Sorry, guys. I didn't want it turn out this way, but that's how the dice fell. Bob took a huge risk shooting the skinhead, and while he lucked out in crippling him and stopping him from detonating the satchel charge (at least for now), the price was high. The price of not acting might have been high as well, though. The skinhead with the shotgun would have taken another round to reach Buzz. Bob could have had Gary go up the ladder and tell Bo to take him out, and Azadeh and Flip could have gone downstairs. Of course, had this happened the skinheads might have tossed a grenade onto the roof instead.
As things stand now, there are three people down and unconscious in the front area of the diner near the corridor entrance. They're not getting up the ladder. Flip and Bud will die unless someone successfully uses First Aid or Medicine to stabilize them and stop the bleeding. There is no way to save all three people, since each of them is a rather big guy and will need two people to carry him, and anyone carrying him won't be able to do any healing at the same time. You can save one of them with little trouble. You might be able to save two, but at the risk of losing more. Who you try to save is something you'll have to decide.
The people who can intervene in the diner/hallway next round are: Azadeh, Gary, Jim Kerr, Dave, Samantha, and Randall. Note that the last three would have to come out of the liquor closet to help, which will slow down and complicate your escape. Of them, only Samantha and Randall have First Aid above the base of 30%. If two people carry someone injured into the hall, someone could come out from the liquor closet and perform First Aid there. There are four zombies that can attack people in the diner in the coming round, though because they are slow-movers everyone else will have a chance to act first, and if they get into the hallway they can buy themselves one more round. Zombies also go after the nearest living human. Should you sacrifice a dying person to slow them down?
The simplest thing to do would be for Gary and Azadeh to carry Bob into the hallway, but then you'd be abandoning Bud and Flip. Keep in mind there are other complications. In addition to the zombies in the diner, more are flooding in every round and one will get into the office each round. Plus, you don't know how long the back door and the kitchen door will hold. Then there's the fire that just started, not to mention the skinheads outside.
If Flip survives, and if he can somehow retrieve his arm before it gets eaten or burned, he could use it as a club, but he'd be better off using something else. A club can be used one-handed with no penalty - provided it's the dominant hand. I'm not sure what the penalty should be for using it in the off-hand. I'd allow a Luck roll to see if your remaining arm is dominant unless you've specified previously if your character is left- or right-handed, since that's what I did to see which arm Dr. Hausmann broke.
If Flip does die and you're down to one character, you can pick a second one to take over. There are also more playable characters that should be added later, and anybody who's down a character could pick up one of those as well.
I haven't had a chance yet to go through the story and see how much ammo everyone has left, so that'll have to wait until next weekend. In the meantime, please keep track of how many shots you've fired and when you need to reload. I'll let Welsh decide if Wallace's .357 Magnum is an automatic or a revolver. Even if it is a revolver, I'd allow a Luck roll - if he passes it, he'll have 1d2 speedloaders (with any additional bullets loose).
Brownson just got stickier, but there's good news too. All five of the distant zombies are clustered together. Joe Barring and Kimberly have shotguns, and even though they only cause 1d6 damage at 21-50 yards, they can also hit 1d6 targets at once, and a zombie wounded in the head will be slowed. Within 11-20 yards, they can do 2d6 damage each to 1d3 targets. Everyone should get a shot off (Wallace already fired) before the wounded zombie can attack Kimberly again, and it has already taken 7 damage to the head. Of course, there are more zombies on their way even after those are dealt with.
Welsh, how many people are needed to pump the fuel now that the barrel is in place? If it's three and not two, I'll edit so that Baldwin stays back and helps fuel the chopper. Also, how long will it take? They've spent one round so far, and I know you said once it would take about 15 rounds in all to finish, but Erica said it would take 20 minutes.
Also, please try to use consistent spellings for your characters' names on Invisible Castle, to make it easier to search them. When I go through the story to track everyone's ammo usage I also intend to make a list of the skills everyone who's still alive has successfully made a check against so that experience rolls can be made later. Then I can maintain both lists as we progress.