Obligatory "See I'm not just making an excuse so I can kill the game without feeling bad" update incoming.
Urban Turn 2:
Jorn continues along his route, entering building 12 and searching it.
Weapons(3) Pass, Found(6) A baseball bat.
Ammo(3) Pass, Found 1 Surplus Ammo
Vehicles(6) Fail
Food(1) Pass, Found 1 food
John approaches the zombies, makes an In Sight Check(6,3) and passes 1. As he is moving, he cannot fire. The zombies can see him, but speed losses in the ruins means he's still in pretty safe range.
Graham Wants to Charge(6,5) and passes 1, so he charges. You can't shoot and charge on the same turn, so he doesn't shoot. That invalidates Khan's orders, and seeing as he's pretty vehement about not shooting, I'll assume he's going to charge also.
One zombie attacks Graham, 2 attack Khan (But he has sidewalk demon so he doesn't suffer penalties)
Graham(5,5) passes 2
Khan(5,6) passes 1
Khan-Zombies(4,1) pass 2 (D:)
Graham Zombie(1) passes 1
Graham wins his combat and(6) knocks the zombie down.
Khan ties with both of his zombies and no injuries are dealt by either side
In case it wasn't apparent, most rolls in this game are done by rolling 2d6 and counting how many are <= the figure's rep. That's what the pass 1, pass 2 etc stuff is. Zombies only roll 1 die in melee because they're slow and clumsy. They become more dangerous in packs.
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Turn 3
Zombies win and both teams may act.
Zombies move through the ruins toward John. John takes an in-sight test(1,1) and passes 2. He can choose to fire or not. Since he tried to fire before I'll assume he wants to now. He can shoot all he wants seeing as he won't attract zombies with it.
He fires(6+5=11) and hits with a kill roll of 5! Past six inches, he rolls against his rep instead of the bow impact (Which is 1) Thwp, headshot!
The zombies in melee attack, aside from the downed one.
The combatants pair off
Graham(2,3) passes 2
Graham's Zombie(1) passes 2
Khan(1,4) passes 2
Khan's zombie(4) passes 1
Khan and Graham win their combats and (6,2) Graham kills his zombie.
Zombie turn ends.
Khan and Graham may make rep tests (I assume they will) to finish off their zombies(4,5) and both pass. The zombies are dead.
John can see a zombie and must make an in-sight test(5,4) he passes both and fires his bow(5+5=10), hitting and(3) killing it.
Jorn continues on his path and so does John.
Graham and Khan move toward the exit, because what else is there for them to do?
[spoiler=Turn 3 end]
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Turn 4
Only players may move.
Before the movement happens though... You hear the scream of jet engines in the distance! A bombing run has started! In the urban environment, it can only make its run along a road, and it does along the eastmost north-south road, coming in from the south.
...How anticlimactic... No targets, the jet drops its napalm and leaves disappointed.
What do you do?