In the second game of the Grey City campaign, the zombie survivors try to find the car parts they need to fix a short bus that they will use to escape.
Rules for the scenario
Mission Objective: the Auto Repair Shop
The survivors need to find and carry away the parts to fix the short bus in an abandoned car repair shop. The door to the shop is locked. To break in, a character needs to stand adjacent to it, spend one action and roll 5-6 on a die. The character gains +1 if carrying a heavy weapon or shotgun, and +1 if another character is adjacent.
After the door is open, characters may spend one action to enter or exit the shop. No more than four characters can be inside the shop at one time. On each turn of the survivors that ends with at least one character inside, roll a die. On a 6, they find the car parts. Each additional character inside the shop grants a +1 (for instance, if there are three characters inside, roll a die and add 2 to the result.)
Once the car parts are found, they have to be taken back to the starting edge of the board. There are two backpacks full of parts, each requires one character to carry. If a character with a backpack is defeated, place a marker on the ground. Another character may spend one action to pick it up.
Zombies do not enter the shop but they may gather around the entrance. When survivors exit the building, push the zombies back just enough to place the new model between them.
The Good warband
This scenario was run with a 300-point warband, ideally the one that survived the previous scenario.
This scenario uses 12 Grouped Walking Dead. If playing solo, each zombie will activate with only one die unless it is in a position to close in and strike with two actions. In this case, it will activate with two dice. Leave the zombies with two dice for last.
Deploy the survivors one Short away from a board edge and place a building -- which will be the Mission Objective -- one Short away from the opposite edge. Deploy two groups of six zombies along the middle of the other edges, leaving about one base distance between them. You may add up to four obstacles or buildings, as long as they are at least one Long away from the Mission Objective and from each other. As with the previous scenario, the survivors start with initiative and time of day effects do not apply.
The Good warband wins if they manage to bring the car parts back to the edge where they started. In this case, they gain 3 victory points. In any case, they score 1 victory point per zombie killed. The zombies win 3 victory points if the warband does not succeed. They also gain 1 victory point per 25 points of defeated survivors.
If the Good warband fails this scenario, they may try again. In this case, if they lost two or more figures, they get one random replacement for free. If they fail once more, the zombie horde arrives before they can escape and they lose the campaign.
The Good warband (barely) won the scenario defeating 9 zombies for a total of 12 victory points in this scenario and a total of 22 points on the campaign, with 16 left to be spent. Six points were used replacing one warband member, and I got a survivor with a shotgun. The other 10 points were spent to get the Retaining the Initiative warband advance.
The zombie warband gains another 3 victory points, for a total of 4 victory points on the campaign.