Wasteland Patrol, Pt 2.

Life any day in the post-apocalypse is pretty much the definition of ‘close call’

Save the drama for your mama and get up.
Save the drama for your mama and get up.

Saved by Erik the Red and Algernon from becoming Rager Chow, our intrepid Wasteland Lawmen live to fight another day. They stumble to their feet, bind their wounds, do an ammo count, check their drawers and start scrounging the battlefield. Anything remotely of use is gone, except for a hand-drawn map in one of the dead raider’s pockets. Appears to detail the whereabouts of a nearby encampment. Hmmm…

Using the last of their caps, they hire a local guide and mercenary only known as ‘Dog Boy”. Fortunately for them, he knows the area very well and not only agrees to lead, them, but offers to pull a trigger alongside them for half whatever salvage they turn up. Recalling their recent humiliation, the bruised lawmen agree.

Dog-Boy and his faithful hounds,  Big, and Mac
Dog-Boy and his faithful hounds, Big, and Mac
Camp Bandit. Abandoned ruins and underground passage promise even more salvage.
Camp Bandit. Abandoned ruins and underground passage promise even more salvage.

Working together, the lawmen and Dog Boy investigate the ruined house. More survivors? Nope. ZEDS!

House O' Zeds
House O’ Zeds
Aim for the head.
Aim for the head.
Covering fire.
Covering fire.
Dog-Boy, Big, Mac, and the Marshall hit them on the flank.
Dog-Boy, Big, Mac, and the Marshall hit them on the flank.

Well-aimed shots quickly dispatch the rotters. However, the gunfire draws a mutant out of the woods.

Thog no like loud noise!
Thog no like loud noise!

After taking down the Zeds, the lawmen are regaining their courage. A few judicious three-round bursts puts the mutie down for good. Now onto the bandit camp. Except one of the deputies develops a bad case of Pack Rat Fever.

It's right over there.
It’s right over there.
Finders keepers...
Finders keepers…

The bandit cache in sight, the lawmen make a plan.

Did you really think it would be unguarded?
Did you really think it would be unguarded?

The gun battle goes Hollywood. A bandit goes down, the Marshall gets wounded, and a bandit tries to be all sneaky devious in the woods. But Deputy Brenner denies and deprives!

The deputy's detour turns out to be a good thing.
The deputy’s detour turns out to be a good thing.

With the Marshall and Deputy Eli fixing the bandit’s attention, Dog Boy and his faithful hounds slip up the right flank.

Blind side 'em!
Blind side ’em!

Well deserved fruits of victory. Just in time too.

Time to rest and refit
Time to rest and refit

All in all, a good straight up brawl. The Lawmen are ready for their next mission.

Wasteland Patrol, Pt 1

“Thin line? Hell, we are the only line between a sliver of stability and total bat-shit crazy.” – Gil Adderson. Former Texas State Trooper and Founder of the Wasteland Marshals

Started a three-game Post-Apoc mini campaign for Tues eve’s game nights. Part 1 saw the Marshal and two Deputies responding to the sound of gunfire in the old Noames and Shute Industrial Park. Entering from the southwest, the lawmen found a line of fresh dead strung out immediately in front, suspicious noise coming from the garage ahead and to their left, and definite activity deeper in near the old Admin building.

Adding some flavor and challenge to the game, the player’s figsĀ  each had a personality quirk requiring Will rolls each activation. Marshall Royce, seeing so many deaths in the unforgiving wasteland, tended to be overly cautious. He prefers to avoid conflict and will engage from cover at a distance when attacked. On the other hand, Deputy Eli is full of piss and vinegar, charging the first hostile he sees, blazing away on full auto unless reigned in. Deputy Brenner constantly needs to stay on task as he is notorious for looting anything and everything he can find. Even in a firefight.

Noames and Shute Industrial Park. Site of valuable salvage?
Noames and Shute Industrial Park. Site of valuable salvage?
"Shhh. What's that noise?"
“Shhh. What’s that noise?”
"Might be sumthin there."
“Might be sumthin there.”
Harsh, swift,  permanent: Wasteland Law.
Harsh, swift, permanent: Wasteland Law.

Choosing to ignore the recently corpsed, the lawmen leap-frogged over toward the garage. Once they got close Brenner couldn’t help himself and darted forward to check what looked like an old gas tank. His clumsy rummaging brought out a swarm of giant rats! The Marshal and Eli were obliged to open fire to save his scrawny, scrounging hide.

"I wonder what's in h-- HOLEE SH-!!!"
“I wonder what’s in h– HOLEE SH-!!!”

Of course, the noise drew out some other vermin

Bandits at 12 o'clock!
Bandits at 12 o’clock!

Meanwhile, help was just a grenade’s throw away: The survivors of a previous salvage run hide in the brick ruins surrounded by the bodies of their comrades. They hear a firefight erupting, but as the players haven’t ‘discovered’ them yet, they remain inactive. (which turned out to be a crying shame for the players)

Erik the Red and Algernon. (a psyker)
Erik the Red and Algernon. (a psyker)
They have to knock before you can come out and play.
They have to knock before you can come out and play.

Rats and Bandits finally dispatched, the crew creeps forward toward the cargo containers in the far side of the garage. Sure, there’s some weird noises, but it’s probably more rats. Right?

"Ragers" - the other R-Word. This pack led by a Floater no less. (A rager psyker)
“Ragers” – the other R-Word. This pack led by a Floater no less. (A rager psyker)

Nope. A pack of Ragers led by a mutant rager psyker. (Gee, sure wish we had a friendly psyker to help us out…)

Bad News all around. Not only are there lots, but they’re hungry. And the psyker keeps reanimating them when they get shot.

The wind blew mournfully, the (irradiated) tumbleweeds skittered in the dervishing dust-devils, and the sun set bloody red that evening. One by one, the lawmen went down.

And so ended another day in the merciless wasteland.

TO BE CONTINUED