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Author Topic: Pulp C22  (Read 10970 times)

Offline pbjunky1

  • Scientist
  • Posts: 220
Pulp C22
« on: March 21, 2016, 08:42:29 PM »
A few of us at Wigan Wargames are going to play a Pulp Alley campaign. The background is as below, we hope to start round 1 this weekend and will post, scenarios, reports and pictures as we progress.
Pulp C22
Following a series of large scale but conventional (mostly) inter- continental conflicts governmental control of all countries was severely dimished, in many it had completely collapsed to be replaced by  anarchic, tribal groupings. With societal breakdown and large scale depopulation many parts of the  world entered a modern, post apocalyptic dark age.
In the North American land mass as this collapse loomed  corporations began to  create their own cities recruiting as they saw it suitable populace to make up their citizens. This left the more undesirable and degenerate elements under rump  governmental control. A  pandemic and failure of a weakened logistical network brought federal government to the point of total collapse and the protected corporation cities stepped in to save it but only at the price of their own independence  in effect setting  up corporation  states, some centred around commercial specialism some  were based on  societal models favoured by their founders. The government  survived in name only comprising  a  forum The Governmental Intra-continental Trade Society (GITS). The GITS mediates between the city/corporations but in reality is a shell wracked by intrigue and subterfuge as its offices are  infiltrated by the corporations each  vying for power and influence. Despite all this  a semblance of a controlled trading environment is  everything  and the common agreement is that  decisions reached at the GITS forum are at least for appearances sake binding.
After a half century  four major corporations dominate the landscape. Between them they have subjugated by a mixture of aggressive commerce,  espionage and outright force many smaller corporations.
The big four are The Co-operative Commonwealth Corporation (CCC), a conglomeration of traditional powerful industrial groups, they were the primal corporation but the other big three having secured their independence and are now actively competing with the CCC.
 La Corporacion Qimica de Tejas (LCQT or just QT)  originally Mexican drugs conglomerate, now made good they have   diversified into a wide range of commercial interests however their core business is still ‘pharmacological’ and their business model still influenced by 'Scarface'.
 Das Vierte Reich (DVR)  advanced physics and engineering specialists whose founder was heavily influence by Nazi ideology.
Finally Sci & Mech  the newest of the Big Four, they spent years fending off aggressive attentions of CCC until they finally gained sufficient size to be clearly no longer easy pickings. They are very proactive and ‘innovative’ in cybernetic and  genetic  research.

In the areas beyond the control of the city states are vast tracts which in name only are governed by the GITS. In reality they are lawless, anarchic territories. In some areas forces have formed around charismatic individuals which set up their own self governing groups. The biggest and most successful of these is the Liberty League. The wastelands are also home to other more sinister groups and individuals, it is rumoured that a maverick scientist has set up a series of labs somewhere in the wastelands and is conducting cruel, inhuman experiments on captured subjects. Though most aren’t sure whether  he really exists or is a post apocalyptic bogey man, he is in common wasteland parlance referred to as Dr De’ath.
The corporation’s  slang terminology for non- citizens  is sewer scavengers or just scavies.
The campaign will utilise  plot points in two ways. Firstly as a running points tally with major points valued at 2pts and minor plot points at 1 pt to help determine the overall campaign winner. The rewards from the reward cards gained can also be spent as normal in game or post game to strengthen the league.
« Last Edit: March 28, 2016, 01:21:08 PM by pbjunky1 »

Offline Commander Roj

  • Mad Scientist
  • Posts: 869
Re: Pulp C22
« Reply #1 on: March 21, 2016, 10:48:53 PM »
A few of us at Wigan Wargames are going to play a Pulp Alley campaign. The background is as below, we hope to start round 1 this weekend and will post, scenarios, reports and pictures as we progress.
Pulp C22
Following a series of large scale but conventional (mostly) inter- continental conflicts governmental control of all countries was severely dimished, in many it had completely collapsed to be replaced by  anarchic, tribal groupings. With societal breakdown and large scale depopulation many parts of the  world entered a modern, post apocalyptic dark age.
In the North American land mass as this collapse loomed  corporations began to  create their own cities recruiting as they saw it suitable populace to make up their citizens. This left the more undesirable and degenerate elements under rump  governmental control. A  pandemic and failure of a weakened logistical network brought federal government to the point of total collapse and the protected corporation cities stepped in to save it but only at the price of their own independence  in effect setting  up corporation  states, some centred around commercial specialism some  were based on  societal models favoured by their founders. The government  survived in name only comprising  a  forum The Governmental Intra-continental Trade Society (GITS). The GITS mediates between the city/corporations but in reality is a shell wracked by intrigue and subterfuge as its offices are  infiltrated by the corporations each  vying for power and influence. Despite all this  a semblance of a controlled trading environment is  everything  and the common agreement is that  decisions reached at the GITS forum are at least for appearances sake binding.
After a half century  four major corporations dominate the landscape. Between them they have subjugated by a mixture of aggressive commerce,  espionage and outright force many smaller corporations.
The big four are The Co-operative Commonwealth Corporation (CCC), a conglomeration of traditional powerful industrial groups, they were the primal corporation but the other big three having secured their independence and are now actively competing with the CCC.
 La Corporacion Qimica de Tejas (LCQT or just QT)  originally Mexican drugs conglomerate, now made good they have   diversified into a wide range of commercial interests however their core business is still ‘pharmacological’ and their business model still influenced by 'Scarface'.
 Das Vierte Reich (DVR)  advanced physics and engineering specialists whose founder was heavily influence by Nazi ideology.
Finally Bio Mech  the newest of the Big Four, they spent years fending off aggressive attentions of CCC until they finally gained sufficient size to be clearly no longer easy pickings. They are very proactive and ‘innovative’ in cybernetic and  genetic  research.

In the areas beyond the control of the city states are vast tracts which in name only are governed by the GITS. In reality they are lawless, anarchic territories. In some areas forces have formed around charismatic individuals which set up their own self governing groups. The biggest and most successful of these is the Liberty League. The wastelands are also home to other more sinister groups and individuals, it is rumoured that a maverick scientist has set up a series of labs somewhere in the wastelands and is conducting cruel, inhuman experiments on captured subjects. Though most aren’t sure whether  he really exists or is a post apocalyptic bogey man, he is in common wasteland parlance referred to as Dr De’ath.
The corporation’s  slang terminology for non- citizens  is sewer scavengers or just scavies.
The campaign will utilise  plot points in two ways. Firstly as a running points tally with major points valued at 2pts and minor plot points at 1 pt to help determine the overall campaign winner. The rewards from the reward cards gained can also be spent as normal in game or post game to strengthen the league.


Quite a twist on Pulp Alley. Very interesting to see how it develops.

Offline salcor

  • Librarian
  • Posts: 141
Re: Pulp C22
« Reply #2 on: March 21, 2016, 11:48:34 PM »
This seems very intersting.  Are you playing the Vice Alley campaign with a pa cyberpunk  flair?

Salcor

Offline d phipps

  • Galactic Brain
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  • Pulp Alley
    • Pulp Alley
Re: Pulp C22
« Reply #3 on: March 21, 2016, 11:48:57 PM »
Interesting stuff! It's fun to have this sort of background to build into your stories. I hope you let us know how it develops.  :D

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #4 on: March 22, 2016, 12:06:07 AM »
This seems very intersting.  Are you playing the Vice Alley campaign with a pa cyberpunk  flair?



We are using a mixture of the Pulp Alley generic scenarios, some with adaptations from Perilous Island and similarly some from Vice Alley with adaptations. There will be one central theme but a number of side plots which will hopefully give enough scenarios to occupy 6 regular players and 3 or 4 ad-hoc players. It'll be interesting to see how it plays out. I'll try & keep updates posted on LAF as it progresses.

Offline pistolpete

  • Mad Scientist
  • Posts: 836
  • Rent money is for rent - telly savalas
Re: Pulp C22
« Reply #5 on: March 22, 2016, 05:34:17 PM »
never having looked that closely at infinity, it does seem as it's a similar vein.  i'm interested in seeing some AAR.

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #6 on: March 28, 2016, 01:58:50 AM »
We've just had our first three games and I'll post the write ups & some pix soon but whet peoples appetities here are mug shots of the leagues

The CCC (left to right) Chester Thurman (leader) Aneka Rice (SK) Zac Ekhardt (ally) Bradford Dillman (ally) Ethan Pilger(follower). This corporation league has Greater Purpose and  is themed around being aggressive and good at fighting but  not so good with finesse, cunning etc.

The Liberty League (LL) (left to right) Apone (leader) Ripley (SK) Vazquez(ally) Hicks(ally) Hudson(follower). The league as befiting a champion of the abandoned wasteland dwellers  has Network of Supporters and has a balance of combat and action skills

Qimica Tejas (QT) (left to right) La Malvada (leader) Jorge El Lobo Gonzalez(SK) Johnny El Charro Martinez (SK) Jaci Blood Lopez(ally). This corporation league has Company of Heroes so is light in number but tough and smart.

Science & Mech (S&M)  (left to right) Bree Faze (follower) Jayden Dirtee (ally) Tori Fills (ally) Jenna Romance (leader)
Asia Waves (SK). The league has Bastion of Science and is good with replicant technology (and also spandex).

Dr Deaths League (left to right) Dr Death(leader) Sister Anna Sthesia(SK) Servitor (ally) Zombies (followers). This league, taking advantage of the anarchy in the wastelands, is a wierd science league. Its perk is Overlord and its skills and abilities come from the Perilous Island book. Its content will vary depending on what the good Dr has last reanimated.

Das Vierte Reich (DVR). (left to right) Herr Kutt (leader) Frau Fuchs (SK) Jager Einz (ally) Jager Zwei (ally) Adolf the dog (follower). This corporation league specialises in engineering and physics, it has Bastion of Science.
« Last Edit: March 28, 2016, 01:16:35 PM by pbjunky1 »

Offline Mad Lord Snapcase

  • Supporting Adventurer
  • Galactic Brain
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  • Snapcase Hall, Much-Piddling, Devon
    • The Life and Times of Mad Lord Snapcase
Re: Pulp C22
« Reply #7 on: March 28, 2016, 06:36:23 AM »
Great leagues. Looking forward to seeing more of this. Good to see Aneka Rice again, I used to watch her on 'Treasure Hunt'!


Offline Commander Roj

  • Mad Scientist
  • Posts: 869
Re: Pulp C22
« Reply #8 on: March 28, 2016, 04:39:09 PM »
Great leagues. Looking forward to seeing more of this. Good to see Aneka Rice again, I used to watch her on 'Treasure Hunt'!

Yes, you need the ubiquitous camera man to follow her behind.

Offline pistolpete

  • Mad Scientist
  • Posts: 836
  • Rent money is for rent - telly savalas
Re: Pulp C22
« Reply #9 on: March 28, 2016, 04:42:12 PM »
"i'm hudson - he's hicks"
« Last Edit: March 28, 2016, 04:45:01 PM by pistolpete »

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #10 on: March 28, 2016, 04:53:06 PM »
Round 1 a) That Ferraro Roche moment
Sci & Mech are at the point of  making a significant breakthrough in AI & replicant technology.  The CCC in a last gasp bid to bring them down have swung all their espionage resources behind  getting their hands on the key research and stealing the tech for themselves. At last there seems to have been a breakthrough  however with all electronic transmissions heavily screened it falls to a physical handover of  information. A GITS meeting is to be used to detail how  the actual handover will occur as  all factions  can mix together openly. The only problem is GITS is riven with spies and the DVR and QT have learned of the handover and want it. S&M is now aware of the leak and wants to stop it, to this end they have eliminated the main CCC agent at GITS. The CCC know there will be a hand over but are not sure who will be the contact.
The  big 4’s inaugural game is  ‘That Ferraro Roche Moment’. Ok so there’s no governments or diplomats anymore and no swanky parties to attend so  an intrigue ridden, post apocalyptic trade meeting is as near to an ambassadors party as its going to get for the leagues. Set at the post GITS forum reception  held in the balconied, manicured gardens at the GITS HQ.

it is based on the Social Affair scenario from Vice Alley. Each of the Big Four has their faction leader present and can use 4 slots from its roster to complete the leaders back up, so 1x sidekick & 1x follower or 2x allies etc.  
The plot points are:
 A GITS servant
A recently captured scavenger,  caught trying to infiltrate the GITS HQ.
A GITS diplomat
A GITS diplomat’s wife
A GITS TV reporter

Perils :
Scantily clad  GITS diplomats wife
GITS Diplomat’s dog
Slippery step

As noted the leagues don’t know which is the major plot point, All reward cards can be used as stated in game but only one – determined randomly and highlighted post game is the major plot point.
As its the Social Affair scenario appearance is everything, there can be no open fighting each side will have to try and win the information by use of  subterfuge and  wit and fight the others off with sarcasm and barbed comment.
The plot points and other supporting characters are as below:




The CCC won the initiative and set off with Chester, Aneka and Bradford all making for plot points, of the three Chester failed a challenge  card played on him as he approached the diplomat and Bradford couldn’t reach his nearest one but Aneka got to the diplomat’s wife overcame a challenge and swiftly wrested  control of the plot point.
QT were next and La Malvada reached the butler and took the second plot point but the other plot points were out of reach in the first turn so the remaining characters manoeuvred into place for a go on the second turn.
Round 2 saw a flurry of action around the plot points. Chester gained the diplomat one  and despite being challenged by Bree Faze held his own in the battle of wits  and retained  the plot point.


Frau Fuchs caught up with Aneka and some barbed comments put her down & out allowing Fuchs to wrest control of that plot point.

Zelda held off the attentions of Jenna Romance whilst El Lobo tackled the reporter gaining another plot point.
Meanwhile verbal fisticuffs broke out around the prisoner between Herr Kutt, Adolf, Asia Waves and Bradford Dillman. The CCC preoccupation with being a ‘fighting’ league was now revealing its short comings  as Bradford was outwitted by the dog  and subsequently down & out not to recover.
With QT holding two plot points  and S&M personnel after La Malvada the three QT characters banded together to hold on to their gains.


Meanwhile Herr Kutt took the prisoner plot point  using Adolf as backup.

 Fuchs was pursued by Aneka attempting to get her plot point back  but both ran into the Diplomat’s wife distraction. Fuchs survived but Aneka was  clearly distracted by her curves and was down & out again. To everyone’s surprise not least the CCC player, Chester survived his attempted mugging  by Bree Faze and it was the S&M character who was down & out subsequently not to recover.
With all the plot points now held it was a desperate last couple of rounds of attempted mugging. Chester attempted to reach Aneka who was set upon by two of the S&M (even though she held no plot point) but he tripped on the stairs and had to extend the scenario to recover & regain his plot point. Aneka was down & out again this time not to recover.


That finished the action with QT & DVR holding two plot points each and CCC holding one. It was however the CCC plot point which was revealed as the major one at the end of the game giving them an advantage in round 2.
« Last Edit: April 04, 2016, 06:16:40 PM by pbjunky1 »

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #11 on: March 28, 2016, 10:18:50 PM »
Round 1 b) Cornered by Zombies

To give the Liberty League an initial outing they will fight the ‘Death Trap’ scenario against  a force from Dr Deaths League.  Rather than utilising their respective leaders at this stage each will field a force led by a sidekick so 10 slots but no leader.
The LL have a  set of listening posts at the edge of their territory.  Ripley, an LL Lieutenant, is conducting an early morning visit to one such set in the pockmarked ‘beaten zone’ when she finds the bloodied remains of the two man post, with equipment scattered over a wide area.




She realises she is surrounded by shambling inhuman creatures emerging from the early morning mist and makes for the best defensive point she can find sending out a mayday message to other LL members in the  area.

Major plot point:
Ripley
Minor plot points:
C- rats from the LP
Comms platform from the LP
Weapons from the LP
Ammo crate from the LP

Perils:
Chemhaz leakage
Gas vent
Toxin barrel
Gas Vent
Unstable ammo
 
For the campaign in this scenario  each plot point  value is halved  so major point is 1 pt, minor is 0.5pts. Any rewards must be spent  in the game rather than accumulated for later. This is to help balance the ‘no rewards’ cards and 4 leagues compared to 2 in the other first round game.

The LL won the initiative and Ripley used her Stealth skill to go into hiding  whilst her rescuers  started making their way across the battlefield. They encountered the first plot point but were unable to capture it.
In response the zombies tried to discover Ripley but failed the opposed roles. The Servitor made for another plot point and  Anna Sthesia attempted another which she captured.





In round 2 the LL took their plot point but Vazquez  still at long range didn’t manage to hit a zombie. However with plot point in hand  Anna Sthesia join in the hunt for Ripley and discovered her hiding place.
The servitor tried but failed to take his plot point cunning not being his forte.


In round 3 the LL rescue party took out  2 zombies but Anna Sthesia was able to direct the remaining zombie to  attack Ripley. She tried to dodge (having better dice) but failed and was hit by the zombie, worse was to come as she failed a health check and was down & out and failed a subsequent recovery to now be on a max D6 roll.

Round 4 saw Ripley make a break for it only to be pursued and knocked down again this time being KO’d . However at this point it was noted that Anna & the zombie in their pursuit had strayed too close to a leaking gas cylinder and both were down and out to a peril with the zombie being removed from the game & Anna failing a recovery roll so becoming a D6 character.
In round 5  however Anna  captured Ripley and started to haul her off  but with three LL characters closing in and the servitor still out of the game  time was running out for her.




In round 6 the LL caught up with Anna and she was knocked down and relieved of her minor plot point and the unconscious Ripley.
So the game ended with the LL holding 3 minor and one major plot point and Dr Death’s league holding a minor plot point.

Offline d phipps

  • Galactic Brain
  • Posts: 4647
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    • Pulp Alley
Re: Pulp C22
« Reply #12 on: March 29, 2016, 04:37:29 PM »
Fantastic!! THANKS for playing and sharing Pulp Alley!

I think that qualifies for a Phantom Agent award! -- https://store.pulpalley.com/




Can't wait to see more.  :D :D

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #13 on: March 29, 2016, 07:42:25 PM »
Thanks for that Dave
Following the first two games some of the players suggested a few changes that we may try. It was noted that perils, particularly fixed point one were avoided rather too easily by players, although in the first two games there were instances of characters being down & out to perils. We agreed to try a counter system where counters were put out randomly on the table, twenty eight in this case. Four of them had skulls underneath one a double skull, perils and an extreme peril respectively.  When a character came within 3” of the counter it was turned over and if it was a peril the player could have a card played on them. If it was the double skull the card came from the deck. There were zonal perils as well as these point perils. Cratered ground/ rubble/  was a peril if characters ran in it  and walls/barricades >2” high were also perils if a character jumped/climbed it.
Regards plot points it was felt that, especially for a scavenger hunt game where characters wouldn’t know exactly what they were looking for we should have the five plot points (with the major one not revealed until the game end) and five ‘false’ plot points. When characters came within 6” of a potential plot point it was revealed as a genuine one or not depending on the character rolling a successful  cunning or finesse roll. If it was genuine they went on to try & capture it if it wasn’t they ignored it and moved on. If they failed the check they had to touch base with it to determine whether it was false or not.
These changes seemed to work well in this case though I can see if the attacker knew they were looking for a specific individual/object it may be that they know which one to go for so we’ll have to adjust as a game specific mechanism. The table shows the brown peril counters and the plot points underlined in red from our first second round game.


Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #14 on: April 04, 2016, 01:09:17 AM »
Round 2 a) Yellow Hawk down (Based on Smash & Grab scenario)
 Liberty League v Dr Death v Commonwealth Co-operative Corps
The CCC knew from the information captured in the first round that the handover was coming to them aboard a shuttle on a low level trade mission between the CCC and S&M. Their techs monitored the  flight displays as the small craft headed across wasteland on its way to the CCC outpost at Fire Bend. It was about half way  into the journey that the CCC techs raised the alarm as the shuttle disappeared from the screens . A recovery squad was dispatched to the site at which the craft disappeared.
Out in the wasteland an LL patrol saw the small yellow shuttle dropping lower in the sky skimming the ruins of some columns before  crash landing amongst rubble on the edge of the beaten zone however theirs weren’t the only eyes which were scanning the skies from the desolated land. Dr Death focused his enhanced retinal implant at the S&M shuttle and calculated its trajectory before ordering his  shambling cohorts towards the likely crash site.
As noted previously there were 10 plot points in total but 5 were false and the major one unknown to the three leagues.
The actual plot points were :
Crashed shuttle
Male pilot
Female pilot
Distress beacon
Electrical flight recorder.

False points were a  bag containing papers, an equipment crate, a bag, a back pack, a supplies box.
The potential perils were 28 in total but with only 4 actual perils and one hazardous peril , the remainder were false.
The perils and plot points were spread evenly across the board. When characters came within 6” of a potential plot point it was revealed as a genuine one or not depending on the character rolling a successful  cunning or finesse roll. If it was genuine they went on to try & capture hit if it wasn’t they ignored it and moved on.
When a character came within 3” of a peril counter it was turned over and if it was a peril the player could have a card played on them.
There were zonal perils as well as these point perils. Cratered ground/ rubble/  was a peril if characters ran in it  and walls/barricades >2” high were also perils if a character jumped/climbed it.
In the random events rolls each league received  a friendly local, drew an extra fortune card at the first turn and  had to reconnoitre (no  attack, run or rush in first turn).
Dr Death won the initiative and deployed as shown, followed by the CCC and then the LL.


This left the LL at somewhat of a disadvantage as they were rather sandwiched between the other two forces  and perhaps for future reference if there are 3 or 4 players in this game they should all start in a corner rather than on a side.
Dr Death took a gang of rats (one of the bases shown) in this scenario rather than a servitor.

Dr Death’s league set off on a broad front reaching two possible plot points but finding them to be useless waste. No perils were triggered. The CCC similarly checked out  some plot points but they were again not genuine, however neither were the perils they encountered.
The LL making frequent reference to their disadvantageous situation set off forming a three character firing line as a defence against Dr Deaths league whilst  working their way into cover to shoot against the CCC. The possible plot point  they encountered was revealed as waste but neither did they trigger any perils.
Dr Death determined that the beacon he could see was an actual plot point

but in moving towards it triggered a peril which was the double skull and failed the health check to be down & out. 

The  gang of rats moved across broken ground on their right flank & Anna Sthesia moved cautiously up the centre towards the downed crewman who she discovered was a plot point.  The zombies were thrown out in a broad front  to trigger perils and act as bullet magnets. The CCC split their forces in two Thurman and two allies moving towards an electrical circuit board which they discovered was a genuine plot point. Rice and a follower moved towards the dead female from the shuttle which again they discovered was a plot point.

 The LL set about shooting but in the first of a set of long dice rolling failures they didn’t manage to cause any damage to the enemies characters. At this point Andy, the LL player, started complaining vociferously about his dice rolling. All I can say is that its never a taken as a good sign by the dice gods who invariably – as they did in this game, set about inflicting more misery on the transgressor.
Dr Death used a card to auto recover, not trusting to a dice roll- even though he had Regenerate. Clearly this feeling of the capricious nature of the dice gods was catching.
Dr Death having recovered passed the next peril challenge and then the challenge at the beacon before taking the plot point. The zombie moved ahead of him to draw any fire. Anna Sthesia made it to the downed crewman but was hit by a 2  success challenge which she only passed one of. The rats and the other two zombie continued to move up towards the CCC.

The CCC moved towards  the downed female crew with Pilger (follower) going for the plot point but failing a challenge and Aneka shooting at Ripley with both ending up being down.

 On their other flank Chester tried to take the plot point but failed. He was joined by Dillman and Ekhardt who again failed. As cunning was involved this wasn’t their forte. Seeing them all clustered around the plot point was a bit like that joke ‘how many ... does it take to change a light bulb’. In this case how many CCC characters does it take to capture a plot point? More than half their league apparently!

The LL again carried out some ineffective shooting but started to move Apone and Hicks (ally) towards the downed shuttle which was a plot point.
The rats could now reach Chester and his pals so attacking them and tying them down in combat but not before the CCC characters had tried and still not succeeded with their plot point.
With plot point in hand Dr Death made his way towards Sister Anna Sthesia who this time completed her challenge now to be hit by a ‘3 success’  challenge from the deck.
Aneka had recovered and took her plot point whilst the temporary CCC backup fought the LL characters in the ruins thus tying them up in combat (it being drawn).
 Apone  shot at Aneka and not surprisingly missed. Hicks made it to the shuttle but couldn’t pass the challenge (well it did involve dice rolls). The LL player was now complaining about the shape of the dice (sharp edged versus rounded edged). I could just see the dice gods lining up more pain.
In round 4 Anna Sthesia captured her plot point and  was joined by Dr Death. Her zombie companion moved towards the shuttle. Meanwhile Chester finished off the rats ( clearly better at combat than cunning) and his two companions finished the plot point. Three character, three turns, one plot point! Apone tried to fight Aneka for her plot point but again as it involved dice rolling (this time round edged dice) he failed and Aneka dodged away! Cue more complaining.

Hicks however did clear the challenge  and the LL backup- a character derided as useless by the LL player dodged shooting and made his way into the ruins to put the CCC backup down and out.
Apone moved to the shuttle and took the plot point as Chester and his companions moved to the other side of the shuttle. They were however held up by a zombie attacking them. Dr Death handed his plt point to Anna Sthesia and moved ahead of her to act as a shield.


In the final round Apone moved away from the shuttle under cover of his remaing league members. Chester and his companions shot at Dr Death but he dodged and the LL player clearly better with cards than dice hit Anna and the Dr with a challenge peril from his fortune cards- a good move but they both survived.
The game ended with the LL holding one minor plot point, Dr Death holding 1 major and 1 minor plot point and the CCC holding two minor plot points.
It was a really cagey game with the players all using their cards really carefully (& well).
The abiding lessons though were if you want to flummox the CCC give them cunning challenges and don’t complain about dice rolls- the dice gods will only serve you up more pain!

 

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