This Zombicide batrep is based on a scenario from the Toxic City Mall expansion set and runs directly on from the last scenario that I posted recently, Death From Above. That ended with Elsa and Gary fleeing from a horde of Zombies and a flock of Zombie Crowz. This scenario answers the question of what happened next to them? The Crowz will not be reappearing but the Survivors face another new threat - Toxic Zombies, whose acidic blood can prove lethal to anyone in close proximity to them.
In this scenario I am using the three of the four Survivors from the Toxic City Mall expansion set to search for Elsa Bryce-Howard (she's the fourth Survivor from that set) and Gary Bridges. They are Derek Foster the locator, meaning he finds missing persons. He started with the +1 Maximum Range skill and a Claw Hammer. Next was Neema Freeman, a hard-nosed corporate executive, who started with the Born Leader skill (which I forgot to use throughout the game. D'oh!) and was armed with a 9mm Glock Pistol. Finally, was Raoul Nicholas the freelance mercenary. He started the game with the Webbing skill, which meant that any weapon or piece of equipment he carried counted as being in his hands. He was armed with a Fire Axe. Elsa and Gary had the starting skills of Break-in and Slippery respectively.
Find the two Survivors, Elsa and Gary. They will be in one of the Zones marked with a red "X". When found, flip the token over. If it has a white "X" underneath, Elsa has been found. If it has a green "X" underneath, Gary has been found. Note that this differs slightly from the official rule, but works better for my scenario. Once found, the Survivors must exit the board in as many cars as are needed. If anyone is left behind, the mission is a failure.
Find the Survivors. Add the white and green objective tokens to five red objective tokens and shuffle them with the red sides facing up. When the white and green tokens are revealed, place Elsa or Gary, as appropriate, in the Zone he or she was found. Elsa and Gary start with no equipment, weapons or experience points. Each objective token discovered grants 5 experience points to the person who reveals it, whatever the colour of it is.
Toxic Roamers. Place a Toxic Walker in each of the mall corridor Zones.
You can use cars. Each pimp-mobile may be searched only once. It will contain either the Evil Twins, Ma's Shotgun or Pa's Pistol. Draw randomly. The police cars can be searched more than once. draw a card until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the search.
"It's clear now," she announced as she stepped inside the trashed store.
"Thanks," Derek said feeling relieved at not having to fight a Runner.
"Oh my, you are a beauty, aren't you?" he said as he revealed the weapon to be an AA-12 Atchisson Assault Shotgun. He had used one once during his time as a U.S. Marine. It was a lethal weapon with a 32-round drum magazine and was capable of firing 300 rounds per minute. It was the perfect weapon for killing Zombies. Raoul was a very happy man!
(Note I forgot to place the two Walkers alongside the Fatty in the photo above, but I remembered them soon after. See below.)
(This is actually a very useful piece of equipment as it prevents 1 Wound to the wearer per attack.) He used his Claw Hammer to bust the lock on the door leading to the interior of the shopping mall. Three Toxic Walkers were waiting just outside and a fourth was close by.
"Not again!" Derek moaned.
"Any luck?" Raoul asked.
"Oh yes!" Neema replied, smiling happily as she pulled a Machete from beneath a vending machine.
"Do you need a hand again, Derek?" she asked as she moved in front of him to look out of the wide open exit door.
"Huh?" she muttered as she raised her Pistol. "Spiky Zombies! I haven't seen them before."
This was their first encounter with Toxic Zombies. She wondered what made these Zombies different from others they had met? Her first shot punched through the centre chest of a male wearing a white shirt. Her second shot struck him in the bridge of his nose. The blood that spattered from both wounds made a hissing noise as it landed on the floor and it bubbled for just a few seconds. Neema's knowledge of chemistry immediately kicked in.
"Be careful guys," she warned. "I think these bastards have acid blood!"
"Any of you guys want a .44 Magnum?" he asked as he showed it to his two surprised looking colleagues.
"Oh, please!" Neema replied quickly. "I had one of those back at home."
"It's yours," Raoul said as he passed the Revolver over to Neema. She tucked her 9mm Glock into her skirt pocket and lovingly took possession of the .44 Magnum.
"Now to deal with these deadheads," Raoul announced. He selected semi automatic fire for his Assault Shotgun. Three rounds boomed out in a near deafening noise and blasted the heads off the two Toxic Walkers about to enter the store.
"Holy shit!" Derek exclaimed. "That was freaking awesome! I want one of those!"
ZOMBIES. The one remaining Toxic Walker in the mall corridor moved slowly towards the door of the store that the three humans were occupying. From Spawn Point 1 one Runner appeared. Nothing appeared at Spawn points 2 and 3 and one Walker arrived at Spawn point 4.
NEEMA. Making sure she kept her distance from the female Toxic Walker who was approaching the doorway, the young executive tested her .44 Magnum and found it to her liking. One shot and one kill. Making sure she didn't step in any spilled blood she moved cautiously down the corridor to the musical instruments store next door.
He aimed the strange weapon called Pa's pistol at the head of the Walker and pulled the trigger. The Walker's head exploded in a ball of flame.
"Incendiary round," Raoul explained. "Very nice, my friend. That's a keeper, I'd say."
"Yeah, cool!" Derek replied, feeling good about his new weapon.
(Note the two Walkers accompanying the Fatty. I didn't forget them after all.) Unbeknownst to the Survivors they were in big trouble. All of a sudden, a Toxic Abomination emerged from Spawn Point 1. This was really bad news! Two Walkers appeared at Spawn Point 2, one Runner from Spawn Point 3 and two more Walkers from Spawn Point 4.
"Let's move on," he suggested.
(The objective token he found turned out to be a normal token and not one of the missing Survivors. he earned 5 experience points but nothing else.)
(Finding the blank objective token advanced Neema to the yellow level. She gained the +1 Action skill.)
To be continued.