You can find the scenario set up and house rules over here.
The Young Ones on Vacation - HeroQuest Skirmish battle report
TURN 1
The scenario set up
The table layout is as you can see. Vyvyan and SPG begin in the top right corner for the table. The Security Team have just arrived in the carpark in the lower left corner. The Security Team, having just arrived in a vehicle, have generated three noise markers. This will attract three zombies to that side of the table next turn. Zombies are scattered about the table.
Vyv and SPG roll only short moves of 3" and 4" respectively. Clearly, they are sneaking their way back to Vyv's Ford Anglia at the car park when the spy both the zombies and the security team.
The security team make three noise markers driving into the car park. That's going to cause issues next turn. They exit the vehicle, the security sergeant radioing back a sitrep.
SPG's favourite toy is where he left it when the science team captured him and carted him off to the lab. SPG is going to be very motivated to get this back despite there being zombies hanging around.
Vyv left both his lunch and his cricket bat when he chased after the hamster nappers. So Vyv is going to need these if he hopes to get SPG and himself out of the parkland in one piece.
The keys to Vyv's Ford Anglia are in the grounds-keepers cottage. The keys to that cottage are on what's currently left of the grounds-keeper. Vyv, being a medical student and rather fond of violence, isn't too squeamish when it comes to digging through guts. Good thing too because he's going to have to get dirty to get the keys to the cottage. Unfortunately, there are zombies hanging around that corpse. So best to tread carefully here.
Vyv's car keys are in the cottage on the entrance table.
Turn 1 opens with the Hero's (Vyv and SPG) making their moves first. The security team goes next and finally the monsters (i.e. zombies) get their turn. With the Hero phase done. The security team stays put and tools up. Spying the closest threats to them. Trooper 1 spots the Zombie Brute and, it being the closest threat, opens fire. The trooper scores 2 Skulls. The Brute however tolls 1 Dark Shield, shrugging off one damage.
Noise markers are placed ready for next turn.
Bam, bam, bam!
Braiiiinz...shug off hurt. Want braiiiiinnnzzz.
One hit
Trooper 2 also thinks that the Brute is the closest threat to him and likewise takes a shot. Rolling 2 Skulls, the zombie fails to shrug off the hits and is killed.
Blam, blam, blam.
Nice work team.
The security Sergeant makes a move and then shoots at the nearest zombie, which is partially obscured, to himself. Due to partial cover, the Sergeant rolls one less dice in attack. The Sergeant rolls 2 Skulls in attack. The zombie fails in its defence roll and is taken out immediately. Nice work Sergeant.
Trooper 3 now activates and makes a move action to get a clear shot at some zombies. He has three targets in equidistant range and Line of Sight (LOS). But the fence acts as an obstruction meaning that the trooper will roll one less attack dice. Trooper 3 targets the most dangerous zombie, the Runner, and scores a single hit. The Runner however shrugs this attack off with a single dark shield result.
Now the monsters get their phase. Zombies move towards the nearest loudest sound, the nearest visible non-zombie, or will move towards each other if neither of these options are available. The firefighter zombie moves towards the gate and tears it down. This opens the way for a bunch of zombies to move towards the nearest visible target, that of the security team. And onwards they come!
Shuffler Zombies get a move of 5". So does the Zombie Brute if it was still standing. The Zombie Runner however gets two red dice (i.e. normal d6) for movement.
Unfortunately for the Runner, it rolls a grand total of 3" for movement this turn. Not so much a runner, as a jogger right now!
As most of the Zombies are attracted to the Security Team either by sight, or noise, they move towards their dinner. Only one Zombie has a LOS to another target. That being SPG. The Shuffler Zombie, having no other non-zombie in LOS, moves towards SPG.
"Uh oh!"
TURN 2
Turn 2 opens with three new Zombies coming on to the table, having been attracted by the noise generated by the Security Team. All three zombies are Shufflers.
The Hero Phase opens with Vyv making a b-line for his cricket bat, rolling 10" for movement. "Ah, completely brilliant!" he exclaims as he picks it up and feels its weight. "This could come in very handy."
SPG likewise rolls 10" for movement and legs it past the female zombie Shuffler and straight towards his beloved Rubber Duck.
With Vyv claiming his cricket bat, that's one objective the Hero Team has collected. Vyv now adds +3 dice to any melee attack rolls he makes because, as Rick exclaims; "Vyvyan, you vicious bastard!" That's a total of six dice he will roll in attack. Moreover, Vyv can split the dice amongst multiple attackers if he is set upon by more than one zombie in melee. Swing away!
"Completely brilliant!"
"Out of the way, Lassy. That's my duck!"
The Security Team phase opens with them being in trouble. Beset by a large number of zombies, 7 in total, and one a Runner. Things look grim.
Trooper 3 opens up on the purple clad Shuffler directly in front of him and scores 2 Skulls. Purple zombie fails to defend itself and is outright splattered across the zombies behind it. Tropper 3 then falls back to get as much distance as possible.
The Security Sergeant opens up on the Runner, scoring 1 Skull, which the Runner fails to defend. The Runner therefore takes a single hit. The Sergeant then also falls back to Trooper 3. We can imagine that both were falling back whilst firing at the oncoming zombies.
Trooper 2 shoots at one of the newly arrived Zombies, being the closest threat in LOS. But he fails to land any hits.
Damn it. Missed!
Trooper 1 moves forwards towards the front of the Hummer and takes a shot at the Runner zombie. But he also misses his target. Clearly, he was freaked out by the oncoming mass of rotting flesh.
The Monster Phase opens with the Runner zombie rolling 7" of movement. It runs forwards and attacks Trooper 1, scoring 1 Skull in its attack. Trooper 1 manages to roll 2 White Shields in defence and pushes off the charging zombie.
But the rest of the little hoard shuffles into the carpark and quickly start to cut off access to the Security Teams vehicle.
Meanwhile, SPG has his own problems. The two Shuffler zombies close in behind SPG. Due to his tiny size, attacks against SPG roll one less dice. The female zombie attacks first but fails to land a hit. Next the male zombie has a go but likewise fails to land a blow. Incredibly SPG dodges between the two zombies and escapes being hit.
"Naff off zombies!"
With that Turn 2 comes to an end. Stay tuned for what happens next.