“The foulest stench is in the air,
The funk of forty(one) thousand years…
And grizzly ghouls from every tomb,
Are closing in to seal your doom.
And though you fight to stay alive,
Your body starts to shiver,
For no mere mortal can resist,
The evil of the thriller.”
-Salamanders Chief Librarian, Vincent Price CXXXVII
From the mind of Evil Dice veteran Brian F last sunday came the first of what may become an annual 40k Halloween Zombie Spooktacular event. In this special mission, players controlled just a single squad consisting of 100 points of any models that players wanted to bring from their faction. Only two escape transports were available on each 4’x4′ table, and players had to contend with dozens of randomly spawning zombie hordes as they fought their way towards safety. Our resident nurgle enthusiast Dave also assisted by providing many of the zombie models and GMing the second table, and between the two of them it was truly a killer event!
As teams closed in on escape, treachery abounded and players faced a far deadlier foe even than the shambling hordes: Each other.
In the end, only three teams escaped (the final transport devolved into a gigantic bloodbath for both living and undead and no single player was able to break free).
Victorious survivors were:
1) Greyson’s Genestealer Cult – Eschewing quality for quantity, Greyson understood that in any zombie movie, the guy who grabs a flamethrower gets a really exciting death, but it’s the trusty old shotguns that carry the day. Greyson’s faithful cult delivered their magos to safety early in the event, so to increase the chaos he was tossed back in with a Primus and a few cultists to go for the final transport.
2) David’s Necrons – The only team to make it out of Table B was an indomitable trio of Necron Praetorians, who despite an incredibly poor start getting piled on by three units of zombies managed to prove once and for all that metal zombies were out-and-out superior to the kind you make out of squishy dead flesh.
3) Tom’s Salamanders – breaking free of the melee in the final moments of table A, Tom’s salamanders claimed the final rhino to ride off into the sunset. Maybe it was the custom squad leader wielding a power maul that gave him the edge (after learning to his disappointment that GW has never produced a power cricket bat), or maybe it was whatever custom goodness the salamanders pack into those flamers of theirs, but either way the boys in green managed to avoid the fate of table B.
Sadly, after a few close calls and unlucky zombie spawn rolls no single survivor crew managed to make a break for the final truck on table two. The other Genestealer Cult force, led by indomitable power-bat wielder Joe Baseball tangled repeatedly to mutually assured destruction with Dave’s force of disease-loving nurgle marines (who would probably have been chastised by Papa Nurgle for running away from the zombie plague anyway). Luke’s Dark Angel tactical squad held out to the bitter end and when the last marine finally fell, the remaining zombies crashed into the four teams fighting their way to the last escape in a ravening wave of rotting flesh. The cult and nurgle’s children were too busy fighting each other to break free, and neither Eric’s Imperial Guard veterans nor Dennis’ veritable horde of guardsmen with flamers had the necessary melee chops to wade through the evil dead and make their getaway – but all four came within inches of the prize.
Overall, the event was a huge success, with several new faces and new visitors to the club stopping by to check it out. Many thanks to Brian and Dave for running it and providing all the special custom materials to make the event a huge hit (And now, Brian owns dozens of handy tokens he can use in all his games to represent medpacks, sweet shades, and Chuck Norris’ facial hair – all in all, very versatile.)