All move away from the undead horde. Two soldiers fire single shots, while the third is reloading his assault rifle. One target is killed, but quickly replaced by a newly generated zed.
Turn 32: (double 6!) No one moves, but there is a random occurrence (dramatic music and deep, hollow voice): Someone left the keys in the ignition! Yeah, wow, and maybe Mrs. Whiteface forgot to switch of the flat iron.
Turn 33: Still wondering about the keys, Team Whiteface doesn’t act this turn. The zombies move closer and closer. Slowly, but surely.
Turn 34: Team Whiteface stop their musing, but too late, the zeds are upon them!
Three zombies charge and Mrs. Whiteface urges Team Whiteface to open fire. The whole Team fires at the chargers. All five bullets miss their targets.
Soldier #1 is evenly matched, soldier #2 and #3 manage to kill one zed in melee, but Mr. Whiteface is in real danger. He has to use his LUCKY attribute in the third round of melee to survive this fight. He finally is able to kill his undead opponent.
Team Whiteface activates and fast moves away from the horde.
Two zombies are spawned as a result of five shots fired and one of those zeds is placed directly into close combat with Mr. Whiteface. Gnaaah!
Turn 35: All will activate this turn, but the zombies act first. Maybe Team Whiteface is too slow with all these highly developed (and tasty) brains thinking complicated thoughts…
All zeds pursue the humans. One zed tries to bite Mr. Whiteface but is killed swiftly with +3 successes.
Team Whiteface concludes to do another fast move. It’s pretty obvious who’s hunting who.
Turn 36: All activate again, but this time Team Whiteface moves first.
They continue to do what they do best: running away with a fast move. They end their moves out of sight behind the rocks.
The zombies follow.
Turn 37: All activate, but while Team Whitefaces discusses whether they are safe now the zombies move closer. In a straight line towards the rocks.
Team Whiteface exits on the other side of the woods, keeping most zeds out of sight.
Turn 38: The zombies don’t activate, puzzled because they lost sight of their supposed lunch. Team Whiteface activates and approaches the chewed up remains of the survivors from the first shootout.
Turn 39: All activate, with Team Whiteface acting first.
The Whitefaces loot the corpses while the soldiers scan their surroundings. Both take an assault rifle, but cannot find anything else (Looting the Landscape, IZ).
All zeds move, some in a straight move, some where they’ve last seen the humans, one moves randomly.
The National Guard soldiers are allowed an In Sight test and take down two zeds. One killed, one knocked down.
One zed is generated due to three shots having been fired this turn.
Turn 40: Only the zeds activate this turn to move closer.
All zombies move and only the hedge saves Mrs. Whiteface from an attack into her rear facing.
Team Whiteface decides to leave the area. This leads to a lonely Rep 1 PEF being resolved.
It turns out to be an empty can rattling along the road (0 humans again!).
Turn 42: Only Team Whiteface activates and continues to fast move away.
Turn 43: Zombies and Whitefaces activate, but Team Whiteface is quicker.
Team Whiteface walks into LOS of the last Rep 1 PEF to discover two humans and something special. They are a Rep 5 National Guard veteran and a Rep 4 soldier and there is a little girl with them. It’s Dotty Whiteface!
I really hadn’t expect to see little Dotty again - alive and out of trouble - but there she was.
Turn 44: All activate, but the surprising reunion slows down Team Whiteface.
Almost out of trouble! The zeds move and one zed charges the new National Guard soldiers from behind. Both roll test for Being Charged.
The Veteran will melee with a penalty, but his companion is shooting a burst at the charger…and misses. Nevertheless they kill the walking corpse in melee.
Team Whiteface walks up to both soldiers.
As a result of three shots two more zeds are being placed on the table.
Turn 45: The Whitefaces spend this turn with a lot of hugging and weeping (inactive), while the zombies close in. Two zombies end their movement in charging distance.