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Author Topic: Scrappers Scenarios  (Read 2246 times)

Offline swampedbybunnies

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Scrappers Scenarios
« on: September 24, 2017, 01:00:21 PM »
Played this three times now and the game works well. If there is one criticism however, it is that there is not enough variation in scenarios. I know that the random event can change the nature of the game (or not), and that there are a small number of environmental variants. But I think the game would benefit from scenarios other than "Grab stuff and run away." Frostgrave manages this - I'm sure Scrappers can too.

I thus suggest that this thread becomes one where people add additional scenarios/ variants. I'm off work tomorrow so will try to start the ball rolling then.

Offline Faust23

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Re: Scrappers Scenarios
« Reply #1 on: September 25, 2017, 07:24:17 AM »
We are going to release some additional scenarios soon. Thanks for your feedback and support!
Author of the Origins Award 2013 Nominated Brink of Battle: Skirmish Gaming through the Ages; Epic Heroes: Skirmish Gaming in the Realms of Fantasy; and Scrappers: Post-Apocalyptic Skirmish Wargames published by Osprey Games

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #2 on: September 25, 2017, 08:09:17 AM »
Great news. In the interim here is one (will need playtesting - can't do for a few weeks).

Scrappers Scenario: Those Down Below

Background:  Some second and third generation mutations are more stable, and thus occur more frequently. One of these hardly benign mutations creates Ghouls: these have a high penchant and tolerance for radiation, absorbing it and sometimes even glowing. They are not pretty to look at, with peeling skin and often feral features. The less extreme victims are more or less able to function normally (whatever that is) in wasteland society. The worst cases are little more than feral cannibals, haunting ruins and other wasteland places. In many abandoned towns and cities they lurk in dark places: a threat for any traveller.

Setup: Set up for any normal game. In this case both teams are in a new area of town, though with the Sentry having arrived first. As an additional setup place 1d10 +6 manhole covers, with no more than one per square foot, ideally in logical places such as streets. These could also be cellar/ maintenance stairs in buildings. Set up is most likely urban or abandoned industrial.

Play: A game proceeds as normal, with the additional complication of wandering ghoul packs.

Ghoul Packs: these have the following rules:

(1)   These appear during event checks, independently of success or failure. A pack appears on each roll automatically, so in total the number of packs appearing will be 1 -3.
(2)   A pack consists of 1d10 ghouls (minimum roll 3), split up into groups of 3-4 individuals. During the following sitrep phase each group emerges from a randomly located manhole, and acts normally. The player with the break may move one group not already within point blank range of a team figure, but otherwise groups head for the closest target, using ambush, charge, move or hustle.
(3)   Ghouls have Combat 3, Command 2 and Constitution 5. They are armed with claws 1/C/2 (Vicious), and have the Ranger Trait. Ghouls are subject to Rout, but at 50% casualties. Note also that if additional ghouls later appear this ups the Rout threshold, and may prevent any tests being taken currently. Killing a ghoul is still worth 1 XP.
(4)   Meat!Meat!: The objective of any Ghoul group is to take down a food source, and drag it off. Synthetics don’t count, but they may be fooled by an android, at least until they have wounded it. Once a group has wounded a target, they will attempt to drag it off to the nearest manhole. The group gain the Heavy trait. Once they reach a manhole, it is then an additional action (ie a turn) to escape down it. Any figure dragged off like this is LOST: it becomes dinner.

Variant: Just set up a normal game and have Ghouls as a supplementary random event. If the event roll is any double (11,22 etc) then roll an additional d10:
0-3   No ghouls (in high radiation zone 2 groups of 4)
4-5   1 group of 4
6-7   2 groups of 4
8-9   3 groups of 4
In this case you will also have to place manhole covers.
« Last Edit: September 25, 2017, 02:51:03 PM by swampedbybunnies »

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #3 on: September 25, 2017, 09:01:00 AM »
Scrappers Scenario: The Robot Factory

Background: Before the Fall, many corporations and organisations were building or experimenting with Robots. Not all of these have since become dominated by Palladium ATHENA (yet): some were powered down or knocked out, and remain undiscovered. Teams of scrappers locate one such facility, and then someone triggers an ancient alarm…..

Setup: This should be an abandoned or derelict industrial facility. At the centre should be a largely intact building, as large as is feasible, but at least 12” by 12”, ideally with internal obstacles. Place one piece of machinery to represent an ancient production line.
In addition place ALL scrap tokens within 12” of the centre point of this building.

Play: Play proceeds normally, until someone enters the building….

The Robot Factory: on the Sitrep phase following someone entering the building, the production line activates and a robot steps off. Another steps off on each successive turn.

(1)   Robots are an ancient security cop model. CBT 4 COM 3 CON 4. They are armed with Bashers 1/C/3 (Impact), and a Taser type weapon (as stun field, but range 4” and only vs. 1 target.). They have Armor 4 and the Heavy trait (82 pts).
(2)   These head for the nearest target saying things like “The intruder must not Escape!” and “Please  Hold Citizen!” in an eerily attractive female voice with a faint Scottish accent.
(3)   Figures may attempt to halt the production line by taking a whole action next to a designated control panel (very close to the production line stepoff) and making a Gear Check vs. +10. Success halts the production line temporarily; no robot appears next turn, and on succeeding turns it only resumes 0n 0-3 on  ad10.

Aftermath: If an ATHENA player holds the field, it doesn’t get to keep any of the new robots (these are siphoned off for the Greater Good) but all figures gain +1 XP, and a bonus +25 scrap.
Other teams allowed robots may cobble together one robot to add to the team, or sell it on for 40 scrap.
Teams not allowed robots Simply gain the additional scrap, though Ectopians are also rewarded as though they had destroyed an Artifact.

Varient: For a different factory, design a different production robot type.
« Last Edit: September 25, 2017, 10:11:32 AM by swampedbybunnies »

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #4 on: September 25, 2017, 09:38:15 AM »
Scrappers Scenario: OGRE

Background: OGRES were independent cybernetic tanks, of variable model and size, designed to sweep the enemy battlefield. At the time of the Fall however these were getting withdrawn from service, as a number had started to develop unfortunate AI personalities (Notably Alexander the God, Walmart the Incredibly Magnificent, and others). There was a lot of trouble taking down the rogue OGREs: EMP Protected, uncrackable systems and armor which could withstand the majority of battlefield weapons posed a problem. The rogues had an unfortunate habit of eliminating potential threats, which could be defined very widely.

Some of these still exist today. Solar and nuclear powered, with integral teams of scavenging maintenance bots, untouchable even by ATHENA. They are rare. They are forces of Nature. They are OGRES, still treading their eternal marches of Destruction.

Setup: Any. Provide lots of cover.

Play:   On the turn following the first Event Check, the OGRE appears (note that these are normal Tank size OGRES - use any tank model - not the giant Behemoths of the original game).

The OGRE: This is indestructible as far as the players are concerned, but it has effective Combat/ Command 7. It is however somewhat erratic. Each sitrep turn roll 1d10.

0-3   Pauses, and composes a poem or perhaps ascertains local threats
4-5   Moves 10” (has Tracks)
6-7   Moves and fires ONE weapon from Blaster Cannon, Plasma Flamer or Laser Cannon. It can get an out of ammo for game duration for any weapon
8-9   Stays still and fires TWO weapons from above at different targets.

All targets are possible threats, but it may choose as other synthetics. If unsure, roll. The OGRE will stick to established roads where there are any. It enters near one random corner which is not a player corner, and heads for the opposite exit.

Any scrap token or fallen figure it rolls over is destroyed on 0-4.

It’s hull is electrified. Any one in contact suffers a shock attack each turn in contact at Damage 4.
« Last Edit: September 28, 2017, 10:47:43 AM by swampedbybunnies »

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #5 on: September 25, 2017, 12:31:00 PM »
Scrappers Mini Campaign: Prototype.

OVERVIEW: A chance discovery from a dying man leads the scrappers on a hunt for a formidable weapon of the Ancients. But the trail poses many dangers.

Scenario 1: The Dying Man

Background: On a routine scavenge, the competitors come across a dying man with important information.

Setup: As normal, with lots of cover. Replace one scrap token with a dying man in good quality gear, to be placed in the dead centre of the board. When searched he describes (or his notebook does, if you are human killing type) an ancient or powerful weapon, with several clues as to its possible location. Getting that notebook back and examining it in more detail is something worth doing…..

Aftermath: Whoever gets the notebook is automatically the Sentry in the next game. They may also roll for one piece of scarce equipment from the dead stranger.


Scenario 2: The Canyon

Background: The clues in the notebook lead to a narrow desert canyon down an overgrown trail. As the canyon opens out the team glimpses fences and a few low buildings. Something is here after all…..

Setup: Use a rectangular board (4 x 3 at least). The two long sides are canyon walls, and hence impassable. There are no scrap tokens.

The eastern end of the canyon is the entrance to the facility. Place a fence or wall across, and two or three buildings. One of these should be a fairly obvious main building – perhaps a small tower, or a couple of stories high. Time has taken its toll, and there should be gaps in the fence etc.

At least 1 foot away from this is the setup zone for the sentry, as they explore forwards. They are being shadowed by the Intruder player, who is currently off table, but will appear along the western edge.

Instead of scrap tokens place 1d10 +2 “Features of interest tokens”. Place these equally in three zones (Western, Central, Eastern) approximating the normal scrap placement rules.

From turn 2 onwards the Intruder player makes a Command Test vs.  +5. On a success he may start moving figures onto the table from the western edge.

Objective: Survive, and find a way into the facility.

Special Rules:

1     Features of Interest:  For each of these roll a d10 when searched.
0-3  Nothing
4-5  Scrap
6-7 Roll for Event 7+ (can happen more than once)
8-9 Dead Base Personnel: carries a base keycard.

(2)   Security Protocols:  Roll whenever a Feature of interest is searched.
0-5 Nothing
6-7 Activate one Security Droid at eastern end
8-9 Security Turrets!: activate Hidden Sniper rule at random 1 foot marker point along one of the long board edges.

SECURITY DROID.
Use whatever figures you have available. Depending on figures may be walkers, rollers, crawlers or skimmers. Armed with Assault rifle and Blunt Melee Weapon (CBT 4, CMD 3, CON 4, Armor 3). Act in Sitrep Phase vs. closest enemy.

Ending the Game:  the game ends when one team enters the large building. They may do this automatically if they have a passcard, or on a Gear vs. +5 roll taking an action if hacking.

Aftermath:
the team exiting via the building is the winner and gains the extra experience. The other team gains access later via a side passage and hacked entrance.

Wounded characters are out of the final scenario: the time passage is too short.


Scenario 3: Deep Underground

Background: The entrance (and side entrances) lead to a large underground facility, centering on a large cavern. Here is some sort of research facility, and wireup the centre is  prototype of some sort: a robotic warrior armed with several heavy weapons. A useful asset.

Setup: Both sides are effectively intruders. The winner of scenario 2 enters on turn 1. The loser on turn 2, on a RANDOM quarter other than that of the other Team.

To make things easy the board is a large cavern with piles of stores/ containers, possibly a few portacabins/ modular offices/ labs, and a square area in the centre with lots of technical gear and the Prototype. Place 4 computer terminals no closer than 12” to each other, one in each quarter.

Place 1d10 + 2 Features of Interest.

There are 4 Security Robots as per scenario 2, one near each terminal.

Special Rules:
(1)   Features of Interest:  For each of these roll a d10 when searched.
0-3  Activate Security Protocol
4-5    Scrap
6-8  Random gear
9      Random Scarce Gear.

(2) Security Protocols:  Roll whenever a Feature of interest is searched.
0-5 Additional Security Droid appears random edge
6-9   Prototype activated (stays activated, though can be hacked see below)

(3)  Prototype:  This can either be activated by the Base defence system, or hacked by one of the players at a computer terminal.
CBT  5  CMD 4   CON 5  ARMOR 4
Armored Hull, Helmet, Death Machine, Integral Blades (Cleaver), Grenade Launcher, Smg
If controlled by base defence it  activates during Sitrep according to normal rules.
A figure that spends its action at a terminal during a turn may make a gear check to hack its controls during sitrep.
Modifers: +1 if your team had Notebook, +1 if you have keycard. The roll is at +5 difficulty.
Each additional terminal/ hacker your team rolls an additional die.
Enemy hackers roll their own dice!
The winner controls the prototype for that turn.

Aftermath:
If Architechs or Athena have control of the Prototype, they may add it (only they have the technology).
If Ectopians control it they gain bonus as per destroying Artifact.
Others sell it on for 100 scrap.
« Last Edit: September 27, 2017, 10:46:45 AM by swampedbybunnies »

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #6 on: September 27, 2017, 11:35:15 AM »
Scrappers Mini Campaign: Oasis

Overview: Rumours of a verdant oasis out in the Gamma Zone draw Scrapper Teams like a magnet. It turns out to be no Paradise however……

Scenario 1: Late for Supper

Background: As the scrappers start to explore, they find the recent remains of those who have come before them.

Setup: Unusually, use a jungle/ forest type terrain. Lots of thick vegetation and long grass – even areas of water. Place one or two scientific type buildings in the centre, and a few bits of machinery representing vents, monitoring devices etc. Players set up normally.

Special: This is an ancient Agri Research Station with fields and ground watered by an ancient aquifer and underground machinery. It has kept functioning long after the original scientists have died. So unfortunately has some of the peculiar wildlife.

(1)   Fauna: Whenever a scrap token is taken roll 1d10. On 0-4 roll again:
-   0-4 Killer Bee attack (as per flying spiders Event)
-   5-8 Mutant Bug (eg Giant Ant CBT/CON 4, Armor 2, Slashers or Spider Armor 1 with a Stabbing/ Poison Attack. Both have Ranger and Athletics traits). Only choose 1 type overall.
-   9     Mutant Plant (Caustic Daisies 0-4, Shrieker 5-8, 9 Vampire Tree)
(2)   Buildings: these can be entered with an action and Gear Check +5. The game ends when all team members have entered the buildings, or on rout.

Aftermath: Wounded characters are left in a secure location upstairs, and do not participate in Part 2.


Scenario 2: Sons of the Ant (or Spider, or Whatever….)

Background: The extensive tunnels and caverns below ground are home to a peculiar cult of survivors.

Setup: The board in an underground agri dome, with tall grass. Looming above the fields can be seen a few taller structures representing  monitoring stations and the like.

There is no need to represent all of the grass, simply assume that it dominates. A few very thick clumps might represent impassable terrain. Place two or three buildings in the centre – possibly on hills, and ideally linked by walkways and steps.

All scrap, representing obsolete machinery, is placed within 12” of the table centre, centred on this small facility.

Special:

(1)   Grass: Difficult Ground. Offers concealment and maximum range is limited to 10”. However if shooting out at higher ground visibility is normal, but target always has concealment.
(2)   Bugs: Whenever a scrap token is picked up, the opponent may place a bug within  12”: must be in cover. Bugs are eating machines and don’t test morale. Whenever a 1 is rolled on an initiative roll the opponent similarly places a bug.

Aftermath: Within the building complex are a group of survivors. These are oddball but not overtly hostile necessarily. Imagine them with wierd Ant or Spider headdresses…..

They are happy to make contact with Friendlies from the outside world, and will sell extra food at half price if you have the scrap (a one time only offer).

If by any chance your force contains a friendly mutant with an obvious Ant/ Spider mutation he is revered as an avatar. From now on, at the end of each game, you receive one free food package – obviously you need to accumulate enough for each team member for this to be useful.

Human hostile forces (Gamma Lords, Athena) are forced to retreat, as the cultists superior guerrilla tactics make life difficult.

PS do an ebay search for 'Toy Plastic Ants': you'll get a bagful for peanuts.
« Last Edit: September 29, 2017, 10:23:16 AM by swampedbybunnies »

Offline soldado

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Re: Scrappers Scenarios
« Reply #7 on: September 27, 2017, 03:00:24 PM »
Many thanks @swampedbybunnies those look great fun.

Offline Duke Donald

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Re: Scrappers Scenarios
« Reply #8 on: September 27, 2017, 04:55:12 PM »
I'm not playing Scrappers and wasn't planning to, but these scenarios by Swampedbybunnies feel tempting and cool.

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #9 on: September 28, 2017, 12:29:15 AM »
Thanks. Be warned that most scenarios I post here are unlikely to be playtested. They are written in the usual spirit of playing a skirmish game at home or a friends: i.e. one of you designs a scenario you think  might be a good idea, and you play it.

If any balancing issues emerge during the game you wing it, reach an agreement, modify it and carry on.

Offline Raedwald

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Re: Scrappers Scenarios
« Reply #10 on: October 05, 2017, 01:21:49 PM »
Great scenarios, I'll be trying out a few of these.

'Those down below' reminds me of H.G.Well's Morlocks from The Time Machine.

If swampedbybunnies or anyone else has pictures of games or write-ups I'd love to see some. So far, Anatoli's one report is the best I've seen online and was responsible for me buying these rules!

http://leadadventureforum.com/index.php?topic=98567.0

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #11 on: October 06, 2017, 07:43:29 PM »
Scrappers Scenario: Lair of Oppenheim.

Background: Somewhere in Gamma Zone 4 is rumoured to be the Lair of Doc. Oppenheim, a semi mythical figure who has supposedly perfected the process of melding man and machine. This is something Palladium ATHENA does fairly well to create mindless drones, but for others the option to replace damaged limbs with functioning prosthetics would be an attractive draw - if only the stories were true.

Occasionally someone turns up with a functioning cybernetic arm or leg, and claims to have been fixed by the good Doctor, or maybe this is just a Honey trap set by ATHENA for the unwary.

The loose tongue of one such individual flows freely in a canteena in Scraptown, and several crews decide to investigate…..


Setup: A mix of actual terrain and largely intact buildings and facilities. Scrap tokens must be placed in buildings, containers or other structures.


Special: In fact this is ONE of Doc. Oppenheim’s facilities, and he doesn’t welcome gangs of looters. Whenever a scrap token is lifted roll a d10:

0-1     Securibot: CBT 5 CMD 5 CON 5  Armor 4 (Structural, Braced). Bash and Electrical Attack (as mutant ability), Energy Shield, Skimmer
2-3     Advanced Cybernetics: 2 or 3 Cyber implants which can fix one serious wound (including for synthetics). Won’t fix the various ‘death’ results.
4-8    Complicated equipment: as scrap
9        Cowering Assistant/ Repairable Medibot. Can be retained at the cost of one scrap after each game. May build cybernetics at the cost of additional scrap tokens. Roll equal to or under number of tokens spent to build one cybernetic replacement. You may give him extra tokens which can be stored until you decide to spend/ roll. If you roll a 0 he succeeds, but then escapes, leaves/ breaks down (once only).


Aftermath: Anyone ‘fixed’ acquires EMP vulnerability (unless shielded), but increases wound threshold by +1.
« Last Edit: December 03, 2017, 11:35:01 PM by swampedbybunnies »

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #12 on: October 07, 2017, 01:24:13 PM »
Scrappers Scenario: The Vortex

Background: There are many strange stories in the wastelands. One of these concerns a place where ancient compasses and timepieces spin wildly, and small metal objects are dragged away across the ground, unless snagged in some nearby recess.  

The trail leads to an ancient facility. Some artefact of lost science or research perhaps? But possibly also the focus of great treasure…..


Setup: An over or underground facility, consisting of either a complex or individual buildings.  Either way there should be a central open area at least one foot square, with a 50mm circular vortex in the centre of this. Scrap and team setup as normal, except that both teams are intruders and enter at a board edge

Special:

Awkward Shooting: all firing of scarce or normal firearms is at -1. Within 12” of the vortex this is -2. Artifact weapons are constructed of composites and are immune to this effect. Thrown weapons or arrows within 12” of the vortex are simply sucked in.

Awkward Movement: All synthetics are -3 movement, unless moving directly towards the vortex. Non synthetics in metal armor at -2. All others at -1. Climbing and jumping are at an equivalent penalty. Any movement not directly towards the vortex invokes the penalty. Fallen or stationary figures are dragged 1, 2 or 3 inches towards the vortex, unless snagged by an obstacle.  Movement or bracing against a feature is need to counteract this: unless braced the figure cannot count as stationary.

The Vortex: Anyone entering the vortex is lost. Any side rolling a base 1 or 2 on their command roll takes that many random attacks by the vortex that turn. Treat as x ray attack.


Aftermath: Anyone struck by the vortex gains +2 xp.
« Last Edit: October 07, 2017, 01:26:18 PM by swampedbybunnies »

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #13 on: October 21, 2017, 12:12:52 PM »
Scrappers Scenario: Dead Men Walking

Background: The Fall suspended or disrupted many hidden research programmes, including biological ones. Failsafe programmes did not always function, or were disrupted by scavenging survivors. Sometimes fatally.

In a facility somewhere north of what was formally Los Angeles, the dead started walking. First from the base itself. Then from the surrounding settlements and small town. When wind of this got out the area rapidly became a no go zone.

The dead were voracious eaters of living flesh. Those they wounded often rapidly succumbed to whatever toxin or disease they carried, and also turned. A nearby Army Base which still survived, hit the place hard with a Firestorm. Everyone in the area -soldiers, gangs, survivors, hunted and exterminated the walkers. But a few must have escaped.

Now and then pockets re-emerge. Often these are only small groups -perhaps a small community, isolated by geography and the sparse population of the wasteland, was overrun. Geography and wasteland isolation prevented further rapid spread, but small groups of travellers were vulnerable.

Consequently there are many hidden blackspots. This is one of them.

Setup: Abandoned urban or industrial

Walking Dead Packs: these have the following rules:

(1)   These appear during event checks, independently of success or failure. A pack appears on each roll automatically, so in total the number of packs appearing will be 1 -3.

(2)   A pack consists of 1d10+6 walking dead, split up into 2 equal groups. During the following sitrep phase each group emerges from a randomly located board edge, and acts normally. The player with the break may move one group not already within point blank range of a team figure, but otherwise groups head for the closest target using move only. They may not hustle or ambush, and use the most direct route, without regard to tactics.

(3)   Walking Dead have Combat 2, Command 1 and Constitution 5. They are not subject to morale at all. Fight at 1/C/1 basic. Immune to shock.

(4)   Fresh Meat!: The objective of any Walking Dead group is to take down a food source, and eat it there and then. They don’t even react to synthetics, never mind attack them. Mutants will be ignored on a d10 roll of 0-1. If a pack wounds a figure they spend the next round killing it – the figure is lost. If they are wiped out before this the figure may yet survive.

(5)   Infection: anyone wounded must roll an opposed constitution check  vs. Difficulty +5. Failure means they Turn, and are lost. Mutants get to roll 2d10.

Variant: Just set up a normal game and have Walking Dead as a supplementary random event. If the event roll is any double (11,22 etc) then roll an additional d10:

0-3   None
4-5   1 group of 6
6-7   2 groups of 6
8-9   3 groups of 6
« Last Edit: October 21, 2017, 03:46:12 PM by swampedbybunnies »

Offline swampedbybunnies

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Re: Scrappers Scenarios
« Reply #14 on: November 16, 2017, 03:49:15 PM »
Scrappers Mini Campaign: Night of the Vampire

Overview: A small survivor community is plagued by a string of mysterious deaths, involving missing people and their subsequent discovery, completely drained of blood. Old legends re emerge, long with frightened tales around the fireside.

Scenario 1: Grim Harvest

Background: Freelance and humanoid crew have been hired as protectors. Gamma Lords and Athena Crews have merely discovered the community, and seek to ‘cleanse’ or ‘upgrade’ it.

Setup: The edge of a small community. This is located in one of those border Alpha zones in which it is actually possible to grow crops and survive. Consequently feel free to blend this with agricultural or non desert wilderness terrain. I will go Sleepy Hollow with my French Indian War terrain.

Protectors will be on the village side, raiders on the wilderness side.

Special Rules:
(1)   Villagers: There are 1d10 + 6 of these, armed with knives and muskets. These act after the Guard Crew and may be activated using their own markers, of which they get 1d10/2 each turn. They have stats 3/3/3 and no armor. There are no scrap tokens, but these generate income as scrap tokens (as slaves) for the Raider A dead villager benefits neither side; an action spent solely adjacent to a villager may subdue them.
(2)   Fog: Effective ranges are halved. There is no long range.
(3)   Victims: Something else is hunting the villagers. From turn 2 onwards roll 3d10 at start of turn. For each roll of 7-9, Place a marker next to a villager, prioritising those furthest away from the defending crew. A successful shot removes the marker. An affected villager is shocked, and at the end of the turn is removed.
(4)   Villager Protection Bounty: the Defender gains 1d10 + 13 scrap per surviving villager.

Scenario 2: The Dark Tower

Background: After the firefight the Defenders track the captured villagers (one was captured off table if all attempts were foiled in game). The trail reveals blood drops and heavy footprints, leading to an old ruin.

Setup: Use either an underground cave complex or a technological maze, representing a large building. Either way place scrap tokens as normal, plus an open area at the centre about 12” by 12”. In the middle of this is a perspex   ‘coffin’, with a  figure inside.

The Guard/Defender faction move on turn 1. The Raiders Faction (trailing all the activity) only appear on turn 2.

Special:
(1)   Kill the Vampire! The Defender faction are accompanied by 3 village scouts, who may be activated with the players own tokens. Any not activated will move anyway towards the central area (not running) till they reach the coffin. Once they spot this they rush forward with hammers and stakes. One of them must then spend an action to breach/ open the coffin. Activating any villager with your tokens holds off these automatic actions as you try to reason with them.
(2)   “It’s President Roberts!” Any Crew figure within point blank range of the coffin gets a Command roll vs +5 to identify the ‘vampire’ as the last president of the United States before the fall. He is still remembered in old pictures and folklore as ‘Holy Bob Roberts’.
(3)   Huey, Dewey and Louie: any attack on the coffin or gunfire within 3” of it triggers the three medibots who have been keeping the president alive by draining the local villagers and topping up his blood supply. These appear next to the attacker and fight. They have stats 4/4/4, count as armor 3, integral swords and energy shields. These are always their target priorities, otherwise they move and hide.

Aftermath: If President Roberts is ‘looted’, he counts as the Damaged Stasis Pod event.

After the game the medibots may be reasoned with. Each of them can revive one casualty without the need for Trauma rolls. Any ‘unused’ provide a stim dose for future games.
« Last Edit: November 28, 2017, 06:03:23 PM by swampedbybunnies »

 

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