Then again, maybe survivors in charge of infants/young have to pass a Ld test at the start of each turn in order to keep them quiet...
The rules as I used them meant that the survivors had to rescue the kids to keep them quiet. it worked really well.
make it clear that kids autospot survivors as soon as survivors discover them.
I used the rule that kids kept quiet as long as they could see the hero working on the rescue, so staying where you are or coming slowly closer while fighting zombies was ok but going away or leaving the kids field of vision was not.
For a game like you discuss here it may be better to simply set a turn timer, newly discovered kids will keep quiet for a turn or two, followed by one or two turns of quiet whimpering which then turns into a siren and the kid jumps up and tries to run to the hero that discovered it.
@KRVSH : I belive somewhere up there you asked for a method to randomize a large number of events on the tabletop. I remember this method from an old GW Scenario:
use a deck of regular cards to randomize encounters, of course you can also print your own set of cards with custom text und use those.
make a list of "items" you want to feature and by what card it will be represented. by item I do mean for example: zivilians to protect, friends that help, zombies to kill and some loot to find.
like all the spades and clubs are zombies, number cards represent single zombies kings and queens represent groups.
and all the hearts are zivilians to rescue
and all the diamonds are goodies, low numbers are single frag grenades or pistols, a high number might give you a bolter or plasma pistol and a king or queen gives you another fighter.
now mix all those cards and do 12 stacks of 4 cards distribute those stacks on your tabletop 1 per squarefoot. assuming a 4'x4' table that leaves you with 4 squarefeet to use as starting points, or escape points.
you can even do simple rules to ballance the stacks a bit like first put a single zombie in each stack then randomly distribute the rest of the cards.
about moving masses of NPC Zombies:
reduce the dice when they are not important, there is no need to roll for all the Zs.
ok, if they are close to survivors we want the detail of rolling every dice but far away we want easy play.
(I'll assume Zs moving 2d6 for my example please adjust numbers as needed)
Zs 12" or closer to a survivor roll 2d6
Zs 20" or closer to a survivor roll 3.5"+d6
Zs farther away simply move 7"
try to move Zs that are more than 12" away as groups only rolling once per group
Zombies tend to form groups, it should be enough if 1 zombie spots a survivor to get the whole group moving.
any Z that does not see (or smell or hear) a live target but sees a group of running Z will assume they see a live target and try to join them.