The Thames Valley Division had managed to capture the fugitive Scientist and Madman, Dr Hugh Jarse.
Now all they had to do was get him out of the 'Affected' area before His Majesty's Armed Forces arrived and torched the entire place and burnt it, and every living thing within it, to the ground!
The Armed Forces had strict orders.
In order to prevent the spread of the outbreak that had to ensure that nothing was to escape the area alive.
In order to avoid becoming victims of this they had to get in contact with HQ and co-ordinate a removal plan in order to be allowed through the cordon.
To avoid being considered 'Affected' the team would have to be at an agreed time and place to effect their escape.
The only problem with this plan, was that it required finding a working Telephone Box in the 'Affected' area and making sure that everything was co-ordinated exactly as previously planned.
Everyone knows that a working Telephone Box is never guaranteed!
The team would begin the game in the centre of the board, at the crossroads where they had discovered an operational Telephone Box!

In order to sucessfully make the call and arrange the pick-up, one of the team members would have to be in the Telephone Box each turn and be 'Nominated'.
The Agent in the 'phone box would have to spend 1 Action making the call, but could use his/her other Action that Turn in any way the Threshold player saw fit (firing a gun out of the window, for instance!).
Once 10 Actions (at a maximum rate of one per turn) had been 'spent' on the call, the game would be considered a Win for the M.O.O.S.(E). team.
It would be considered a Win for either side if the opposition had no models on the table at the end of a turn.
The Team also had a trussed-up Mad Scientist that they had to keep an eye on.

They had to ensure that at least one team member remained in base contact with the Doctor at all times, otherwise he could attempt to escape.
If, at the begining of the Lurker turn, the Doctor did not have an Agent in base contact, he could move at half rate in the direction of his choosing without being Nominated.
Dr Jarse wanted to escape, after all!
The Lurker player could start with Lurkers in base contact with either of the short edges.
The Reinforcements rule would also be in effect in this game.
I placed the majority of the Lurkers, the Mad Scientist and the Zombie horde at one end, with a single Maniac at the other end to give Bertie something to think about.
Having the first turn, the Mad Scientist sent his entire horde towards the building that was between their starting point and the Agents of the Crown.
It should provide a nice bit of cover whilst providing a fairly short route to the enemy.
He also opened his briefcase and looked lovingly at the Serums contained therein.
This may be fun!

Agent Gloria Stitts was the first to step forward and attempt to stop the shambling horde advancing on the team.
Stepping into the doorway she let rip with her trusty Thompson on the groaning, stinking mass approaching her...

Unfortunately for her, her gun jammed pretty quickly and the Affected manage to almost overtake her in her escape...

The rest of the team moved up and, over the course of the next few turns attempted to turn back the horde.
It was becoming desperate as, on several occasions, the team were forced back from the doorway that they were defending.
Their weapons were jamming and fear and revulsion was, on occasion, getting the better of them as the undead mass pressed forward heedless of the teeming dead that 'died' for a second time.
Things would become even more desperate as the Zombies became harder to deal with.
The Serums of the Mad Scientist seemed pretty potent this time, with many a Zombie seeming to have an unnatural Constitution, and taking some serious punishment before they would lay to rest.
On one occasion things got particularly bad as Aubrey himself was put down by one particularly troublesome brute!

Things were starting to look grim as the undead horde poured forward again.
Could the team hold on?