lobby, Floor 2, Floor 3, Floor 4, Floor 5, Floor 6, Floor 7, Floor 8, Helipad
-You can spend 1 Action Point to scout out 3 of these areas if the areas are adjacent or on consecutive floors:
City Park, Gas Station, Apartments, Supermarket, Sub-Basement, Basement, Lobby, Floor 2, Floor 3, Floor 4, Floor 5, Floor 6, Floor 7, Floor 8, Helipad
-These are suggested moves. Logic and Imagination are your friends. If you'd like to do something outside of the box, post away and I'll let you know if it's applicable and if it'll cost you AP.
AchievementsCommentsWrestling Achievement: Congratulations to Kilowatt for discovering this one. From now on, anyone who wrestles a zombie bare handed and lives will earn this achievement. One time bonus of 10 points.