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Author Topic: Scrappers Scenarios  (Read 2248 times)

Offline swampedbybunnies

  • Assistant
  • Posts: 22
Re: Scrappers Scenarios
« Reply #15 on: December 18, 2017, 04:39:22 PM »
Scrappers Scenario: Bad Santa.

Background: Midwinter is a time of fear and loathing in the Wastelands, for this is the time of traditional Present Giving. What this means is that the notorious Jefe El Krampus launches what he calls his ‘annual taxation raids’, and smaller and isolated communities become subject to Random robbery, slavery and general destruction. The targets are entirely unpredictable, and many become complacent having never been hit.

So it is this year, though as luck would have it, when the small town of Santa Maria, preoccupied with its own problems -having hired a team to protect against a more imminent threat -faces double trouble.

Setup: The edge of a small community. This is located in a poor desert community. Think a small town of Mexican Peons in any western.

Special Rules:

(1)   Attacker/ Defender: the band protecting the town start within 6” of one edge, and get the Break on turn one. The Raiders enter on the opposite side and have the Edge on Turn 1.   
(2)   Villagers: There are 1d10 + 2 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 also 1d10/2 cache tokens, which generate income as scrap tokens for the raider. A Raider action spent solely adjacent to a villager may subdue them.
(3)   Villager Protection Bounty:  the Defender gains 1d10 + 13 scrap per surviving villager.
(4)   El Krampus: from turn 2 onwards these forces enter from one side (not the player starting sides). The lieutenant of the Krampus is dressed in red and white combat armor with lots of glitter. His subordinates have inexplicably stupid hats, wigs and false ears.

For each force participating there is a single truck with 6 Krampus Helpers 4/4/4 with smgs, assault rifles and shotguns. All have a knife and Armor 2.

The Leader is 5/5/5 with a Grinder and SMG. Armor is a worrying 4 and he is a weapon expert with both weapons. He has his own truck with 2 Bodyguards manning an LMG. None of these ever dismount to capture/ grab or run out of ammo. Bodyguards are 4/4/5 with armor 3: either may 'take a hit' for the leader.

Krampus Forces shoot at anyone they can see, unless engaged in taxation/ present receipt activities.

Trucks move 6” across the board each turn and provide both cover and concealment for the occupants. They are moving slow enough for anyone to mount or dismount at a cost of 3” movement (they can move another 3” only). The route need not be direct but is never backwards.  

Trucks themselves count as Braced Armor 4, and need a Wound of 10+ to knock out. If they pass within 3” of a civilian or supply cache the vehicle stops. It takes three ‘actions to get the villager on board -each passenger that does not otherwise act supplies one action (thus if three passengers forgo actions, one civilian/ cache may be taken on board).

Aftermath: if a truck is knocked out it can be looted for either one piece of scarce gear, or one box of cybernetic componets which can be used by a doc to ‘fix’ one injury. Anyone fixed increases Wound Threshold by +1 but aquires EMP vulnerability.   
« Last Edit: December 19, 2017, 01:53:04 AM by swampedbybunnies »

 

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