1 Point 1
1 Point 1
Monica looked sideways at the creature thundering at her side, Frank. The reconstructed being that had
existed for some 500 years. He'd been shyly adamant about the name, a remnant of his original self.
"We are coming on it now, Lt. Vasquez," Frank practically bellowed. Monica got the distinct impression that
he didn't speak much, but didn’t answer. She’d lost too much blood, only slipping past the tightening net of
Salemite forces.
The slowed and Frank peeked around the corner of a crumbling building. He grunted in satisfaction and
moved into the shadows, the glow of his helmet and eyes illuminating interlocked swirls of graffiti. Great
gashes bore mute testimony to his effort to save her.
Monica nodded and dizziness swept through her even as pinpricks raced up her shins. It took effort to turn
her back on the huge creature, but it had helped her this far. She doubted that it was stringing her along,
but relief flooded through her: There was indeed the boundary of the Salemite hold of the area. She'd
worked out what she'd known of the local intelligence and had been shocked at the intel Frank freely
shared with her. But almost as important as the border was the fact that sitting there in the ruin of a school
was a hidden Salemite armory. If Frank was to be trusted.
Scenario Set-up:
Same as Scenario 1 (CORE, MOVE, and CLOSE COMBAT), with LOS and a hint of DUEL (See "Special
Rules", below).
Forces:
The NORAD player controls Lt. Vasquez and Franck Einstein. Both start the scenario on their injured sides,
but no wound tokens. The NORAD player's base CP allowance is: 8 CP. In this scenario, the NORAD
player receives the initiative during each initiative phase.
The Salemite Player controls Zombie1, Zombie2, and Jack Saw. The Salemite player's base CP allowance
is 10 CP
Deployment:
The Salemite player places his or her three miniatures on the squares indicated by the Character pictures
on the map. Jack Saw is patrolling the facility. The other zombies are on perimeter patrol.
The NORAD player likewise places his or her miniatures on the squares indicated by the Character pictures
on the map. Note that both of the NORAD players begin play on their wounded sides.
Special Rules:
Whenever the Salemite characters establish LOS to Vasquez, they may act (precursor to DUEL--basically
the Zombies automatically win here). In addition, once Vasquez is spotted, the zombies may also act when
Frank is spotted.
Scenario Length:
The scenario ends after 4 turns, which would mean a Salemite victory as their reinforcements arrive.
Victory Conditions:
Salemite player wins if either Vasquez or Franck are killed, or after 4 turns, when Salemite pursuit arrives.
NORAD wins if Vasquez enters the Armory AND successfully finds any firing weapon.
Designer Notes:
The original map as about half this side, but play-testing gave everyone little wiggle room. This larger map
helps. I set out to do two things, map-wise: 1) to create an outdoor maze, and 2) to capture a feeling of
needing to hide--like in Metal Gear Solid. I'm still iffy about whether or not I effectively pulled this off with my
map and player starting locations, so suggestions are most welcome. I also love the frame and wanted to
use it, but wanted to make the map as small as possible.
Order tiles with lots of movement swing the game heavily, but we liked the press-your-luck feel. To help
combat the desire of the NORAD player to simply stand up and fight, they ended up starting on their
wounded sides, which worked out well with the theme anyway. I rather like this and will probably use the
convention with other in-between scenarios.