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Miniatures Adventure => Post-Apocalyptic Tales => Topic started by: Doug ex-em4 on July 24, 2023, 01:32:49 PM

Title: Another day - Another Zone Game 2 - Bunker Run
Post by: Doug ex-em4 on July 24, 2023, 01:32:49 PM
I wanted to get a handle on the basics of the Zona Alfa rules so set up a very small solo game on a very small (2’x2’) board. This is the result:



Tremlett and Treadwell Dukes have lived a rudimentary life within the Excluded Territory for some years. Their home, a very dilapidated static caravan, is situated maybe two furlongs within the Territory. They shouldn’t be there but the Excluded Territory Authority (ETA) has let them be because they seemed harmless - and there are plenty of others making incursions into the ET who are very harmful indeed.
(https://velodoug.files.wordpress.com/2023/07/img_4846-e1690139471989.jpeg)
The Duke Brothers domicile - a bit basic but it’s home



All that has changed since it became clear that the Dukes brothers have been felling the trees that used to surround their home. These trees are valuable. Because of genetic changes brought about by the soil being enriched/contaminated/diseased (take you pick) as a result of The Incident, the trees in this small copse have valuable properties. The bark is used to make antidotes to Incident Sickness, the leaves are the principle ingredient of a balm which controls and sometimes cures, the skin-shedding plague. And the sap, when mixed with whisky or brandy, makes you feel really good in a very short time and doesn’t give you a hangover.
(https://velodoug.files.wordpress.com/2023/07/img_4850-e1690139628350.jpeg)
The Duke brothers - Tremlett on the right



The ETA has a very profitable sideline in selling these trees in a carefully rationed way so that the price remains high. The Dukes brothers are threatening this with their reckless behaviour so the ETA has ordered their arrest and removal from the Territory. Tasked with the job of removing them is a  standard Security Squad. Lead by a sergeant, the squad of 6 is armed with a mix of smg’s and auto shotguns as well as sidearms and batons. For this job, it’s assumed they’ll probably only need to wave their batons menacingly to persuade the brothers to surrender. Sergeant Ken "Slasher" Mackay is anticipating a straightforward, back-to-base-in-time-for-beer operation with the possibility of picking up some salvage on the way. Although Slasher and his second (known only and always by his nickname of Chappelli) are veteran, they are new to leadership, so this mission has been selected for them as a gentle introduction to taking a squad into the Territory. The Dukes’ location is not within the most dangerous areas, being so close to the exclusion boundary.
(https://velodoug.files.wordpress.com/2023/07/img_4847-e1690139543795.jpeg)
The squad. Slasher Mackay in front followed by Pigeon McGrath (Hardened), then Wingnut (Rookie), Heals (Rookie), Chappelli (Veteran) and Windy Trumper (Hardened)



GAME:
Zona Alfa rules.
TL1.
Length 5 Turns
Objective - arrest Dukes brothers and bring them in alive
Hot Spots x 2
Table 2’x2’

(https://velodoug.files.wordpress.com/2023/07/img_4849-e1690139607361.jpeg)
The table. The bunker to the left of the shack is a Hot Spot. There’s also a cabin bottom right, just out of shot, which is the other Hot Spot.


TURN 1
"OK Windy, take the lead and keep sharp - these Dukes are a pair of slinky old ferrets." Ken "Slasher Mackay was happy for Windy Trumper to lead. Windy was no Territory veteran but he was ex-army and knew his way round a serious job (ie Hardened).
(https://velodoug.files.wordpress.com/2023/07/img_4870-e1690139672768.jpeg)



Almost immediately he spots a trip wire across the path, steps over and passes the info back. Chappelli and the Rookie, Wingnut Gilchrist, step carefully over. Slasher, turning to warn those behind him, stumbles and trips the wire. Embarrassing for the Sergeant who curses fruitily.

The Dukes are alerted and Tremlett emerges from their shack. In his strong, rural accent, he shouts a warning to the squad to clear out. He’s cradling his rifle.
(https://velodoug.files.wordpress.com/2023/07/img_4871-e1690139697756.jpeg)


He doesn’t look like he’s in the mood to co-operate
(https://velodoug.files.wordpress.com/2023/07/img_4874-e1690139711732.jpeg)


Slasher moves off the track so he can be seen and replies in his equally strong accent which originated many thousands of miles from this English disaster zone. "No Trem, you’ve done wrong and we’ve come to take you in. No trouble now." At this point Treadwell joins his brother; he’s fired up but limits his input to yelling incoherently (his reaction decided by a die roll). While this is going on, the rest of the squad move quietly to the bridge.
(https://velodoug.files.wordpress.com/2023/07/img_4875-1-e1690139376305.jpeg)






TURN 2
The Dukes have the initiative but pass it to the squad. They want to see what’ll happen.
What happens is Pigeon McGrath tossing a smoke grenade towards the Dukes then advancers behind it over the bridge. Tremlett goes Alert, still waiting to see how things develop.
(https://velodoug.files.wordpress.com/2023/07/img_4883-1-e1690139420477.jpeg)


Without hesitation, Chappelli charges through the smoke with no ill effects (passes Will test) and cannons into Tremlett, swinging his baton. Tremlett has his knife handy and is ready to fight (I class the baton as a knife but counting success as a disabling blow rather than wounding). Tremlett fails to land a blow but Chappelli gets a critical hit and bludgeons Tremlett to the floor.
(https://velodoug.files.wordpress.com/2023/07/img_4887.jpeg)


Using his bonus action, gained as a result of the critical, he turns on Treadwell. They wrestle inconclusively. Meanwhile, Windy Trumper crosses the bridge and heads left to investigate the dugout (Hot Spot). The two Rookies follow on to the bridge followed by Slasher. End of Turn 2 - only 3 Turns left to complete mission and leave the area.
(https://velodoug.files.wordpress.com/2023/07/img_4888-e1690139744314.jpeg)



TURN 3
Treadwell is well and truly fired up and ready [He has Initiative]. He gives a piercing, unworldly shriek (something like Yee-Hah) and attacks Chappelli again but with no result. Chappelli fights back, also with no result. Finally, Chappelli lands a blow and Treadwell is down.
Windy throws a piece of junk metal into the into dugout (Hot Spot) and immediately 3 rats, extraordinarily huge, rush out. He fires a burst of his SMG as his second action and kills them all. [I got the rules wrong here - the rats should have had a free move before Windy took his second action]
(https://velodoug.files.wordpress.com/2023/07/img_4898.jpeg)




Slasher then gives Wingnut and Heals an extra action each so they can move to the Dukes and secure them.
Chappelli gives his 3rd action to Wingnut so he can start back with his prisoner, Tremlett. They move at 4". [Another rules mistake; I forgot only Leaders can donate actions. Chappelli has 3 actions, being a Veteran, but can’t donate any to another character]
(https://velodoug.files.wordpress.com/2023/07/img_4942-e1690139797107.jpeg)



Pigeon, guarding the end of the bridge, uses his Actions to go Alert. Which is handy because without warning, 2 wild looking figures erupt from the old shack which had been identified in the pre-mission briefing as a possible Hot Spot. The yelling and shooting has warned them that there are intruders in the area. 
(https://velodoug.files.wordpress.com/2023/07/img_4943-e1690139814844.jpeg)


They are Djef "The Boy" Cott and "Tricky Bird", a couple of low-lifes that the Dukes tolerate in exchange for help in their tree-felling scam. Cott, who favours close-up violence, rushes at the bridge while Tricky prepares to open up on Slasher
(https://velodoug.files.wordpress.com/2023/07/img_4944-e1690139880948.jpeg)



Before he can pull the trigger, Pigeon gets his Alert shots in and scores two hits that Tricky’s armour fails to stop. He’s down.
(https://velodoug.files.wordpress.com/2023/07/img_4950-e1690139959458.jpeg)


4
"Boy" Cott charges into contact with Pigeon but, being a Rookie and therefore only having 1 Action, can’t initiate a melee [I think!]
Pigeon, seeing this bare-chested maniac rushing at him,
(https://velodoug.files.wordpress.com/2023/07/img_4946-e1690139899843.jpeg)
steps back and opens up with his SMG and gets 2 hits. Colt’s thickly muscled chest gives him an armour value of 3 and that’s enough to stop one hit. Alas for him, the second hit is not stopped and he’s down in a welter of blood and gore. I’m not sure what a welter is but I think it looks like this
(https://velodoug.files.wordpress.com/2023/07/img_4948-e1690139917528.jpeg)



Slasher gives each of the Rookies an extra action to get them over the bridge to safety with their captives.
Chappelli moves to the head of the retreating column to ward off any threats from that direction while Slasher and Wingnut cover the rear.
(https://velodoug.files.wordpress.com/2023/07/img_4949-e1690139937295.jpeg)



5
No threats on the board so the squad retreat with their main objective secured but no time to search the Hot Spots.



It was a fun little game, mainly trying out basic rules mechanics (I got a few wrong) but without a lot of the campaign stuff. The squad seem to have picked 200 credits according to my notes although I don’t know where from. They also got 15 Advancement points. They’ve been in action again since. The second game was one of the better solo games I’ve played so I’ll probably post the AAR.

I intended to set a ZA campaign in the Inter-War period and Bullshott gave me some assistance on how to modify weapons etc but in the end, having a lot of Near Future figures available, I opted for that setting.

You may notice a variety of different backgrounds in the photos - some ok and some not so much. I was trying to find quick ways to cover up a very busy background (lots of books) and at least I managed that even though some of the backgrounds are decidedly ropey.

Doug


Title: Re: Another day - Another Zone
Post by: Mad Lord Snapcase on July 24, 2023, 02:46:08 PM
Great stuff, an interesting game and I love your back-story.

Quote
And the sap, when mixed with whisky or brandy, makes you feel really good in a very short time and doesn’t give you a hangover.

I need some of this!

Looks like 'The Boy' Cott and 'Tricky' were out for a duck?   ;)
Title: Re: Another day - Another Zone
Post by: Bullshott on July 24, 2023, 03:45:06 PM
A great start to your ZA gaming. Now let's see how this Zone develops.
Title: Re: Another day - Another Zone
Post by: mikedemana on July 24, 2023, 11:22:03 PM
Very enjoyable read, and I love how you fleshed out your characters' stories!  :-*

I picked up the ZA rules this past weekend at Historicon convention this past weekend. So, I'll be reading them over for the next week or so. Or at least that's the plan!

Mike Demana
Title: Re: Another day - Another Zone
Post by: Bullshott on July 24, 2023, 11:41:44 PM
Very enjoyable read, and I love how you fleshed out your characters' stories!  :-*

I picked up the ZA rules this past weekend at Historicon convention this past weekend. So, I'll be reading them over for the next week or so. Or at least that's the plan!

Mike Demana

Welcome to the Zone Stalker. If you frequent Facebook I recommend joining the Stalker7 group, which is very well supported and run by the author of Zona Alfa
Title: Re: Another day - Another Zone
Post by: Vagabond on July 25, 2023, 06:52:53 AM
Great looking action, the board and trailer look really good. I'm impressed with the use of smoke grenades, neat idea.

A variety of backgrounds is better than the usual room clutter, I particularly like the green hills background, very artistic but they all help to sell the authenticity of the pictures.

As Snappers says, the sap is an intriguing idea, I  wonder if it makes the whisky stick around any longer?
Title: Re: Another day - Another Zone
Post by: Doug ex-em4 on July 25, 2023, 03:24:30 PM
Great stuff, an interesting game and I love your back-story.

I need some of this!
I’ll swop some for some of your sloe gin :)


Quote
Looks like 'The Boy' Cott and 'Tricky' were out for a duck?   ;)

You’re on the ball as usual, me old Snapper. That’s a Dukes ball, obviously
 https://www.dukescricket.co.uk/Dukes_Cricket/Home.html (https://www.dukescricket.co.uk/Dukes_Cricket/Home.html)


A great start to your ZA gaming. Now let's see how this Zone develops.
Thank you - I kept the first game simple but hope to develop a bit of a campaign element as things proceed. And I’ve always got your example to give inspiration  :)


Very enjoyable read, and I love how you fleshed out your characters' stories!  :-*

I picked up the ZA rules this past weekend at Historicon convention this past weekend. So, I'll be reading them over for the next week or so. Or at least that's the plan!

Mike Demana
Thanks, Mike. There is something very enticing about the campaign element. What got my interest was the great quality of ongoing campaigns from Bullshott, Dan55’, and my old (very old :)) chum, Vagabond, amongst others.


Great looking action, the board and trailer look really good. I'm impressed with the use of smoke grenades, neat idea.

A variety of backgrounds is better than the usual room clutter, I particularly like the green hills background, very artistic but they all help to sell the authenticity of the pictures.

As Snappers says, the sap is an intriguing idea, I  wonder if it makes the whisky stick around any longer?
Cheers, John. The hills are printed backgrounds purpose made for miniature use. I used 2 of them and then deployed my vast artistic skills to hide the join with wavy green lines.

Like all alcoholic drinks, you only rent the sap temporarily - it goes through as quick as any other liquid. The beauty is, by the time you’ve drunk it, you don’t care.

Doug
Title: Re: Another day - Another Zone
Post by: CapnJim on July 25, 2023, 08:31:43 PM
Nice little dust-up.  Is that Security Squad your regular crew, or did you do them up just for that trial run?

Love that trailer.  The backdrops are good too.  I gotta figure something out along those lines.....
Title: Re: Another day - Another Zone
Post by: Doug ex-em4 on July 25, 2023, 09:04:05 PM
Nice little dust-up.  Is that Security Squad your regular crew, or did you do them up just for that trial run?

Love that trailer.  The backdrops are good too.  I gotta figure something out along those lines.....
Thanks, Cap :). The squad I’d one of three I painted years ago along with an HQ section and I thought it’d be a change to have a para-military crew instead of disparate adventurers. I plan on keeping them as the core of my crew with subtractions and additions along the way. It becomes clearer in the second game that the average security squad is not exactly a rigidly disciplined, élite fighting unit. They are poorly paid, shipped in from overseas and, of necessity, are expected to do their fair share of scavenging and thieving to augment their income, not forgetting the 10% off the top for their Captain.

The trailer (we’d probably call it a "static" which is short for static caravan) is from the really useful Plasticville Trailer Park set and the shack that the hirelings came out of is from the Plasticville Hobo Jungle set.

Doug
Title: Re: Another day - Another Zone
Post by: Doug ex-em4 on July 30, 2023, 05:39:53 PM
Game 2 - Bunker Run

TL2
12k team (2 Veterans; 2 Hardened; 2 Rookies)
Objective: destroy external sensor on bunker
Mission Length: 7 Turns. Do not linger here after darkness falls
Hot Spots, 4: Large House; Copse; Cemetery; Caravan
Location: a small hamlet in Eastern England, long abandoned


(https://velodoug.files.wordpress.com/2023/07/img_4951-e1690728599163.jpeg)
The squad had a team photo taken outside HQ after their successful first mission. From the left:
Windy Trumper; Ken "Slasher" Mackay; Chappelli; Pigeon McGrath.
At the back, slightly blurred (as is only right and proper), the two Rookies, Wingnut Gilchrist; Faith Heals



Slasher makes a short speech to the effect that they’ve been given this mission as a reward for successfully bringing in the Dukes brothers (ironic laughter from Chappelli and Pigeon). Slasher ignores this and emphasise that there’s plenty of opportunity for "private enterprise" on this job. This is how Security Squad veterans describe the salvage they can pick up on these excursions. Once they’ve paid the Captain her 10%, the rest is for them. Slasher and his squad now consider themselves veterans. They may be deluding themselves.


(https://velodoug.files.wordpress.com/2023/07/img_4957-1-e1690729205808.jpeg)



Slasher then gives orders and objectives:
"Righto you blokes. Two teams. Me, Windy and Wingnut will go left and checkout this little copse which may be of interest then we’ll go for the enclosure where the objective is located. Chappelli, you take Pigeon and Heals and look at the large house, then the cemetery and finally that crook looking old caravan. You should be able to get some juicy stuff from those places. You got plenty of scrap iron to toss into them? That’ll stir up anything lurking there. If it turns out that one of you gets to the main objective first, here’s the drill. Inside that bunker is some weird techy stuff that  those drongo scientists from the university spread all over the place - basically, part of what caused The Incident, right? That stuff is as indestructible as you can get but, lucky for us mates, it’s dormant. You know there’s a ‘but’ coming up doncha? Here it is. Fixed to the outside of the bunker there’s a sensor. Delicate little thing but dangerous. Because if it ever gets the signal from one of those satellites the scientist put up there (here Slasher looks skywards in case any of the squad don’t know where satellites live), it says to the weird techy stuff - "hi there, weird techy stuff, this is your sensor speaking. I’d like you to go critical right now please and wipe out the rest of the freakin’ world."[he didn’t actually say "freakin’" but this is a family forum]. The good news is that a few rounds from our rough and ready guns or a good, honest grenade would be enough to shut that sensor up for ever and make the weird techy stuff sleep the everlasting sleep. Got it? Good. Let’s go and break things, boys…!"


(https://velodoug.files.wordpress.com/2023/07/img_2527-e1690729390700.jpeg)
 


(https://velodoug.files.wordpress.com/2023/07/img_2528-1-e1690729484488.jpeg)



(https://velodoug.files.wordpress.com/2023/07/img_4961-1-e1690729701134.jpeg)




Turn 1
Slasher’s group head towards the copse. Slasher "encourages" Wingnut [gives him an extra action] so they all move 12".
(https://velodoug.files.wordpress.com/2023/07/img_2529-e1690729905756.jpeg)


Pigeon and Chappelli head towards the large house, Heals, the Rookie, is lagging behind. Chappelli fishes out a bit of scrap iron and lobs it at the house. Being keen but relatively inexperienced, neither has gone Alert.
(https://velodoug.files.wordpress.com/2023/07/img_2530-e1690730080896.jpeg)


 So when a mixture of horribly overgrown rats and spiders pours out of the house and heads straight for them, they are unable to shoot. The rats head for Chappelli and spiders go for Pigeon. Chappelli is the man for a rough house, even against monster rats, and he deals with them in short order. Pigeon is no milk-sop but he only succeeds in disposing of one spider. Luckily, he’s not an arachnophobe - where he comes from there’s a lot of spiders, most of which can kill you. However, they’re just spider-size. Unlike these beauties.
(https://velodoug.files.wordpress.com/2023/07/img_2532-e1690730159286.jpeg)



Turn 2
Slasher gives Windy two Actions so that he can get into a position covering the copse and go Alert. Along with Wingnut, Slasher follows up on Windy.
(https://velodoug.files.wordpress.com/2023/07/img_2535-e1690730304202.jpeg)



Chappelli reckons Pigeon can deal with one lousy spider and takes off at a run up the road towards the cemetery - no time to waste when in this part of the Territory. When he gets in sight of the cemetery, he pulls an old hinge from his trusty Pouch of Metal Junk and chucks it accurately into the middle of the corpse corral.
 "Streuth!" Even Chappelli is shocked by what his missile has stirred up. It’s kind of humanoid but with a pointed head and covered in slimy, glistening mucus.
(https://velodoug.files.wordpress.com/2023/07/img_2534-e1690731026522.jpeg)



 "Not nice" thinks Chappelli as he shoulders his SMG "those crazy scientists have a lot to answer for."
(https://velodoug.files.wordpress.com/2023/07/img_2533-e1690730658601.jpeg)



 Pigeon, meanwhile, has squelched his spider and heads for the house that the vermin came from. He rubs his hands (not literally, obviously) in anticipation. Pigeon is a Scrounger and searching places is a real pleasure for him.



Turn 3
Wingnut moves up in support of Windy. Meanwhile, Slasher angles left and heaves some scrap iron into the copse to see what’ll happen. He doesn’t have to wait long. Six eerie figures drift noiselessly from the copse; vaguely human but not human - yet more examples of creatures created from the previous inhabitants of the area by the catastrophe known as The Incident.
(https://velodoug.files.wordpress.com/2023/07/img_2536-e1690730792218.jpeg)



No time to reflect on the criminal recklessness of the scientists who caused all this - these ghoulish aberrations had spotted Windy and they weren’t looking friendly. Windy is on Alert and opens up with his SMG. Three hits and two kills.
(https://velodoug.files.wordpress.com/2023/07/img_2537-e1690730840292.jpeg)



The survivors charge Windy.
(https://velodoug.files.wordpress.com/2023/07/img_2538-e1690731121986.jpeg)



The first fails to damage the beleaguered trooper. Another one rushes in - will he be overwhelmed by these horrors? Windy counterattacks and gets three hits on his opponent but receives multiple hits himself - Windy and his opponent are both down.  [I think I worked this melee out incorrectly but got the correct result].




Meanwhile, on the other side of the main road, Chappelli opens up on the horror from the cemetery. Its inhuman flesh is not easy to damage [armour of 4 in game terms]. Nevertheless, Chappelli gets 4 hits and they all strike home. No saves. The mutant monster is down…!
(https://velodoug.files.wordpress.com/2023/07/img_2651-e1690732602444.jpeg)




Chappelli scrambles over the wall and searches the cemetery. Hidden in an open sarcophagus, he finds valuable treasure along with a med-kit and some sap liquor.
(https://velodoug.files.wordpress.com/2023/07/img_2539-e1690731401737.jpeg)



 Taking stock of his surroundings, he realises that the cemetery is host to one of the mysterious Anomalies that dot The Territory. These can be dangerous but also very rewarding. Incredibly, it looks like a giant, artificial candle! "The hell with it" snarls Chappelli and reaches into the anomalous area. BOOM…!
(https://velodoug.files.wordpress.com/2023/07/img_2540-e1690731542966.jpeg)


 It explodes in his face [he failed his Will test] and he’s down - wounded. Things are not going well for the squad. At least Chappelli can apply the medi-kit he’s just found and restore himself to health.
(https://velodoug.files.wordpress.com/2023/07/img_2541-e1690731676854.jpeg)



Can Pigeon, the Scrounger, improve things with his searches of the large house. Having the Scrounger skill means he gets two search attempts. Success…! He finds some good salvage and two med-kits. He then realises that this house is also concealing an Anomaly - an unearthly glow is a sure sign of it. Something to think about next turn.
(https://velodoug.files.wordpress.com/2023/07/img_2543-e1690731759721.jpeg)



Finally, Heals, the Rookie, puffing and panting, draws near the cross-roads. If he’s ever going to improve his rating, he’s going to need to get fitter.



Turn 4
Windy is down and wounded but unfortunately, no-one in Slasher’s group has any med-kits! Poor planning. Chappelli’s group has three of the kits. Wingnut may be a Rookie but he’s of the right stuff. Standing defiantly athwart Windy’s prone body, he rattles off a burst against the nearest ghoulish enemy. Three hits. Two are deflected but the third is enough to kill the creature. Slasher moves to get line-of-sight of the rumpus swirling round Windy and expertly guns down the last ghoul. The ghastly thing suffers a critical armour fail and disintegrates in a revolting burst of foulness. Slasher then urges Wingnut towards the objective (gives him his third action).
(https://velodoug.files.wordpress.com/2023/07/img_2544-e1690731943993.jpeg)




Talking of Chappelli, He spends two Actions to Unpin then uses his third to advance towards the caravan - he’s unstoppable! Pigeon, in the large house, decides to ignore the Anomaly and heads off up the road towards the enclosure within which is the objective.
(https://velodoug.files.wordpress.com/2023/07/img_2545-e1690732066982.jpeg)



Heals, seeing Windy down with no-one near him, decides to go and help him.



Turn 5
Slasher encourages Heals which enables him to reach Windy and administer a med-kit. Windy spends his actions recovering (removing Pin status). Slasher then enters the copse and snags some reasonable salvage. Wingnut continues his move towards the compound.
(https://velodoug.files.wordpress.com/2023/07/img_2642-e1690732181966.jpeg)




The force of nature that is Chappelli lobs some more rusty old bolts into the caravan area then goes Alert. More mixed vermin - he’s no stranger to them.
(https://velodoug.files.wordpress.com/2023/07/img_2546-e1690732304826.jpeg)



His Alert burst of fire takes out the two rats and one of his hits is a critical, giving him another action.
(https://velodoug.files.wordpress.com/2023/07/img_2547-e1690732373570.jpeg)



It’s no surprise that he drops both spiders with his bonus burst. Go Chappelli…!
(https://velodoug.files.wordpress.com/2023/07/img_2548-e1690732433522.jpeg)



Pigeon, seeing that Chappelli is coping quite well in his own, carries on up the road towards the compound.



Turn 6
Slasher moves up to near the compound with Wingnut. Windy and Heals, the two Rookies, trail behind - they need some serious gym work, those two boys.
(https://velodoug.files.wordpress.com/2023/07/img_2648-e1690732755156.jpeg)



Pigeon has arrived at the entrance to the compound. It just occurs to the squad that no-one has any wire-cutters. The compound is ramshackle but they don’t have enough time to force an entry. Are the gates locked? I decide it’s not likely considering the long-time abandonment of the area - I allocate a 1 in 6 chance of a secure lock. Die rolled - no lock. Pigeon fires a burst at the sensor and manages to miss completely…!
(https://velodoug.files.wordpress.com/2023/07/img_2644-e1690732870677.jpeg)



 Chappelli, unaware of this potential disaster, enters and searches the caravan pitch. He finds a wodge of script and a scope - not bad! And there’s an anomaly. After his experience in the cemetery he decides, regretfully, to ignore it.
(https://velodoug.files.wordpress.com/2023/07/img_2646-e1690732974253.jpeg)




Turn 7
It’s now or never. The squad have to complete their mission this Turn. Only Pigeon McGrath can destroy the sensor. "Grenade, you bozo, grenade" yells Slasher helpfully. Pigeon has one grenade. He lobs it at the bunker. BOOM…!!! With great satisfaction, Pigeon sees the very delicate sensor smashed into myriad, glittering pieces. Mission accomplished.
(https://velodoug.files.wordpress.com/2023/07/img_2652-e1690733031336.jpeg)



The rest of the squad have formed up outside the compound gate.
(https://velodoug.files.wordpress.com/2023/07/img_2653-e1690733103610.jpeg)



By now, the sun is low. Its rays still light the rooftops but shadows are gathering below.
(https://velodoug.files.wordpress.com/2023/07/img_4964-e1690733171271.jpeg)


 "Time to scarper, boys" shouts Slasher and they exit the area at their best speed.


After a cold, hungry night in an Authority secure refuge (all home comforts, including 5 year old teabags (most of which looked like they’d been used at least once before), a dubious water supply, some ancient strips of rawhide and unlimited sleeping area - the floor - the team heads back to HQ next day to sort out their swag.



Everyone benefitted by the sharp-end experience (34 Advances)
Hardware - 1 x scope (useful); 2 med-kits (there were 3 but Chappelli used one)
1 x shot of sap juice
Salvage - after a good deal of haggling with the trading community, the team end up with 2745 worth of paper cash. Back to HQ and that’s down to 2471 by the time Captain Lilianne Tomoe has skimmed off the "donation to the widows and orphan’s fund". Slasher grumbles, but only to himself.

Right. Time to go shopping.




Items used: 1 grenade; 1 x med-kit

Lessons learned by me:
Need more med-kits
Use your red-dot sights - I completely forgot about them even though nearly all the crew have them
Keep reading the rules


Slasher’s squad has already been briefed for their next mission. As usual, they’re not happy.

Doug
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: Bullshott on July 30, 2023, 06:35:54 PM
Good report. I think your team has got into its stride. Good result on sweeping up all that salvage.
Who did you allocate your advancea points to?
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: CapnJim on July 30, 2023, 08:30:45 PM
Perfectly lovely report.  Good to see them all come back in more or less one piece.

And don't worry about the squad's displeasure with the next mission.  As we said in The Army, if a soldier is bitchin', it's all good.  You only gotta worry if they ain't pissin' and moanin'...
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: Mad Lord Snapcase on July 31, 2023, 07:39:45 AM
Excellent report on what looks like a fun-filled game. I wonder what the next mission is?
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: Doug ex-em4 on July 31, 2023, 01:45:44 PM
Good report. I think your team has got into its stride. Good result on sweeping up all that salvage.
Who did you allocate your advancea points to?

Does it sound like too much salvage value? I just rolled on the table in the rules. I haven’t allocated the advance points yet - needs so,E thought :)


Perfectly lovely report.  Good to see them all come back in more or less one piece.

And don't worry about the squad's displeasure with the next mission.  As we said in The Army, if a soldier is bitchin', it's all good.  You only gotta worry if they ain't pissin' and moanin'...
Thanks, Capn. I think the squad must be great soldier’s because they’re always pissin’ and moanin’ (and bitchin’).


Excellent report on what looks like a fun-filled game. I wonder what the next mission is?
Thank you, sir…!

The next mission requires me to get in the loft - that’s all I can reveal at the moment. Until Captain Lillianne Tomoe gives Slasher the mission briefing, it’s more than anyone’s life is worth to divulge the details.

Doug
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: Bullshott on July 31, 2023, 06:06:37 PM
Does it sound like too much salvage value? I just rolled on the table in the rules. I haven’t allocated the advance points yet - needs so,E thought :)


Anomaly artifacts always inflate your earnings, as does good play (and lucky rolls) with a character with Scrounger ability. Also you are playing the game in solo/co-op mode rather than head to head, in which case the other team will clear some of the salvage (and may take down some of your team). It's one reason why I like the alternative Point of Interest (POI) system using cards for the encounters. With my POI deck you can draw hostiles (both with and without salvage), zone hazards, lucky unguarded loot or anomalies.

Using the Hot Spot system in the basic rules, how about rolling d10 whenever a Hot Spot is triggered or otherwise identified, e.g.:
1-6 Hostiles (after clearing the Hostiles and looking in their lair roll d10: 1-5 = roll salvage as normal, 6-10 = no salvage)
7 Something good like guarded salvage (could be associated with a Will test, e.g. a mechanical check to open locked container or checking to avoid triggering a booby trap)
8 Zone Hazard (fumes, spores, silver threads or whatever hazard you like to affect unwary stalkers)
9 Anomaly (I don't tie anomalies to bandit and mutant encounters as per the Hostiles table, purely because you can easily amass too much loot in solo/co-op play)
10 Nothing of interest (what you thought was a hostile was a trick of the light or an animal disturbing the undergrowth)
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: Vagabond on July 31, 2023, 08:23:09 PM
Excellent report I really enjoyed reading it although I did wonder who the Aussie was writing the story, decided it must be Cobber Doug after all.

Scenery is spot on, the fence is good but the walls with the tile parapet are ace. I bought some small squares of pasta a few years ago intending to try and make this type of wall, I must try and find the pasta, if the rats haven't eaten it. Are your walls commercial ones?

Hopefully you will be able to make it into the attic and back, try and pace yourself. :D

Are you using the same make of giant rat that the Mad Lord keeps as pets in the cellar of Snapcase Hall, they look suitably ferocious, I might need to buy some of them myself.

Off up the ladder as quick as you like, I think you're on a roll with this series of stories.
Cheers
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: Dan55 on August 20, 2023, 01:45:36 AM
Doug - I liked your Duke brothers Plasticville Trailer so much I found my own set of three.  They'll be making an appearance on my own table soon.
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: CapnJim on August 20, 2023, 03:28:57 AM
Doug - I liked your Duke brothers Plasticville Trailer so much I found my own set of three.  They'll be making an appearance on my own table soon.

I like it too.  I think a (relatively) local hobby shop has that set in stock.  I may have to run (well, drive, really) up there and see about getting it...trailer parks are a big thing around where my Zone is set...
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: Doug ex-em4 on August 20, 2023, 01:40:32 PM
Doug - I liked your Duke brothers Plasticville Trailer so much I found my own set of three.  They'll be making an appearance on my own table soon.


I like it too.  I think a (relatively) local hobby shop has that set in stock.  I may have to run (well, drive, really) up there and see about getting it...trailer parks are a big thing around where my Zone is set...

Glad you like it, boys. Here’s the others from the set plus one from the Hobo set:
(https://velodoug.files.wordpress.com/2023/08/img_0583-e1692534858390.jpeg)


(https://velodoug.files.wordpress.com/2023/08/img_1319.jpeg)


(https://velodoug.files.wordpress.com/2023/08/img_0237.jpeg)


(https://velodoug.files.wordpress.com/2023/08/img_0289.jpeg)


(https://velodoug.files.wordpress.com/2023/08/img_0095.jpeg)


Doug
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: CapnJim on August 20, 2023, 06:23:37 PM
Ooh!  I like the gun platform on the one trailer....Hmm... 8)
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: mikedemana on August 20, 2023, 07:25:12 PM
Those look great! I still have one of my Sarissa Precision MDF kits to build. I went so crazy on the first one that I am leery of undertaking the second...  lol

(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp36UyS2fcaZz2vEnWS2SQAOONRo8KrrTI056Xw0TUJNAUPBfh0wiG7xhq6qj40kwdt1clXrKLP6ZfXDwYtNML44M2l1uLd6l_T-HRNNpbBTkB2TcyjRCYag_gKlIW3VSaUOJEM9ZMBvPOognmvJy_dPQ20CuSU5iIrENXeJpmh0EZBEiT8CCNKNcn/w640-h374/PostApocTrailer%20FrontLeft01.jpg)

Here's the link to my build, in case anyone's curious what I did to the kit...
http://leadlegionaries.blogspot.com/2022/11/post-apocalyptic-or-abandoned-trailer.html

Mike Demana
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: CapnJim on August 20, 2023, 08:44:12 PM
That's great, Mike.  Gotta have the couch out front... :)
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: Doug ex-em4 on August 20, 2023, 09:18:19 PM
Those look great! I still have one of my Sarissa Precision MDF kits to build. I went so crazy on the first one that I am leery of undertaking the second...  lol

(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp36UyS2fcaZz2vEnWS2SQAOONRo8KrrTI056Xw0TUJNAUPBfh0wiG7xhq6qj40kwdt1clXrKLP6ZfXDwYtNML44M2l1uLd6l_T-HRNNpbBTkB2TcyjRCYag_gKlIW3VSaUOJEM9ZMBvPOognmvJy_dPQ20CuSU5iIrENXeJpmh0EZBEiT8CCNKNcn/w640-h374/PostApocTrailer%20FrontLeft01.jpg)

Here's the link to my build, in case anyone's curious what I did to the kit...
http://leadlegionaries.blogspot.com/2022/11/post-apocalyptic-or-abandoned-trailer.html

Mike Demana

Nice work, Mike - I think we’re singing from the same hymn sheet. As Capn Jim says, the couch is essential. I’ve got a mattress on the Dukes’ one but no couch…

Doug
Title: Re: Another day - Another Zone Game 2 - Bunker Run
Post by: mikedemana on August 25, 2023, 02:20:42 AM
Thanks, guys! Sorry for the threadjacking, but thought the pic was topical... lol

Mike Demana