Sunday 14 May 2023

THE MULESKINNERS








 

A few battle reports featuring an earlier crew.


Using the scenario generation table for a short 3 scenario campaign gave the following results...


1: Interior, search, mutants, complications adversaries
2: wilderness, escort, animals
3: urban/ruin (double roll) scout A, mutants.


The idea of the table is to give the bones of a situation onto which the player can hang their own narrative, the scenarios can be used in any order or the order they were rolled so. SECTOR 12 is all about the story. Chose the scout/urban ruins/ mutants as a starting point to warm the crew up.

 

Scenario 1: Going to town


...Looking down into the valley the crew sees the crumbling ruins of a modern looking town, perhaps a slice of normality in this strange place? Perhaps not....as they move in to investigate a familiar smell of neglect and decay filters through the ruins....


‘You smell that? Mutants...Clyde take point would yer....’


Everybody moved up in turn one apart from Clyde who stopped to tie his shoe laces. Johansen triggered a random spawning with her first activation (giant spider) then completed the first ‘interact’ while avoiding itAnd a single mutant arrived on the scene looking for lunch. Turn 2 saw Barnes wasting the arachnid shotgun wise, Clyde shuffled again obviously having a bad day and Harris shot forward for the second interactSo far....Turn 3 and it kicked off...Barnes ATC’d hoping to pick off the multiplying mutants.. JAM! Damn.


So....what?!
Cue Clyde to the rescue. Max activation brought more mutants so he scampered along the walls at top speed ignoring any climbing effects due to his simian abilities and leapt into combat killing one mutant but losing a condition point in return. Closing again Crazy Clyde downs two more before the third twats him out of the game. Great.
Elsewhere the ladies shake their heads and stay on mission performing interacts 3 and 4


A default move slows down Barnes as he is ambushed by another mutant and the ladies spread outTurn 5 and Barnes’ fowling piece is jammed again as an alpha mutant crawls from the ruins drawn by the noise, soaking up a barrage of combined gunfire for no damage (tough guy huh?) hitting Johansen twice from long range but she is saved by her Flakcoat


Harris ever the professional secures the last interact now it’s three turns to survive....


Turn 6 and the arrival of a mutant hulk shakes everyone.


'I told you to keep your voice down!'


Barnes and Harris unload on the alpha again getting it down to 1 condition but still alive and still too closeThe alpha picks out Johansen in cover as does the hulk with a well aimed boulder but again her Flak coat saves her...but only just


Turn 7 is a desperate fighting retreat as the mutants start to pile up and continually steal the initiative.
Last turn and the boss has had enough...It’s frag time!


The grenade blows a whole in the alpha big enough to keep a bicycle out of the rain but clips Harris in the process pushing her out of cover and giving the hulk one last target and pushing her down to her last condition point.


Johansen manages to fend off two mutants in retreat and Barnes is swamped by rad rats for his explosive shenanigans but gives them a size 12 to finish the game.

DOWNTIME


With all the salvage and XP’s the only down side was Clyde missing the next mission for the sake of his heroics. Barnes is upgraded meaning he will hopefully he will activate more next time...everyone getammo and rations (just in time actually). Personnel was rolled and the team is filled out with a raw recruit saved from wandering Sector 12 alone.

Next time: The Factory....

 

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 The wanderer returns…