Showing posts with label All Quiet on the Martian Front. Show all posts
Showing posts with label All Quiet on the Martian Front. Show all posts

Monday, October 31, 2022

Battle Report: Under the Martian Yoke - Searching for Scraps

 


Welcome back to my Solo campaign for the survival horror game Under the Martian Yoke.  This game is currently available on the Blood and Spectacles Wargame Vault Page.  It can be played solo, co-op, or Versus and any combination in-between!   

Under the Martian Yoke is set after Orson Welles' broadcast of War of the Worlds.  In this game, this was no hoax; but an actual news broadcast.  The Martian invasion has laid waste to the East Coast of the United States, and only a handful of survivors are left.  It is up to them to make it back to survive as long as they can!  If they survive long enough, they might escape out from Under the Martian Yoke!

Annie looked up from the tattered and worn Bible she had found in the farmhouse.  She and her fellow survivors had been using the place as a hide-out, its inhabitants long gone.  Where they ended up, was anyone's guess?  Perhaps they had been vaporized by a heat ray, choked to death on Black Dust, dissolved by Green Gas, or perhaps they were still out there somewhere hungry and thirsty?  

"We still got some canned peaches from Shyville if your hungry?" 

Annie had found Luke hiding here in the Farmhouse when she and Tommy stumbled across it.  Luke hadn't been alone.  Some slick wily named John was here with him.  Luke seemed the decent sort, but she did not trust John as far as she could throw him.  The good book had warned her about people like John.   

Annie reached out and took the can from Luke's hand.  The labelled was faded, and partially torn off.  On the front was a drawing of a happy housewife grinning like a fool and holding aloft a Georgia peach.  Annie pulled out a can opener from her apron, and with a newly practiced ease tore into the can.  

John wandered into the room, "Maybe we should head back to Shyville and see if we can find more supplies?  Your gun's still out of ammo Luke?" 

"Yup.  Shyville's too red though." 

"Huh. Well, there has to be somewhere else we can get some eats?" 

Timmy's little voice squeaked up, "I was lookin' for Martians and I saw another farmhouse out yonder,  Not too far.  Maybe there?" 

"We could scoot out there and back in no time.  Maybe they got some ammo for ya' Luke?"

"I reckon' so." 

Annie nodded along.  She wanted to stay put, hide, and take comfort in prayer.  However, what she wanted was no longer important.  They had to keep food, water, and supplies up.  Unlike the Israelites, she did not expect Mana to appear from the heavens to sustain them.... not unless it was canned.  

Survivor Band
In today's battle we have the following 4 survivors.  All survivor bands start with only 4 members.  Most humans were killed or horribly injured in the initial Martian assault, so small bands of survivors are all that is left.   

On the left is Handsome John.  He is a criminal archetype and survived by running for the hills when things went south.   

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
5+/2                6+        3+                    4+        8+            9+        7+
Cool Customer
- Pistol, Knife, Canteen of Alcohol
- Duck and Weave- Shooting attacks have a -1 TN when he has moved. 

Next is Tommy Wilkins.  He is just a kid, and survived when a building collapsed on his family.  He managed to dig his way out, but no one else did.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
3+/2             9+                8+               6+          4+        7+          5+
Pitter Patter of little feet, Fear of Enclosed Spaces
- Improvised Fight weapon, Satchel, Good Shoes

The lady is Annie.  Annie McCall is a devout believer, trying to process what exactly is going on.  She was part of an ambushed evacuation, and forced to flee.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
6+/2              7+            5+                   9+        8+          4+         3+
Pray, +3 Experience
- Pistol, Map, Bandages, and Knife

Last up is Luke Goodson, the leader of this little band of survivors.  He survived when he was suddenly knocked unconscious.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
5+/2              7+           6+                    4+       8+           9+        3+      
Do As I Say, Do Not Be Afraid
- Knife,  Canteen of Water, Flares
- Revolver is out of ammo and left at Hide-out

Scenario
The survivors were able to see another farmhouse in the distance that they could walk to easily.  Hopefully, their would be some scraps left over, but they might also be Martian traps.  

This scenario has 5 loot markers randomly placed on the board.  When a survivor picks up a marker, you roll a 10.  On an even it is Loot that can be picked up.  On an Odd it is a Martian Trap!  A Trap brings on a Martian foe within 6 MU.  

The objective is to gather as much loot as you can before you are forced to scatter, all go unconscious and possibly dead, or the danger level gets too high.  

Set-up
The area to be searched for scraps is a lone farmhouse at the end of a dusty roadway.  Next to it is a weed choked ruined out-building.  There is a nearby dying field, and a barren orchard.  There is also a small pond in the area.  There are 5 loot markers scattered randomly from the center of the board.  


The board itself is 36MU by 36MU.  1 MU equals 1 inch in today's scenario.  There are no Martian foes starting on the board.  The survivors decide to deploy on the west side, near the destroyed out-building.  Annie and Tommy stick together, while John and Luke stay together on the opposite corner.  They start 6 MU in from the deployment edge.   

The group also decided to set off just before dusk, and arrive at their destination at dusk.  However, poor timing also means that bad weather has rolled into town with wind, rain, and thunder.  This automatically starts the danger at 11! That stinks! 

Turn 1 - Danger 11 Yellow
Annie skulks across the gap between the out-building and the house, and takes some cover.  Tommy gets to the edge, and tries to activate again to run, but fails! That Yellow Danger level starting strikes! Handsome John moves to a corner and covers one of the markers with his pistol.  Luke runs ahead, and then tries to activate again.  He barely succeeds and grabs the first loot marker.  It is a 3, so real loot and not a Martian monster! 



Danger Phase:
The current Danger Score is 13, and the dice roll for new dangers comes up 22.  No new threats yet!  

End Phase: 
None

Turn 2- Danger 13 Yellow
The sun is beginning to set now, and Line-of-Sight is reduced to 30 MU.  

Luke runs across to the road, and tries to pick-up another loot marker.  It is Even, so this time it is a Martian Trap!  A Gunner unburies itself from near the pond!  

Handsome John sees it dig it's way out and must make a Fear test!  He barely passes, and decides to take careful aim.  He knows he needs to shoot to kill that monstrosity!  However, he fails his second activation test instead of firing.  His fear got to him! 

Tommy makes a run for another loot marker, but fails his second activation test to try and get to it!  That is very unlike him. 

Annie moves onto the porch of the house, trying to get an angle on the new foe while covering Tommy.  She has line-of-sight, but decides not to risk a second activation this time.  

Danger:
The Gunner mindlessly fires at Luke, and the survivor fails his suppression test!  He immediately drops prone to avoid getting hit further!  He is suppressed by the shooting.  

The Danger Level is 15, and the dice roll is 8.  A new danger arrives!  This time, a Rabid arrives on the board.  It starts heading towards Handsome John, unconcerned about the pond between them.  


End: 
Luke decides it is time to Get UP!  He passes his fear test and gets to his feet.  

The criteria for a Scatter are not met.... yet! 

Turn 3 - Yellow 15
This time Line-of-sight is 24 MU as the sun sets! 

Handsome John aims and tries to fire again.  He fails again! 

Tommy moves up and grabs some loot, and the roll is a 3.  It is real loot!  This time, he passes his second activation and runs for the board edge! 

Luke skulks towards the last loot marker, but fails to get to it.  He tries to activate again, but fails! 

Annie takes careful aim, and fires on the Gunner, but misses.  

Danger: 
The Rabid tries to make a Dynamic action test to get across the pond, but fails. 

The Gunner sees Luke up and moving, and fires again at the target.  This time the shots go wide enough where Luke is unphased.  

The Danger level is at 18, and the dice come up....16.  More Martian menaces appear! Three wild dogs appear by the edge of the field and begin to move towards the house Annie is at.


End: 
Scatter is not triggered. 

Turn 4- Danger 18- Yellow
The sun is setting fast, and the Line-of-sight is only 18 now. 

Luke grabs the last loot marker, but it is another Martian trap! This time a Butcher digs its way out of the ground!  



Handsome John just starts shooting!  It isn't quite enough to take down the Gunner by overflowing pins to damage.  Both his activations have been spent.  

Tommy manages to run off the board with his loot.  


Annie moves to follow Tommy, but fails to activate for her second activation.  

Danger:
The Danger Level is at 20, but the dice come up 24!  A short reprieve! 

The Gunner fires on Luke, who is forced to duck down, but avoids being suppressed.  Good thing as that Butcher would have probably caught up to him if he had been pinned! 

The Rabid passes its Dynamic movement test and wades across the pond towards Handsome John.  

The wild dogs charge recklessly towards Annie, while the Butcher slowly shambles towards Luke.  




End: 
The survivors can choose to scatter if they wish.  However, there is a chance they will lose the Loot that Luke has.  There is no more Loot on the board, so the Humans decide now is a good time to Scatter! 

Luke drops his loot as he high tails it away!  



Conclusion: 
Our plucky band of survivors managed to fall back through the wind, the rain, and the ensuing darkness to get under cover at their farmhouse.  No injuries again. 

Wow, there were a lot of bad guys out there.  I managed to escape just before things got serious.  My shooting was completely ineffective, but thankfully so was their shooting.  Luke got the worst of it, but thanks to his high Nerve ability managed to weather most of it and escape.  I was lucky no one got hurt or suppressed so I have the full crew for post-game procedures.   

Post- Game Sequence: 
Luckily, all my survivors managed to make it out of there alive, unharmed, and unsuppressed.  That means no Psychological or Serious Injury this time.  However, Timmy got off the board with 1 Loot, so let's see what it was: 

- 4 Food
- 3 Water 

That will help us keep our stash up! 

Experience looks like this:
Handsome John- 3 + 1 = 4
Annie McCall- 7 + 1 = 8
Tommy Wilkins - 4 + 4 = 8
Luke Goodson - 7 + 1 = 8

No upgrades this time.  We barely got out of there alive, and didn't get to do much else.  

That leads to the survivors assigning jobs for the post-game.  Tommy will scout for Martians, John and Annie will go scavenge, and Luke will try to Repair his pistol.  

The bad weather and darkness seem to have thrown the Martians off the trail.  The Farmhouse is secure.  Meanwhile, Luke tries to fix his revolver but it is beyond his ability.  In retrospect, I should of had someone with a better Brains stat try this, and sent Luke scouting. 

Annie finds a dark hole beneath a wrecked garage.  She steals herself and lowers herself into the hole, and finds a old hidey hole for bootleggers!  It has a variety of items stored inside including: 

- 7 Food
- 9 Water
- 2 Scrap
- Extra Ammo for her Pistol

John comes across the twisted remains of a burned out tank and a barricade, the last stand of some soldiers.  They are no where to be found.  A distant clank causes terror to fill John, as he imagines a Martian tripod closing in.  He grabs what he can and runs for it, gathering up only 1 useful piece of scrap.  

The band goes into the Depravation stage with a decent amount of stash and gear.  To keep the band away from depravation they need 8 food, 8 water, and 4 scrap.  Thankfully, they have what they need to keep going.  When all is said and done their stash is:   
 
- 11 Food
- 14 Water
- 2 Scrap

They are in pretty good shape, as long as no one gets hurt, they should be set for a few more days. They are still down a revolver that they failed to replace.  

Thunder shook the house.  Annie bolted up, but caught herself before she screamed.  Terrible visions flashed in her head, but she shook them clear.  

She looked around the darkened room.  She was not alone.  Luke was there, sawing logs and blissfully unaware of the storm.  Tommy was also curled up under a make-shift blanket made from an old sack.  It had taken Annie two hours to calm him enough to sleep.  

John was sitting at the small table across the room.  He had his pistol in his hand, and Annie could see him visibly shaking.  She slowly got up and took a few tentative steps towards him, clearly in his line of sight. 

"John?" 

He did not respond.  Annie closed the distance over what felt like an hour, slowly putting one foot in front of the next.  In an instant that took a lifetime, she was at the table.  Carefully, she placed her hand over John's.  It was sweaty and cold.  At this distance, she could see perspiration beaded across his forehead.  

"It's okay John.  Everything is fine.  Just a storm." 

She slowly and carefully slipped his hand off the grip of his gun.  With effort, he slowly turned his head at her.  In the darkness, a pale moon beam shone through a boarded up window, and gleamed off his teeth, as his lips slowly curled into a rictus grin. Thunder shook the room.  

"Annie?" 

Check out the Blood and Spectacles Wargame Vault page for your copy of Under the Martian Yoke. 


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!          

 

 


Monday, August 29, 2022

The Painting Table - Under the Martian Yoke - Cadaver Troops

 


I have been working on various projects to help support the releases of my own games on the Wargame Vault.  Today, I am focusing on creating adversaries for my game Under the Martian Yoke.  It is a survival horror game set after the Martian Invasion of the Orson Wells' broadcast.  The game is designed to be a solo/co-op/versus experience as the survivor's of the Martian attack struggle to escape Martian territory and to freedom.  


The game has a number of adversaries that survivor's may encounter.  The biggest and most dangerous are the Martian Tripods of various types.  Thankfully, I have a variety of Tripod models from the now defunct All Quiet on the Martian Front.  However, there are a variety of other tripod models available on the market as well.  

In addition to the the Martian Tripods, there are smaller foes as well.  That includes various drones, animated human corpses, modified animals, and even wild, feral dogs to face off against.  I have a few drones from Alien Dungeon and plenty of Irish Wolfhounds thanks to my Dark Age Irish army from Wargames Atlantic.   

Last time, you may recall that I was working on building up my adversaries, and created various cadaver troops to oppose the human survivors.  These foes are re-animated human corpses operating on Martian technology.  These undead troopers roam the Martian control zones to track down and kill lone or small groups of humans.  Worse, they can flush out humans for the Martians to capture for their own nefarious purposes later.  

For base models, I used left-over Wargame Atlantic models from the Dark Age Irish line.  Their barefooted look matched well with how I thought the Martians would treat these Cadaver troops.  The Martians view them more as an expendable resource than true soldiers.  I then used Green Stuff to get the final look I wanted.  Therefore, they have various control helmets, Martian optics, built-in weaponry, and antennae.  You may recall that they looked like this....


  Well, I have since gone to work painting them up for use on the game table!  Of course, I started it all off by brush undercoating them all with cheap white acrylic paints.  This was to help the following coats of paint to stick to the models.  From there, I went to work.

The first models I painted were the converted Irish Wolfhounds.  These would be Martian Ferals.  A Feral is a normal animal that was upgraded with cyber-astro-techno parts to make them into a deranged killing machine.  It is not clear if the Martians initially knew the difference between humans and animal, or even if they do now.  However, they do out fit various animal corpses into the merciless and violent Feral.  

A simple paint scheme using Ash Grey and Fur Brown as the base animal, then hit it with a dark wash for effect.  The metal parts are based coated Plate Mail Silver and then given a Red Wash to make it look like Martian metals that my Tripods have.  From there, I painted the signature Martian Red Eye on the optics.  The bases are simply painted with cheap acrylics for ground effects.   

Next up were my Butchers.  A Butcher is a human corpse (at least, we hope they were dead before the Martians implanted them) that has been modified with blades, hooks, and other sharp weapons.  They shamble about looking for humans to attack and drive out into the open.  Here they are.....


I painted their flesh with a light flesh tone (Elven perhaps), and then hit it with a green tone ink.  From there I dry-brushed it with a bright green paint called Jungle Green.  Next, I painted the clothing with various colors to look like civilians that were transformed.  All metal parts were painted like the Ferals, with Plate Mail hit with a Red Tone ink.  Once complete, I used a strong tone on all the clothing/hair to finish the model.  The signature Martian eye was painted on all the optics.  Bases are against just cheap acrylics dabbled on.  

Next up was the Martian Jolters/Shockers.  These guys use arc-lighting gauntlets as their primary weapons which are fed from batteries implanted in their backs.  They are dangerous foes but suffer from a rapid decay rate due to their exposure to the arc-lightning.  


 They are pretty much painted the same way as the Butchers.  I could have probably done more to create the lightning effect on their gloves, cabling, and battery packs.  However, I was lazy and just went with an electric blue and a blue tone ink wash on the cables.  I probably could have also used a dark tone/black drybrush on the arms to show the burning from the lightning, but opted to stay somewhat uniform to the look of the other foes.  

Lastly, I made the Martian Gunners.  These lads have had their forearms replaced with a Martian heat-ray type weapon.  I looked at the ones on the Tripods and tried to make large, boxy versions to represent the less-advanced Martian tech going into the Gunners.  These guys give the Martian cadaver troops a bit of long-ranged firepower against human survivors.  They are far from accurate, but can force the humans to keep their heads down while larger Martians move in.  


The painting here is identical to the painting on the Butchers.  The only exception is that I used bronze on the cabling for the "heat ray" on the Gunner's forearm.  They all look rather nice and cohesive as a group, but in play they will mostly hit the table individually.  


These guys combined with my existing Martian drones, Tripods, Zombies, and wild dogs will provide a nice selection of foes for my human survivors to face off against!  I think I made good use of some left over bits from other projects to make these guys.  Waste not, want not!  

Next up, I want to expand my selection of Ferals to add other animals besides dogs.  One of the inspirations for this project was the idea of a Martian Feral cow hunting down and trying to kill ragged human survivors in the wreckage of a small town.  Now, I just need to get my 3D printer fired up to print some cows to convert! Onward! 

You can find the rules for Under the Martian Yoke on the Blood and Spectacles Wargame Vault page.  


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!       

Monday, July 25, 2022

Battle Report: Under the Martian Yoke - Scavenge

 


You may have noticed a new game on my Wargame Vault Page.  After about 4 years of development work, it has finely gotten through post-production and playtesting.  I designed this game based on a dream that I had of a Martian invasion.  After waking up, I looked at my collection of All Quiet on the Martian Front minis, and the Survival Horror games I had reviewed and set to work making a survival horror game set after the Martian Invasion of Orson Welles famous broadcast in 1938.  Under the Martian Yoke is the result of that effort.  

I spent a lot of time trying to develop a game that focused on the survival and the horror elements.  Horror is tough in miniature games since some of the things that make horror horrifying, are things gamers do not like.  Aspects like powerlessness, helplessness, and foes you can not harm.  Plus, instead of characters getting better, they tend to get worse and degrade, with no hope of winning! 

I tried to capture these elements in the game, but still keep it fun.  As part of the helplessness of the game, I decided to make the creation of your survivor band semi-random.  You do not get to pick your own starting equipment, or the backgrounds of your survivors.  However, you can still allocate dice so you have some control.  

"We need to find something to eat.  I have a few days worth of rations to share, but that won't last long," Luke pulled some canned food from his pockets and showed the group.  "Anyone got any ideas?" 

Annie had met the teenaged Tommy Wilkins late in the day yesterday.  They had both been hiding in a ditch from a roving Martian.  At first, Tommy tried to flee, but Annie re-assured him with a soothing voice and they had stuck together since.  Then, they made their way to a nearby farmhouse looking for food.  Instead they ran into John and Luke all ready there.  John had shifty, piercing eyes and a dazzling smile; but she could sense a cruel streak in the man.  Luke on the other hand seemed a genuine sort soft-spoken, with a slow-motion, easy-going style.  Neither one felt like talking about how they got to the Farmhouse, but everyone seemed to agree that sticking together made sense..... at least for now. 

Annie glanced around, her stomach growled at the sight of the rations.  It had only been a day or two since her military escort had been attacked.  She managed to escape, but not with any food.  She pulled a map of the area out of her bag and unrolled it.

"We are somewhere around here," she pointed at the map, "but I am not sure exactly."

"Looks like there is a a one-horse town close by," John smiled his easy smile.  

"Probably food there.  Maybe Martians too?" 

Annie's stomach growled again and John smiled at her, "Sounds like someone's stomach has made the decision for us." 

Luke nodded, "I guess we are on the way to..... Shyville."  

Survivor Band
In today's battle we have the following 4 survivors.  All survivor bands start with only 4 members.  Most humans were killed or horribly injured in the initial Martian assault, so small bands of survivors are all that is left.  


On the left is Handsome John.  He is a criminal archetype and survived by running for the hills when things went south.   

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
5+/2                6+        3+                    4+        8+            9+        7+
Cool Customer
- Pistol, Knife, Rations, Canteen of Water

Next is Tommy Wilkins.  He is just a kid, and survived when a building collapsed on his family.  He managed to dig his way out, but no one else did.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
3+/2             9+                8+               6+          4+        7+          5+
Pitter Patter of little feet, Fear of Enclosed Spaces
- Improvised Fight weapon, Satchel, Good Shoes

The lady is Annie.  Annie McCall is a devout believer, trying to process what exactly is going on.  She was part of an ambushed evacuation, and forced to flee.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
6+/2              7+            5+                   9+        8+          4+         3+
Pray, +3 Experience
- Pistol, Map, Bandages, and Knife

Last up is Luke Goodson, the leader of this little band of survivors.  He survived when he was suddenly knocked unconscious.  

Activation    Aimed    Suppression    Fight    Brawn    Brains    Nerve
5+/2              7+           6+                    4+       8+           9+        3+      
Do As I Say, Do Not Be Afraid
- Knife, Revolver, Rations, Canteen of water 

Scenario
Annie used her map to find this small sleepy, out of the way town for her fellows.  Luke is hoping this is a good place to scavenge up some supplies to keep pushing west.  Being out of the way, perhaps other looters have missed the place, and better yet the Martians may not be around either.  

This scenario has 5 loot markers randomly placed in the town.  There is also a randomly determined danger, which in this case is a pack of 5 wild dogs.  

The objective is to gather as much loot as you can before you are forced to scatter, all go unconscious and possibly dead, or the danger level gets too high.  

Set-up
The town is a small, dirt T-intersection with 3 businesses on one side of the road and three houses on the other.  A smoking ruins indicates that the Martians did not leave this place completely alone after all.  The loot seems to be centered around the old snuff shop and mechanics shop.  The dogs are roving around the street by the mechanics.    


Handome John and Annie stick to the ruins by the roadside.  Tommy is on the other side of the ruins.  Meanwhile, Luke is on the other side of the road, eyeing the loot outside the snuff shop.  

Turn 1- Danger 0
Luke immediately runs for the loot outside the snuff shop, and tries to activate again to grab it.  He fails to do so and the danger level immediately goes up to 2.  Failing the second activation would turn play over to other players in a Versus or Co-op game.  However, as this is solo, the Dangers wait until the danger phase to go.  

Handsome John moves up and passes a second activation to fire on the nearest dog.  He gets two pins, and it is suppressed, cowering in fear from the attacks.  However, this also raises the Danger 1 point.  

Annie aims at a second dog, and kills it with a precise shot.  However, the shots raise the danger to 4.  



Tommy gets out of the ruins, finds a good line and runs for it across and behind the houses.  Since he is a kid, his running does not raise the danger level.  

Danger: 
There is only 4 danger at the moment, so no new dangers arrive.  

The remaining dogs rush towards Handsome John howling and barking, but can not get there this turn.

End: 
The scared dog stays pinned.  

Turn 2- Danger 4
This time, Luke uses his activation and grabs the loot.  He has 3 of four equipment spaces filled now.  He passes a second activation test, and fires on a dog after Handsome John.  However, the gun misfires from bad ammo and his Revolver is useless now.  Bad luck Luke! 

 Handsome John takes careful aim, and fires twice, but only wings the closest wild dog.  It is still up and going to attack him! Annie also takes aim and shoots. She manages to put one of the dogs unconscious and possibly dead.  However, all this shooting has raised the Danger another 2.  

Timmy skulks forward, and then uses a Dynamic movement test to hurdle a railing to move towards a loot marker amongst the houses.  This raises the Danger up 1 again. 



Danger: 
No new dangers appear yet, but the Danger level is at 8.  The last remaining wild dogs circle and bark at Handsome John, but can not attack until next turn.  

End:
The last dog becomes unpinned.  

Turn 3- Danger: 8
Handsome John grapples with the wild dogs, and kills one with a close range shot.  However, his attempt to activate a second time to fight again fails.  His failure to activate and his fight increases the Danger to 10.  

Luke moves to the back of the store to avoid any further dogs.  There is a closed door there he can use to get into the loot in the shop.  However, Luke also fails his attempt at a second activation!  One more Danger point, taking them out of Green to Yellow.  That means second activations and Fear/Nerve tests are going to be harder now.  

Annie takes aim at the last dog in the center of town.  She takes careful aim and squeezes off a shot that kills the dog there.  Only one dog left, and it is fighting with Handsome John.    

Tommy double activates and walks up to some loot between the houses.  Next turn he can scoop it up.  


Danger:
With all the shooting and failed activations the Danger level is 12.  The Danger roll has no new Martians arrive yet.  

However, the last dog attacks Handsome John.  It lunges at John, but misses his arm by mere inches.  This raises the Danger Level to 13.  

End: 
One of the dogs that the survivors thought was dead, stumbles back to its feet; merely scratched and momentarily stunned and not killed after all! 

Turn 4 - Danger 13
Handsome John continues fighting with the last dog on him.  He knocks it unconscious and possible dead! He takes a moment to catch his breath and does not try to activate further.  

Annie has had good luck shooting, so aims at the last dog.  However, she fails to activate a second time and does not take the shot.  

Timmy scoops up the Loot, and takes a moment to catch his breath without trying to activate again.  

Luke Goodson walks up to the door at the back of the shop, and finds it is locked.  Luke activates again to try and open the door.  He decides to try to make a Brawn test to open it up, but he is not that strong.  He bounces off the door uselessly.  

Danger: 
It is now at 16 due to 1 fight action, 1 failed activation check, and 1 failed Brawn roll.  

Oh no, all the commotion has attracted a new Danger!  3 more wild dogs enter the table!  They immediately move towards the center of the board, looking for someone to eat! 

The wild dog that was stunned moves to attack Handsome John.  

End:
Another dog ends up just being stunned and not killed!  That makes 5 active dogs still!      

Turn 5- Danger 16
Handsome John takes some quick shots at the closing wild dog, and causes the closest one to cower from suppression fire.  He activates a second time, and moves back away into the ruins.  

Luke decides to leave the locked door, and head towards some loot he saw behind the Mechanics shed.  He fails a Dynamic action test as he tries to struggle over the bushes.  He gets caught up but manages to thrash and curse his way past on a second activation and get to the loot.

Annie fires wildly at the furthest away dog, and causes that one to cower with suppression as well.  For her second activation, she starts falling back, and parallel to Handsome John.  


Timmy sees the wild dogs in the street in front of him and decides to get out of there.  He falls back to the railing, but fails to activate again to try and cross it.  

Danger: 
The Danger is now up to 20 now, at the edge of going to Orange! The three fresh dogs see Tommy and start racing after him, easily able to get over the bushes with Dynamic action tests and running straight for him.  The two suppressed dogs get back to their feet.  

The Danger roll is 21, and just safe enough to keep more dangers from appearing.  

End: 
No more dogs get back up.  
    
Turn 6- Danger 20
Luke grabs the loot behind the mechanics shop, and manages to activate again and starts heading out of town.  He doesn't have room to carry anymore stuff. 

Handsome John skulks back to the edge of the ruins, and decides not to try to activate again.  Things are starting to heat up, and shooting may attract worse than wild dogs.  

Annie decides to retreat from the battle and off the table, waiting to catch up with her friends after things die down a bit.  She makes her way to their farmhouse hide-out.   

This time, Tommy easily makes it across the porch, and then runs for it.  

Danger: 
With Tommy out of sight, two of the dogs stop and sniff the air.  The third runs up to where he was and tries to see him.  The dog chasing Handsome John catches up with him, and pins him in a fight.  Meanwhile, the one closer to the center of town, dashes off between two houses towards Tommy. 

The danger roll is a 10, and well below the Danger level of 20.  That attracts more foes!  This time, a Martian Gunner stumbles to the town square.  Its metal helmet, encasing a once human head searching for targets with its weapon.  There are none in sight. 


 
End: 
All downed dogs stay down.  

Turn 7- Danger 20
Luke stumbles to the edge of town, and gets hung up on the bushes as he tries to flee the town.  He failed a second activation check.  That puts the Danger Level to Orange! 


Tommy sprints for the edge of town, with the howl of dogs behind him.  However, he also fails a second activation check! 

Handsome John is locked in combat with a dog, and must fight!  He manages to down the beast,  Then, he activates again and makes for the board edge.   

Annie has all ready fallen back.  

Danger: 
The dog chasing Tommy fails to get past the railing.  Meanwhile, two other heads back to the center of town.  The last one gets the scent and goes after Tommy again.  Meanwhile, the Gunner sees the dogs and opens fire at them, missing.  

The Danger level is 23, and the roll is lower than that, so more foes enter the board.  

Oh no!  A Black Dust launcher armed Tripod enters the board.  Those survivors better scatter! 

End: 
One of the downed dogs simply dies.  

Turn 8- Danger 23
Handsome John tries to scramble out of the ruins, but can't seem to find a good path.  He fails two Dynamic action tests!

Luke manages to curse and swear his way past the bushes and run off out of town.  He and his two loot are safe.  

Tommy gets to the bushes at the board edge, activates again but also fails to find his way through.  

Danger: 
The wild dogs scatter around the board, looking for targets.  The Gunner fires on a dog, and sends it whelping away.  The Tripod stalks forward towards the center of the board, then turns and looks to where Luke just fled. 



In addition, two more wild dogs appear on the right hand side, top corner of the board.  

End:
Another dog dies, and one gets up again.  

Turn 9 - Danger 26
Handsome John fails his first try, activates again and manages to scramble out of the ruins to safety.  

Tommy also has a tough time, but eventually breaks out of the shrubs and gets to safety as well. 

The humans flee, leaving the Martian tripod and the swarming dogs behind them! 

Conclusion
Luke and his survivor band managed to escape from the Martians!  They fall back to their Farmhouse hide-out.  

I take a look at the loot the band collected and find I have, 1 Scrap, 8 food, and 4 water.  Not bad!  Nothing unique but that will help us all live to see another day and avoid debilitating effects! I need to probably find more scrap via scavenging though.   

Post-Game Sequence
All my survivors managed to get out of there before they were downed or suppressed.  No Serious injuries or psychological trauma this time! 

For Experience our survivor's got the following: 
Handsome John = 13 Experience
Annie McCall = 7 Experience
Tommy Wilkins = 4 Experience
Luke Goodson = 7 Experience

If I wanted, Handsome John could try for a skill...... which I think I will try and get for him.  He is a criminal, so decides to choose one from the agility table, after all he had tough time trying to get out of the ruins.  Maybe a skill can help.  He rolls on the table and earns:
  • Duck and Weave- Shooting attacks have a -1 TN when he has moved.  
This lowers him back down to 3 Experience,

Luke decides to scout for Martians, Timmy, Annie,  and Handsome John all go to scavenge.  They need to find some scrap or they may become deprived.   

Luke sees the Tripod leave the town, but it doesn't seem to have found the survivor's hide-out this time.  Timmy stumbles across a farmer's old scrap yard and snags 4 Scrap and 1 Flare.  Handsome John finds an old and abandoned cave someone use to hide-out in before.  Inside there is enough stuff for 4 Scrap.  Finally, Annie finds a basement speak-easy that was partially destroyed.  Looting it nets her 1 food, 9 water, and 1 scrap; plus a bottle of alcohol.

Before calculating Deprivation, they have:    
9 Food
13 Water
10 Scrap
- Flares
- Alcohol

This is before going into Luke or John's Rations and canteens.  That is 7 food and 2 water.  

To avoid deprivation, they need a total of 8 food, 8 water, and 4 scrap.  That leaves them 8 food, 12 water, and 6 scrap in their stash.  Handsome John grabs the bottle of Alcohol, while Luke takes the Flares.  The group avoids any deprivation this time, but Luke is still down a Revolver until the group can replace it. 

Annie gleefully cracked the top of the salted pork can.  It popped with a satisfying crack, and she dove in and fished out the meat.  She was sure it wasn't a pretty sight, but she unceremoniously fished the pork out and hungrily bit into it, holding the meat with her bare hands.  Tommy was just as eagerly chomping down on a carrot, with a half loaf of bread sticking out of his satchel.

"Heh, what's the deal Pops?" John smacked Luke's hands away from his pile of food.

"We need to sit on some of this food for later.  There is no guarantee we will find more food and water."  

John ground his teeth, then quickly flashed his smile, "Good thinking Pops.  Tommy, Annie.... slow down a bit there.  This has to last us a bit."  

Annie reluctantly handed Luke a can of Pork and Beans and a bucket of water she had managed to fill up while out scavenging.  Tommy handed his food over even more slowly.  Luke nodded and put it into a cabinet in the Farmhouse.  

Luke, still smiling said what was on everyone's minds, "So..... now what?"  

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