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Background
Your group has spent many years surviving on stored rations and
have used a local spring for water. However recently the spring has
become contaminated with something horrid and a small team has been
sent forth to find filter unit. Rumours have it that a fanatical
group known as the Red Brotherhood have found such a device. The red
brotherhood are known to be located in the nearby city.
The characters are battling against the many possibly lethal hazards
of an uncivilised world as well as fighting the clock. Each
connection between scenes takes a certain number of days, the faster
the mission is achieved the better. Mission is a failure if more
than 14 days passes.
Method of insertion:
Walk in from the wilderness, entry from back of hall.
Mission:
Retrieve the water filtration unit within 2 weeks
Intelligence:
Near and in the city are known to be a number of groups
including mutant humans with horrible facial deformities and limited
intelligence. Marauders that move in large groups, usually quite
well armed, looking for easy prey. The Baron and his security men
that is trying to build an empire out of the ruins, rumoured to be a
ruthless mob of cutthroats and of course plenty of scavengers
combing the ruins for anything useful for survival.
Extraction:
Carry the water filter back out again
Characters:
up to 10 Player characters
Replacements:
Replacements characters are available at the end of any scene
except when under a Baron press gang until beginning of scene 5. The
penalty for taking one or more replacements is 3 days is lost to the
party as they have to return to their original wilderness hideout
Player Character Generation.
The players get to choose one of the following character
profiles, players are encouraged to roleplay by adding their own
character name and personality. All characters are assumed to come
from a military background and are therefore skilled in combat
skills and have inherited some excellent firepower.
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Hit Points |
Skill/Special Equipment |
Weapon |
Laser Skirmish Equivalent |
|
5 |
Radio |
M16 |
Pulse Rifle |
|
5 |
Radio |
M16 |
Pulse Rifle |
|
6 |
|
M60 LMG |
Morita |
|
4 |
Medic |
Thompson SMG |
Berserker |
|
4 |
Medic |
Thompson SMG |
Berserker |
|
5 |
Demolitions – 1
charge |
M16 |
Pulse Rifle |
|
6 |
Scout |
Thompson SMG |
Berserker |
|
6 |
|
M16 |
Pulse Rifle |
|
6 |
|
M16 |
Pulse Rifle |
|
6 |
|
M16 |
Pulse Rifle |
Radio- players bring own radio but only the character can use it
that is assigned above
A medic can have character that has been reduced to 0 hit pts can be
saved by a medic by.
Give first aid (2 mins) to someone on 0 hit pts within 5 mins of
that character dropping to 0 hit points; the injured character is
set back to 2 hit pts by the MD. If not done with 5 mins, the
character dies. While a character is reduced to 0 hit pts & awaiting
first aid, you must lie on the ground, not move but you can groan &
call out “medic!” definitely cannot shoot, talk or use any
specialist skills. An injured character if shoot at, at point blank
range by a enemy will be instantly killed.
The demolitions man can setup an explosive device. Carries on
significant demolish an area of 20x20mm after 2 minute setup.
The scout is able to identify and follow tracks and is generally
quite adept at spotting things accurately.
Victory Points:
100 VP if the water filter is recovered regardless of method add 5
points for every day it is retrieved that is less than 14 days from
start.
-5 for each PC killed or replacement taken
50 VP if the water filter was reached but the characters could not
get out it out (not cumulative with the 100 VP result)
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