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Author Topic: Return to Zona Albion - AAR: The Quatermass Run, Part 7  (Read 37256 times)

Offline Vagabond

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 4
« Reply #180 on: 10 August 2023, 04:35:46 AM »
Another successful outing for your team, as Doug said the limited turn mechanic concentrates the mind somewhat.

Solo games in particular lead to inovative ways to simulate the enemy and look for objectives and this will be different for each game and scenario. Searching for something can be done in loads of different ways and depends on what you want the outcome to be. Taking CptnJims example of reducing dice rolls, he is always going to find the objective he just doesn't know when. I've used a search mechanic where the result is, found it  :D didn't find it and move on  :( didnt find it but carry on searching  ::) this obviously means I might never find the object.

As Doug said, sometines I've had possible enemy counters move towards the sound of firing but that only works if all encounters are mobile and interested. I like the ZA approach to bandits, so that having heard firing earlier in the game then they are in an ambush situation when you do find them. However this ignores any effect that shooting would have on say zombies or ghouls, maybe they are considered so unintelligent that they just ignore it?

When two groups meet I tend to use an In Sight Test based on the 2Hour wargame rules, to resolve who goes first. Basically some form of opposed roll taking into account troop quality and a couple of situational factors. It just means in an encounter I never know who will react first until they do.

I'm enjoying reading how you use various mechanics to play the game, there's lots of ideas to consider borrowing.
Cheers

Offline Spinal Tap

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 4
« Reply #181 on: 10 August 2023, 09:14:09 AM »
Been away and while so it's nice to catch up with your campaign - hopefully I'll be well enough soon to get a game of my own going again.

Offline Bullshott

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Re: Return to Zona Albion - AAR: The Quatermass Run, Interlude
« Reply #182 on: 10 August 2023, 10:45:20 AM »
The Quatermass Run - Interlude:

It had made sense to leave the Zone after getting first three instruments, allowing the stalkers to recuperate and resupply before going back in, as the final instrument was on the other side of the Zone and within the more dangerous Red Zone area. Quatermass was happy with the instruments they had recovered so far, but expressed the urgency of getting the final instrument package back. Fletcher would therefore need to take the crew back into the Zone within a couple of days.

Fletcher didn't like doing back into the Zone so soon, as he was two men down. Both Lukewarm and Heslop had been shot in the last run. Fortunately they had only minor wounds, but they would both need to rest up and recover for at least a couple of weeks. Fortunately, McLaren and Bunny Warren were back from Grouty's job, so they could fill in while the guys recovered. It would be good to have the big Scot back in the crew.

The crew had all benefited from the last run. Ingrid and Heslop could both now be considered veterans of the Zone. In tending Lukewarm and Heslop's wounds, Ingrid also demonstrated that she had a natural ability to repair people as well as cars. Lukewarm praised her work and said she had the makings of a good medic.

While Ingrid tended their casualties, Fletcher and Godber visited Camp Tony to see what gear he had and spend some of their earnings. After a bit of haggling they came away with med kits and 9mm hot loads to replace what they had used, plus a couple more chest rigs and some grenades. That lot should help make sure they were ready to face the Red Zone.

Promotions (following four games without leaving the Zone):
Ingrid becomes Veteran, gains Bone Doc skill
Heslop becomes Veteran, gains Hard skill

Advances (54 points available):
Fletcher gains 1 point of Combat Ability skill (10 advance points)
Ingrid, Godber, Heslop and Lukewarm each gain 1 point of Armour Rating  (40 advance points total)
« Last Edit: 10 August 2023, 10:59:38 AM by Bullshott »
Sir Henry Bullshott, Keeper of Ancient Knowledge

Offline CapnJim

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Re: Return to Zona Albion - AAR: The Quatermass Run, Interlude
« Reply #183 on: 10 August 2023, 04:32:20 PM »
Your crew is doing pretty well, even without checking out all the Hot Spots/Anomalies.  They seem to know their business, that's for sure.
"Remember - Incoming Fire Has the Right-of-Way"

Offline Bullshott

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #184 on: 25 August 2023, 09:53:29 PM »
The Quatermass Run: Part 5 - St. Hilda on the Moors

The final instrument package was hidden in the ruins of the Abbey of St Hilda on the Moors. Skirting round inside of the Green Zone in the Landrover (their access pass would get them past any patrols) then cutting in towards the centre via the shortest route to the abbey would minimise their time in the Yellow and Red Zones. With the exception of Godber, the crew were all now veterans of the Zone. Fletcher hoped they were all ready for the horrors of the Red Zone.

The crew approached site along a tree-lined driveway. At the end of the avenue the drive continued into a large open space, in the centre of which were the ruins of the abbey. Blocking the drive to the front of them was a bullet-ridden Morris Traveller, while to their left was a van partly sunken in a pond. Fletcher scanned the ruins with his binoculars. No sign of movement, but he did notice the ominous marking of automatic weapons fire traced along the stonework, as well as markings that could only have come from heavier ordnance.

Ingrid knew the history of the abbey and told Fletcher that it was believed to have been built on the site of a pagan temple, evidence of which could be seen in the form of standing stones around the perimeter of the ruins. Although much of abbey was destroyed in the reign of Henry VIII, the main building was taken over by one of Henry's favourites as a residence. The building went through a succession of owners until the Second World War, when a German bomber trying to escape British fighters dumped its bomb load over the moors, right on top of the abbey. The ensuing fire burnt the abbey to the ground, leaving only the shell of the building. After the War the abbey's owners moved abroad and, soon after they departed, rumour had it that an unscrupulous builder had 'harvested' the ruins for stone. What remained of the abandoned ruins gradually collapsed through lack of repair. Eventually nature reclaimed the site and what was left of the abbey became overgrown.

More recently, the ruins became infamous for a pitched battle between a well-armed group of veteran stalkers and an a large group of unidentified attackers. Only one stalker made it out alive to tell the tale, telling of well-armed attackers who were far more aggressive than the usual zone scum.

As if the prospect of heavily armed bandits wasn't enough to worry Fletcher about as they set out, Bunny and McLaren compared legends of creatures said to haunt the moors; including the Black Beast (said to be a huge dog from Hell) and the fearsome Great Wyrm of Northmoor. At least they wouldn't have to contend with ancient woods this time.

Game run as TL3 with 9 turn limit.

As usual, details of the game are in the photo captions.


Game setup. The instrument package is in one of the four sections of ruins surrounding the anomaly.


Entering the area.


Ignoring the distractions presented by various POIs, the crew headed for the first piece of ruins that could hide the objective.


After both Ingrid and Bunny Warren failed their inspection rolls (the rocks tossed in both cases went very wide), Bunny got fed-up with subtlety and lobbed a rock straight into the ruins. What he didn't expect was to see the shimmering black form of the Black Beast of the Moors that he had speculated about the night before.


As the beast charged Bunny, both McLaren and Godber came off Alert and opened fire. The beast appeared to shimmer, making it hard to target. However they still got three hits with their SLRs. To their surprise, these hits had no effect (three 2s rolled as armour saves). The beast continued its move and attacked Bunny (with three actions per activation it was able to move twice and attack).

Bunny held his nerve and slam fired his shotgun as the beast sank its claws into his flak jacket. The shotgun did its job and the beast was no more. Bunny was momentarily dazed after the beast landed on him (successful armour save against the beast's attack, followed by a failed Will check = Pin).


Ingrid helped get the dead beast off Bunny, then the two of them headed over to the beast's lair to look for the instrument (they found neither instrument or salvage). Meanwhile, Fletcher successfully checked out the next ruins, revealing a pack of hobgoblins under the cover of its wall. McLaren and Godber came off Alert and both lobbed hand grenades. McLaren rushed his throw and it went wide, killing only one of the greenskins. Godber's throw wasn't much better, falling short and only getting two more.


Three hobgoblins rushed McLaren and the remaining two headed for Godber.


In his activation McLaren had to fight his three opponents. Two rounds of inconclusive fighting featured a couple of hits with successful armour saves. In McLaren's third action he went for the greenskins again. He missed, but a blow from a greenskin's spiked club caught him and he went down.

Fletcher rushed in and killed one greenskin. The remaining two launched themselves at Fletcher, who took them out with his Sterling.

Meanwhile Ingrid had taken out the remaining two greenskins with a couple of bursts of 9mm hot loads.

McLaren patched himself up with a med-kit, while Bunny the Scrounger checked out the ruins, finding 1,750 quid worth of salvage plus a chest rig and a scope sight. Unfortunately no sign of the instrument.


Another successful inspection by Fletcher revealed an injured stalker sheltering in the next piece of ruins.


Ingrid rushed over to apply a med-kit, while Bunny looked for the instrument. Once again he drew a blank.


With time running out, McLaren and Godber deployed on Alert to cover the last set of ruins, while Ingrid scanned the last rins for signs of trouble. She couldn't see any signs of movement, but there was a telltale shimmer of fumes in the air.

Adjusting his gas mask, Bunny ran to the ruins and a quick search revealed the elusive instrument.


Time to escape, with only two turns to get out. Everyone ran. Fletcher was last out, as he had to donate some of his actions (using Leader skill) to the injured stalker.

Epilogue:

That was a little too close for comfort. Bunny was almost dogfood and McLaren was lucky that he only had a minor gash from a greenskin's wespon (better make sure the big Scot sees the doc for some antibiotics when they get out of the Zone). after Bunny's ghost stories about the Black Beast he told them all that he was now vindicated and it did exist. As evidence he produced one of its paws that he had hacked off, still shimmering with a metallic gleam in the light of the light of their fire. "We'll never hear the end of this," thought Fleycher "at least we didn't see the Great Wyrm that McLaren had talked about".

The wounded stalker introduced himself as Blanco and was an old hand at this game, with the emphasis on old. He was easily old enough to be Godber's father, possibly even Bunny or McLaren's. Certainly the oldest stalker Fletcher knew of. Once they had got away from the abbey, Ingrid got him undressed and looked at his wounds. Blanco's flak jacket had saved him from the worst, although he probably had a couple of cracked ribs (nothing some surgical tale and painkillers couldn't resolve in the short term). The wound to his left arm looked bad. However, a bit of cleaning up revealed the bullet had gone straight through the flesh of his upper arm with nice clean and small exit wound. The blood made it look a lot worse. He wouldn't be hefting a heavy rifle for a while, but had certainly got off lucky.

Blanco certainly had a healthy appetite. While he ate a hot meal with the crew he told them what gad happened to him. He was part of a crew investigating some workshop buildings nearer to the centre of the Zone, when they came across a large group of heavily armed robed men holding some sort of ceremony and chanting in a language that none of the stalkers recognised. They must have had a guard on alert, as someone opened fire and killed the stalkers' leader. Then all they could do was run. The robed men caught up will Blanco at the abbey. When he took a couple of hits he though he was done for. The men circled his position in the ruins but then abruptly left. Just before he lost consciousness Blanco swore that he herd something large moving nearby. Maybe it scared off the men hunting him. At this point in his story Blanco slumped forward, asleep (Ingrid had laced his food to make sure he rested).

While Blanco slept, the crew took turns on watch, doing their best to shelter from the persistent rain. At least the rain should deter the armed men Blanco mentioned. Godber swore something large was moving out there, but the wind played games with his hearing and he couldn't pinpoint where it was. None of the others heard anything and they put it down to Blanco's story telling. In the morning, just to placate Godber, McLaren checked the area outside their camp. When he came back he looked visibly shaken (Fletcher said he looked white). Something very large had circled the camp at least a couple of times. McLaren couldn't discern any footprints, but its body appeared to have crushed a wide trail through the undergrowth where it had passed.
This run obviously wasn't over yet. They finished their brew and hastily broke camp. After his night's sleep, Blanco seemed a new man. He thanked the crew profusely for saving him and asked what he could do to help. Not being one to say no to an offer of help in the circumstances, Fletcher took up the offer. Blanco would have to make do with his pistol for the time being, but some spare 9mm ammunition and a med-kit from the crew's gear should hopefully heep him alive until they could find a replacement for his broken rifle.

Game notes:

Despite using a loaded POI deck, the crew were lucky not to encounter any armed cultists or the alpha predator that I had snuck into the deck!

As per previous games, the instrument was in the last of the four possible locations, forcing the crew to once again take it to the wire to get out in time.

Blanco was played as a Green stalker, but with Armour 5 (flak jacket), pistol and load carrying vest (rolled as salvage when he was found). Following his treatment and night's rest he will be played for the rest of this run as Hardened with skill Hard. If he gets out of the Zone and gets a chance to properly recover he may come back at Veteran level.

Offline Doug ex-em4

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #185 on: 25 August 2023, 11:14:24 PM »
The scenery was a bit sparser than your usual but the account of the game was absorbing. It must have been tense whenever you turned a card, wondering if the big predator or the intimidating cultists were going to appear.

The next day’s adventuring could be challenging. Looking forward to reading about it.

Doug

Offline Bullshott

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #186 on: 25 August 2023, 11:42:22 PM »
The scenery was a bit sparser than your usual but the account of the game was absorbing.

Don't worry Doug. The Scenery on the next game will be a lot more restrictive!

Offline Doug ex-em4

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #187 on: 26 August 2023, 08:08:28 PM »
Don't worry Doug. The Scenery on the next game will be a lot more restrictive!
😀I ain’t complainin’, Dave😀. Loving it all….!

Doug

Offline Vagabond

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #188 on: 27 August 2023, 10:07:54 AM »
An entertaing story, looks like it was a close run thing for the guys. Nice touch with the unknown alpha predator prowling around the camp. Crushing undergrowth but leaving no footprints. Humm, scary.

Interesting version of the barghest, yours looks very modern, almost mechanical rather than the normsl black shaggy dog. Different but good.

The moors looked suitably moorish, did you base this on Whitby Abbey or just made up?

Offline Bullshott

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #189 on: 27 August 2023, 10:26:38 AM »
The moors looked suitably moorish, did you base this on Whitby Abbey or just made up?

Thanks. I think I've achieved the right level of moorisness for my games. As for the influences on the abbey, certainly a bit of Whitby plus various ruins I've visited around the country over the years. Also memories of watching many Hammer Horror films when I was (much) younger .

Offline CapnJim

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #190 on: 27 August 2023, 07:56:35 PM »
Another interesting story there.  Well done! 

But, man, your crew keeps getting out just in the nick of time.  I hate to say (type?) this, but one of these times, the odds are bound to catch up to them...hopefully, as (mostly) veterans, they'll be able to get through that if/when it happens... ;)

Offline Vagabond

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #191 on: 27 August 2023, 11:35:39 PM »
Also memories of watching many Hammer Horror films when I was (much) younger .

Ingrid Pitt remains as one of my all time favourite vamps, I  think we're on the wrong board here  ;)

Offline mikedemana

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 5
« Reply #192 on: 31 August 2023, 02:23:54 AM »
Your storyline definitely has a unique flavor. The horror aspect adds just the right touch of "tall tales" and uncertainty to the tone...

Mike Demana

Offline Bullshott

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 6
« Reply #193 on: 05 October 2023, 05:21:21 PM »
The Quatermass Run - Part 6:  It's Got a Bridge

With the final instrument data package secured, the stalkers could finally leave the Zone. The revelation that something large had circled their camp overnight was worrying, as was the prospect of large numbers of armed robed men with a thing about killing stalkers (from Blanco's description these could well be the same ones that ambushed Fletcher's crew at Grimdale Ring).

The Landrover was on its last legs. Its gearbox was now stuck in first gear, so it would be a slow drive out, especially as last night's rain had turned the roads into muddy streams. However, it should still have been an easy run out of the Zone; cross the next river at the ford, then over the open moors towards home.

Then they saw the state of the ford, now impassable due to the torrent that flowed over it. Fletcher looked ,at the map,"We have only one real option, short of going back deeper into the Red Zone. If we double back a quarter mile we can take the fork to Stoneybridge. It's got a bridge, a stoney bridge".

They were committed to their route now. However, as they approached Stoneybridge something didn't feel right to Fletcher. It was just too quiet. He told Ingrid to stop the Landrover and let Blanco drive. They would proceed on foot while Blanco.

This scenario is a variant of one from the Black Dawn campaign, run at TL3 with a 9 turn limit and a somewhat loaded POI deck!


Game setup. Blanco gets to drive the Landrover, while the rest of the team approach the village cautiously on foot. With the river in full flood the stalkers have no choice but to go over the bridge at the far side of the village.


As the moorland mist closed in McLaren checked out the garage, revealing a mutant wandering around the forecourt. It hadn't noticed the stalkers yet, so they decided to check out the house opposite before they opened fire.


Fletcher crouched behind the wall by the garage, from where he could get a better view of the house. A couple of well aimed stones went through the windows, but nothing responded. With there probably being no hostiles inside, Bunny Warren raced towards the house to search for salvage. Unfortunately he forgot about the mutant, which raced across the road towards him. However, Godber was alert and took the creature out with his SLR. Unfortunately the gunfire might alert other hostiles to their presence.

With the mutant out of the way, Ingrid entered the mutant's lair in the garage, finding 500 quid worth of salvage plus a med-kit and some E-juice (she would have found better salvage if I had remembered to roll on the TL3 column instead of TL2). She stuck the E-juice in her rucksack and fixed the med-kit on her webbing for immediate access. Meanwhile Bunny entered the house and found an equipment cache including a load-bearing harness containing a flashlight and a med-kit.


The stalkers advanced towards the Post Office on the right, with McLaren moving to cover the rear of the building and Godber advancing up to the forecourt fence to cover the front.


McLaren had a good view of the Post Office, but nothing could be seen inside, even using his starlight scope.


As he was nearest the front door, Bunny kicked open the door and almost walked into a tripwire attached to a boobytrap. Feeling lucky, Bunny successfully defused the bomb. Using his keen Scrounger skills, a search came up with 1,500 quid worth of salvage.

With the Post Office appearing to be clear, McLaren moved up its side and took cover behind the pillar box. Meanwhile Godber and Ingrid scaled the fence at the rear of the garage forecourt to cover the rear of the next building, while Fletcher covered the front. While Godber covered the building, Ingrid gave it a good look-over and pronounced it to probably have no hostiles inside.

Time was pressing on so Fletcher told everyone to leave searching the building and check out the one on the left over the crossroads. Everyone took their positions and Fletcher aimed a large stone at the building. As he threw the stone his foot went through a rotten floorboard and he ended up on his back (critical failure on bolt toss/inspection roll) The stone hit the building roof and clattered loudly off the tiles.


Bunny and McLaren were both on Alert. Bunny saw movement of armed men behind the windows, so he lobbed a smoke grenade in front of the building. Seeing couple of a hooded figures skulking at the side of the building, McLaren let loose some 7.62 from his SLR, killing one with a Critical Hit. Using his free action he took a shot at the other, but a successful hit had no effect on him and McLaren's normally reliable SLR jammed (Critical Failure).


A gunman in the first floor window let loose burst from his AK-47 at McLaren. On bullet hit the Scot, but he was saved by his flak jacket. However, the second gunman at the side of the house was more lucky and succeeded in wounding McLaren.

Another gunman behind the rear fence tried to get a shot at Ingrid. However, she was too well obscured so he went on Alert to wait for her. To his surprise, Ingrid moved into the open and advanced firing at him. He was so surprised by her move that his shots went wild. Ingrid was more lucky and a burst from her Sterling pinned the gunman and allowed her to move up to the fence.


Ingrid's blood was up. Now standing at the hole in the fence she had a clear view of the prone gunman picking himself up. A burst from her Sterling had the desired effect, including a Critical Hit. Using her free action, Ingrid scaled the fence and move to the corner of the house. Looking around the corner she saw not one, but two robed figures with AKs. Not being one to waste an opportunity, she lobbed a hand grenade that somehow failed to affect either gunman. With an action remaining, Ingrid resorted to her Sterling. That sorted them!

With one gunman remaining on the first floor, Bunny moved up and let loose his shotgun, succeeding in stunning his target. Fletcher yelled "finish him" (2 actions donated using his Leader skill). Rushing over the road, Bunny entered the building and ran up the stairs to the gunman cowering next to the window.

Bunny was now so close to the gunman that the gunman had no choice but to try to use his rifle butt on his shotgun-armed assailant. It didn't go well for the gunman, who ended up smeared across the wall.


One house to go and they would be at the bridge. Fletcher signalled to Blanco to bring the Landy and try to get it through the gap between the police car and the pillar box. Cautiously approaching, Blanco only succeeded in stalling the engine (failed Will test = Pin).

McLaren applied a med-kit to his wound, using his remaining actions to remove Pin markers. Meanwhile, Bunny's thieving instincts kicked-in. He ransacked the house, finding 1,500 quid worth of salvage, another load-bearing harness and a box of AK-47 hot loads. Not being one to miss an opportunity, he picked up the gunman's AK and wiped the blood from it.

The rest of the team moved into position to look at the final house. They couldn't afford the time for Bunny to reappear and McLaren to recover, so Ingrid checked out the house, seeing more robed gunmen moving into ambush positions. Without the full team in position, a couple of well placed smoke bombs obscured any vision from the occupants of the house.

Since they were unable to see their attackers I made each occupant of the house roll a Will test. If they passed they would hold their ground and go in Alert. If they failed they would exit the house to regroup with others to the rear of the building. Two failed, so they joined up with others outside the building.


Securing his gas mask and powering up his starlight sight, McLaren entered the smoke. His opponents couldn't see him but he knew where they were. Four shots, four kills.


Ingrid advanced through the smoke and hurled a grenade at the window. She fumbled the throw, the grenade bounced off the window frame and sailed back over her head into the street. Fortunately none of the stalkers were near where it landed. Fletcher swore loudly. Godber also moved up to the window with a grenade. This one went into the building. Unfortunately it rolled to the back of the room and had no effect. Fletcher swore again, moved up to the window and showed them how it was done.


As the smoke cleared, that left one gunman remaining on the first floor. Bunny moved up to shoot at the figure in the window, but the gunman got his shots off first and Bunny went down.

The gunman didn't last long, as Godber moved to a better position and filled the window space with 7.62mm rounds.


Ingrid rushed over to Bunny to tend his wounds. As she applied the med-kit she heard Blanco force her Landy past the police car and pillar box. She winced as she heard the scrape of metal on metal.

With just the bridge in their way, Fletcher had a close look at it. Although there were no hostiles in sight, this had to be the next worse result. Cobwebs! Webs of silvery filaments that could paralyse a man if he brushed against them. The bridge was covered with the webs. If they drove the Landy over the bridge it would also get covered and someone was bound to be affected, if not when they drove over then when they got out the other side. There was only one option. They would have to abandon the Landy and work their way between the webs on foot. So close, but it was the only option. Fletcher would miss the Landy and Ingrid would certainly be upset.

Epilogue:

After getting over the bridge the crew put some distance between themselves and the village before going to ground in the cover of an old sheep pen.

Ingrid had checked Bunny and McLaren's wound dressings and Godber was now comforting her over the loss of her Landrover. At least Blanco was happy, now that Bunny had given him the Kalashnikov and box of hot loads that he had picked up.

Fletcher checked his pack to make sure that the data recorder he had removed from the last instrument package was safe. He then mused over their situation. That was a close run thing. Where did all those robed fanatics with assault rifles come from? They were fortunate that Bunny and McLaren both only sustained flesh wounds.

The crew had also used too many grenades in flushing out the hostiles (note to self: teach Godber and Ingrid how to throw grenades when they get out of the Zone). However, he shouldn't run them down. Godber was his usual reliable self with his SLR and Ingrid did an excellent job of taking out most of the first group of fanatics single-handed (only surpassed by McLaren wading through the second group with his SLR). On the plus side, they had found some good salvage and gear.

The thing that really p*ssed off Fletcher was that they had left his spirit stove and tin of tea in the Landrover. This made it personal. Those fanatics were going to pay for this.

There was no sign of anyone pursuing them, so maybe their luck was finally in. Then Godber chirped up that at least whatever was stalking them the night before hadn't been seen yet. All of the crew stared at him. If looks could kill ...

Offline Spinal Tap

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Re: Return to Zona Albion - AAR: The Quatermass Run, Part 6
« Reply #194 on: 06 October 2023, 07:30:47 AM »
Brilliant report as usual, I thoroughly enjoyed that

 

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