Life any day in the post-apocalypse is pretty much the definition of ‘close call’
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.
Working together, the lawmen and Dog Boy investigate the ruined house. More survivors? Nope. ZEDS!
Well-aimed shots quickly dispatch the rotters. However, the gunfire draws a mutant out of the woods.
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.
The bandit cache in sight, the lawmen make a plan.
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!
With the Marshall and Deputy Eli fixing the bandit’s attention, Dog Boy and his faithful hounds slip up the right flank.
Well deserved fruits of victory. Just in time too.
All in all, a good straight up brawl. The Lawmen are ready for their next mission.