Mini-Scenario 3
Midville II
by Neil Tangri
After his last disastrous raid on Midville, you'd think Black
Jesse would give up on the tough little town. But no -- two years
later, he's back and looking for revenge. He also hasn't learned
to keep his mouth shut -- the townspeople are expecting him
again. In fact, the only lesson he has taken to heart is the old
maxim, "Divide and Conquer." And so the New Crusaders
are converging on Midville in small groups over a half-dozen
different routes. And along each route there is a roadblock,
manned by those intrepid MONDOs, the police, and even a few
National Guardsmen . . .
Set-Up
Lay down nine straight road sections in a 3 by 3 rectangle.
The center (lengthwise) strip should be clear, the other two
debris-littered. Only the central strip is actually road; the
other two are open field. The pedestrian force sets up in the
other three road sections at one end of the rectangle; the
cyclists enter from the other end of the highway, at any speed
above 40, and in any formation. The road sections can be extended
as necessary -- both the road and the fields go a long way in all
directions. Neither player should see the other's set up before
play begins. The object of the cyclists is to get past the
pedestrians. The pedestrians' goal is to turn back or destroy the
cyclists.
The Forces
Pedestrians. The pedestrians get 8 National Guardsmen; each of them is Cyclist, Gunner +1, Handgunner +1, Runner. Four have improved body armor, an SMG with a laser targeting scope, 2 VLAWs, and a grenade. Two have body armor, a portable flamethrower, and a heavy pistol. One has body armor, a tripod MG with 4 extra clips, a heavy pistol, and a grenade. The last one has body armor, a tripod RR with 5 extra clips, and a heavy pistol.
The pedestrian player also gets 10 policemen; each of them is a Driver, Gunner, Handgunner, Runner. Each has body armor, an SMG, a LAW, and 2 grenades.
Rounding out the pedestrian forces are 10 MONDOs; each of them is Handgunner, Runner. Each has a shotgun with an extra load of ammo.
Any pedestrian may take a gas mask instead of one grenade or pistol, and the grenades may be any type.
The pedestrian forces also get 2 mine counters and 4 spike
counters, to place anywhere they wish. More important, however,
they have 8" of portable barrier at their disposal. This
barrier has 4 DP and is 1/4" thick. It provides cover like a
window or doorway (if the attacker's "to hit" roll was
exactly the number needed or one more, the barrier takes damage
first; if the roll was two more than needed or better, the
pedestrian takes full damage). If a cycle collides with the
barrier, treat it as a collision with a fixed object; if the
cycle is going 20 mph or faster, the collision is a D6 hazard. If
control is lost, the cyclist goes over the handlebars and hits
the ground (treat as a jump from the motorcycle). This wall can
be set up in any configuration the pedestrians want, including
breaking it up into 1/2" segments.
Cyclists. The cyclist player gets 14 characters, all
Cyclist, Gunner, Handgunner. They all wear body armor, and carry
an SMG and 4 grenades. They approach on 12 cycles: 1 Flash (from
The AADA Vehicle Guide), 4 Shogun 100s, 2 Shogun 200s, 2 Shogun
200s with RR option, 1 Outlander, and 2 Outlanders with sidecar.
Any character may opt for a gas mask instead of 1 grenade or
pistol, and the grenades may be of any type.
Victory
If 9 or more cycles get through, the cyclist player wins a decisive victory. If 6 to 8 cycles get through, it is a moderate victory. If 3 to 5 get through, it is a Pyrrhic victory. If no more than two cycles get through, but 15 or more MONDs and police are killed, the townsfolk win a marginal victory. If 2 or fewer cycles get through and more than 10 MONDOs and police survive, it is a moderate townspeople victory. If no cycles get through, and five or fewer MONDOs and policemen are killed, it is a total victory for the pedestrian player. Note that National Guardsmen do not count toward victory for either side.