Wednesday, 11 May 2022

Zona Alfa - Winter Campaign - Part 3

The spec ops reinforcements arrive as the hostiles threaten to breach the ship...



Mission 3: Get Back to the APC
Narrative:  "Patched up up and ready to depart, the team starts descending to the dock. The lieutenant asks if they'd mind turning on the beacon at the depot on the way out. Alphonse agrees - seemed like the thing to do after their medic had sewn him back up. Oh, and you'll need to kick off the generator before you do that, the soldier adds. Alphonse grunts acknowledgement, sliding over the gunwale before any more tasks get assigned to them."
Specs:  Turn on the power generator and turn on the beacon at the depot - MO points. Both require successful will check (normal conditions - no booby traps). There are (roll d5...) 7 turns to complete these tasks and get back to the APC.
There are 6 HS (including generator and depot) which generate hostiles, salvage, and anomalies as usual.


Ready to go. The spec ops are fun but don't interact during the mission (except perhaps if hostiles approach the ship - which they didn't). 

The HS just beyond the docks produced some bandits which were handled poorly, costing multiple medkits [sigh]. And also an anomaly.  Charles very successfully checked out the anomaly (twice) and the HS for salvage (once).

Bob triggered the HS at the depot revealing some zombies (no anomalies for any other HS in the game). One immediately got into melee and they had a mutual take down [sheesh]. 

The new guy, Derek triggered the HS at the generator and revealed snorks [gulp!] who immediately swarmed him.

From memory Alphose took care of the zombies, while Charles rolled a grenade over toward the snork struggle. It was a successful throw and the blast took out all 3 snorks on that side - probably play of the day. I also made Derek roll armour (because he was locked in combat even though he wasn't technically under the blast marker) which he passed anyway - remaining in melee with the remaining snork.  

I think Derek had a mutual KO with the snork, but he was patched up by Alphonse. Derek then scrambled for the generator HS, passing the will check straight away to fire it up.

Charles then went for the depot beacon; another successful will check. Alphonse patched up Bob. 

And then every dashes for the APC. This is (the start of) Turn 7. By the end everyone but Derek was in the APC and he was only 1" away - so I'm making that a gimme.

The team had successfully got the MOs. For fun I generated hostiles at the 3 remaining HS: bloodsuckers, runner zombies, and mutants... generally the toughest critters available - and they all move ridiculously fast.
Btw, I removed the depot building just for visibility as I couldn't be bothered walking around the table at this stage.
The mutants and zombies probably would not have had any LoS to the team. The bloodsuckers... maybe.

Anyways... the ship pulls away....

And the team drives off, and onto the next map.

- - -

So that was it for this map. kind of over it to be honest but one game per day, with different scenarios... was worthwhile.

Will setup something different next time, probably with a bunch of buildings instead.

Until next time...

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