Peekaboo, I kill you... |
The team has been broke, having lost many soldiers in non-critical fights. They finally made it to a safe house, but they also have prisoners (survivors and a SWD officer).
Next scenario will be their real mission: Capturing a key SWD scientific. And ammo are running low.
I was sure it was a good plan... |
Team left:
Sergeant Johnson (REP: 5, PEP: 3 , SAV: 4) – SKILL Fast, CC, Food x2,
Medical Kit
Lieutenant Mallory Mc
Cain (Star, REP: 5, PEP: 4, SAV: 3) – SKILL Born Leader, Fast, CC, Food x2, Ammo x1
British:
Scientist: REP 4, Pistol, 2 food and 1 ammo item
Soldier 1: REP 4, SMG, CC, Food x2, Ammo x1
Soldier 2: REP 4, SMG, CC, Food x2, Ammo x1
Soldier 3: REP 4, SMG, CC, Food x2
Soldier 5: REP 4, Anti-Tank, CC, Food x2, Ammo x1
Soldier 6: REP 4, SAW, CC, Food x2, Ammo x1
Sniper: REP 5, Bolt Action Rifle IMPACT 3, no range limit, CC, Food x2,
Ammo x1
I should have taken more ammo with me... |
ER Rating: CLEARED
Reinforcement generated on 6 (see Reinforcement rules)
Encounter on Double.
Mission and Objective
Night Mission (visibility at 4" and 12" around the building)
There are 4 PEF representing patrols.
The group has to subdue a SWD High Rank officer and leave the table
with him.
The unit has been provided with silencers (-2 to hear (REP test)).
Victory
Subdue a High Rank SWD scientist and leave the table with him.
Dogs
REP 4, Duty Motivated, 5d6 in Melee, Survivor QRS, Impact 1
High Rank Scientist
REP 5, Dim, Pistol.
PEF
Special: 4 PEF
PEF Movement:
#d6 passed
|
Result
|
2
|
12” in d12 direction
|
1
|
6” in d12 direction
|
0
|
No movement
|
#d6 passed
|
Result
|
2
|
Contact! Go to the PEF
Contact Table
|
1
|
Something’s out there.
Current ER increase by +1
|
0
|
Nothing to worry about.
Remove PEF
|
PEF1: x
PEF2: x
PEF3: x
PEF4: x
1 PEF
CONTACT
Alarm +2
PEF Table
#
|
Result
|
1
|
SWD – Roll on the How Many Table
|
2
|
SWD – Roll on the How Many Table
|
3
|
SWD – Roll on the How Many Table
|
4
|
SWD – Roll on the How Many Table with a +1
|
5
|
Controlled Zombies– Roll on the How Many Table with
a +1
|
6
|
SWD – Roll on the How Many Table with a +2
|
7
|
Controlled Zombies– Roll on the How Many Table with
a +2
|
8
|
T800 Panzermensh
|
How Many Table
Circumstance
|
Modifier
|
|
As in rural Area
|
-1
|
|
#
|
SWD
|
Controlled Zombie
|
0
|
1
|
1
|
1
|
1
|
1
|
2
|
1
|
1+ 1/2d6
|
3
|
2
|
1/2 Humans on the table
+1
|
4
|
2
|
Humans on the table
|
5
|
3
|
Humans on the table +1
|
6
|
3
|
Humans on the table +2
|
7
|
3
|
Humans on the table +3
|
8
|
PG+2
|
Humans on the table x2
|
2 SWD Table
#
|
Result
|
2
|
Stormtrooper Officer (REP 5)- Assault Rifle
|
3 to 4
|
Officer (REP 4 ) - Assault Rifle
|
5
|
Flame Thrower (REP 4)
|
6-8
|
Soldier (REP 4) - SMG
|
9 to 10
|
Stormtrooper Soldier (REP 5) Assault Rifle
|
11+
|
Soldier (REP 4) Rifle
|
Controlled Zombies
Each group of zombies is with a baiter disguise as a zombie that has
tied them up with a rope. He will release the zombies once in view of enemies.
Each group of SWD PEF are with dog.
Defining Moment (Entering a building) – treat a PEF + 1 High Rank scientist
·
If there is any ongoing fight or alarm, go to
Alarm!, otherwise, go to next step:
·
Roll a Surprise Test for Characters, if
succeeded, then carry on, if failed, go to next step
·
Roll an opportunity test for the NPC. If failed,
go to next step
·
Roll an initiative, and resolve the fight, with
Melee preferred.
·
If the NPC has higher initiative (2 or more than
any PC) or is not dispatched in the first round in Melee, he will shot and sound
an alarm. All non-engaged PEF and house will do an insight test (1,2,3,4 as
success).
o Pass
2d6, General Alarm is sounded – all move out.
o Pass
1d6, move toward the house
o Pass
0d6 no effect.
Alarm! Entering a building – Treat as a PEF + 1 High Rank Scientist
·
Roll an Surprise Test at -2 for Characters, if
succeeded, then carry on, if failed, go to next step
·
Roll an opportunity test for the NPC. If failed,
go to next step
·
Roll an initiative, and resolve the fight, with
Melee preferred.
·
If the NPC has higher initiative (2 or more than
any PC) or is not dispatched in the first round, he alarm. All NPC around the
area will gather, and any NPC in a building within 18 inch will get out.
Reinforcement
Once the Alarm is triggered by the team (excl. Event), reinforcement will arrive on a 6. For each turn in which reinforcement are not arriving, the next roll will have a cumulative bonus of +1. Once a reinforcement arrived, the bonus is reset.
1 SWD Table
#
|
Transport
|
Result
|
1
|
Nothing
|
Stormtrooper Officer (REP 5)- Assault Rifle
|
2
|
Car
|
Officer (REP 4 ) - Assault Rifle
|
3
|
Nothing
|
Flame Thrower (REP 4)
|
4
|
Nothing
|
Soldier (REP 4) - SMG
|
5
|
Car
|
Stormtrooper Soldier (REP 5) Assault Rifle
|
6
|
Half track / Recce
|
Soldier (REP 4) Rifle
|
Possible encounters (replace the random event)
2 Capturing the
Officer Encounters
(Taken whenever the
activation dice rolls a double)
#
|
Result
|
3
|
Alarm!. For another reason, the Alarm is triggered. This Alarm will generate 1PEF every 5 turns.
|
4
|
Achtung Minen! Random character
is affected by a 3" explosion with Impact 3
|
5
|
Friendly Fire. A gun discharges on another character
by mistake
|
6
|
T800 Panzermensh enters at 1d6 entry point.
|
7
|
New PEF is generated
|
8
|
New PEF is generated
|
9
|
Tell My Wife.
1 random grunt will have increased damages (Tie = KD, KD=OOF, OOF=OD)
|
10
|
New PEF is generated
|
11
|
Cloudy night.
The moon is covered and visibility is reduced by 1". (event may happen
several times)
|
12
|
Adrenaline Rush. 1 extra
activations for characters
|
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