"We should have just put a bullet in his head and taken his stuff." Horace grunted. "No doubt he would have done the same to any of us."
"Damn Horace, aren't you a cop?" Mark asked, taken aback. "A month ago I doubt you would have even arrested that guy!"
"If he was creeping around armed to the teeth, I would have shot him like a dog in the street! You saw his tats, he was a ganger, hardcore." Horace shifted from watching the road to facing Mark. "I know we agreed to leave him, but believe me, we are going to have to let go of 'the way things were' because if we don't, the old world will kill us."
"Hell man, if we're going to kill people in cold blood, how are we any better than the creepers out there?" Allen said, swerving around a downed tree. "We have to be careful, but I don't want to be a murderer."
"We will have to deal with everyone we meet however they deserve." Mark said. "If they try to hurt any of us, we will protect ourselves." Looking at Horace he continued "We won't just wait for someone to shoot us, either - if someone is a threat, I will fight, and kill, for any of you."
Dawn filled the silence that followed. "How about a little music? My player connects to the SUV..." She started the player, some random pop song starting to fill the truck with synthesizer sounds.
"What the hell is that?" Allen asked, looking ahead down the road.
"Lady Gaga I think..." Dawn started to say and followed Allen's gaze. "Oh. Looks like an accident."
Approaching the crash |
The riflemen ambushers |
Close combat group |
There are 3 PEFs, and no starting zombies. No zombies will appear until shooting starts (I figure the gang keeps the immediate area clear) once shots are fired, normal zombie summoning rules will apply (engine noise, gunshots, etc.) It is morning, the ER is 3, zombies will appear on '6' for attracting zombies. Success will be exiting the board in any direction. Leaving any direction besides the opposite side from the group entry will cost 1 additional unit of fuel.
Layout/seating in the SUV |
Looks like an abandoned crash site |
"Pull up near the truck, I'll hop out and make sure the SUV can get through. With that rain last night, last thing we need is to get stuck off the road here." Mark offered.
Pulling up next to the wrecks |
Gangers appear and draw! |
"They're drawing!" Mark yelled and shoved his own pistol out the window.
"It's an ambush!" Horace yelled. "Get us outta here Allen!"
Gunfire erupted from the SUV as figures took aim from a hay bale ahead...
So we go for in sight tests, and a draw down. Not what I was expecting (or wanting) but that's how things go sometimes...
Unlucky gangers |
The riflemen are ready though |
Mark shoots one ganger |
Dawn kills the second |
"Allen!" Dawn screamed, lurching for the wheel. "Help him!"
Another crack sounded and Dawn cried out as a slug hit her in the chest, slamming he back into her seat. "I'm hit!"
"Horace! Grab the wheel!" Mark shouted as he hauled Allen's body into the backseat, spilling blood over the beige leather interior. "Stay with us Allen!"
End of the turn |
Horace attempts to take control of the SUV, suffering a -1d penalty from the backseat. He passes 2d, and moves into the driver's seat. The group is out of the range of the riflemen - the longest ranged weapon is the SMG at 24".
Shooting has occurred, so zombies spawn from the noise. Yet another thing to deal with. At least the PEFs are not charging in...yet.
The next turn starts with the SUV moving forward (it has to move half its previous speed forward as Horace gains control) and the zombies closing in. Of course, the zombies win initiative, but at least Team Mark has the remaining gangers beat.
Its going to be a tight fit |
"I see the shooters!" Dawn yelled. "I'll try and get them!" She leaned out the passenger window bringing her SMG to bear on the gangers. Squeezing the trigger she fired a long burst into the wagon, aiming for the rifle armed gang members.
Dawn is on target! |
Mark shoots the nearest zombie, killing it. No sense in letting zombies swarm the SUV, if I can help it...
The next turn requires two separate checks for Horace to avoid the tree and the wrecked truck. Pass 2d means clear, pass 1d is 'glance' and requires another check, pass 0d is a crash (full bash value crash.) The ganger recovers as Horace is driving around the wrecks, and promptly runs away (I rolled a man down check - he passed 0d).
Horace passed 2d, missing the tree. He then passed 1d, and recovered with a pass 2d. They made it around the wrecks!
In the clear! |
Decisions...
The SUV heads off to the west |
"Hell no! Just punch it!" Mark was holding Allen, trying to stop the bleeding. "We need to stop and patch up Allen. Dawn are you okay?"
Coughing and changing out her magazine in her SMG dawn replied "It feels like I was kicked by a horse. I'll be okay though." Dawn managed a small laugh "I guess I shouldn't complain about the new outfit..."
I chose to just leave the table. One PEF had moved up to start the turn, and there were just too many ways for it all to go bad.
After the battle, Allen passed 1d, and would recover. I decided he would be out of action for the rest of the day. At least he was alive.
So I know this was a pretty short encounter, and one of the rather lame "cross the board" scenarios. It was almost the end though - pistols versus rifles is bad at longer ranges. The group got lucky, and Dawn's shooting made all the difference.
Dawn to the rescue! She made a huge difference in this encounter and was clearly the hero of the hour. As you said, it could all have gone horribly wrong for the team but the dice favoured them over the ambushers. Yet another exciting batrep.
ReplyDeleteThe dice started against the group. Four people (reps 4 and a 5) all passed 0d to spot the ambush. I was worried how this would go. Dawn got lucky, and pulled the group out of the fire. Thank goodness for her body armor, or the whole campaign could have been over.
DeleteI was quite surprised by how poorly the group faired overall in this encounter, given the very low reps of the gangers, butdice can be fickle at times.
ReplyDeleteThey started very poorly - the ended their first move in the kill zone for the ambush. Then the dice came back around - the snipers only hit twice, and only took Allen OOF. It all turned when Dawn was in range and managed two hits.
DeleteHopefully this isn't the beginning of another bad day...
Sometimes the right decision is to leave before anything worse happens. You know, for a group that stumbled right into an ambush, they came out of it pretty well!
ReplyDeleteTrue enough. All I needed to find out was one of the PEFs was more gangers. That might have been too much. As it is, the group is going to need the rest of the day to go better for them. Hopefully the next couple of encounters are not so hostile.
DeleteMore goodness! There's so many ideas in your scenarios I should really start taking notes :P
ReplyDeleteThanks Mathyoo! I'll try and keep the good time rolling. Hopefully the dice agree!
DeleteThey were really lucky. I sensed a potential opening in the relations of the characters, about how to deal with Good/Bad in this new world.
ReplyDeleteThe ambush could have been so bad for them. Sometimes, what looks bad ends good. It was a right thing not to try their luck more.
Exactly - the group had gotten a bit of luck already, no need to push it!
DeleteI am trying to give each character a different view and personality, but its hard, as they are all me... :)
Top action and entertainment again dude. Keep it coming.
ReplyDeleteThanks! It was a short game, which helped it move fast. The next one will be a bit longer, I suspect.
DeleteAs usual with Atz , a lot of surprises and action.
ReplyDeleteYour characters are lucky...for the moment...