With the impending release of SCRAPHEAP, I decided to write up a quick game report, to help some people envisage how the game plays out. While this does not go in depth on mechanics, it gives the flavour of the game pretty solidly.
The
following is a demonstration game of SCRAPHEAP.
For
the game I decided to build two opposing Gangs using a budget of 600
credits. This should allow me 4-6 Models per side with a variety of
equipment.
I
first built a group of vicious bastards, "The Lost Boys”.
Gang
Leader (Brute) “Riegerix”
Equipment:
Armour, Cybernetic Arm, Ripper Sword, Blast Pistol
Initial
Bonuses: +1 Wound, +1 Accuracy, +1 Accuracy (total: +2 Accuracy)
Ganger
(Hacker) “Slide”
Equipment:
Knife, Automatic Pistol
Initial
Bonuses: +1 Accuracy, “Scavenger” Skill
Novice
(Brute) “Dros'n"
Equipment:
Powered Gauntlet, Automatic Pistol, Ammo Pouch (Automatic Pistol)
Initial
Bonuses: None
Novice
(Fighter) “Artus”
Equipment:
Flamethrower
Initial
Bonuses: None
Novice
(Fighter) “Caro”
Equipment:
Club, Automatic Pistol
Initial
Bonuses: None
Novice
(Fighter) “Munk”
Equipment:
Automatic Carbine
Initial
Bonuses: None
For
this Gang I chose the Gang type “Murderous Maniacs” as it seemed
to fit their theme. The leader, Riegerix would be extremely
dangerous, having rolled an additional wound and two bonuses to his
accuracy (despite being armed only with a pistol!). Six Models was
pretty decent at 600 credits and they had enough variety to tackle
most challenges. This Gang should favour close-combat initially.
To
oppose them, I created another Gang, “The Highwaymen”.
Gang
Leader (Fighter) “Clip”
Equipment:
Automatic Carbine, Ammo Pouch (Automatic Carbine)
Initial
Bonuses: +1 Wound, +1 Command, +1 Accuracy
Ganger
(Hacker) “She-Wolf”
Equipment:
Big Bore Revolver, Micro-Flamethrower
Initial
Bonuses: +1 Tech, +1 Wound
Novice
(Scout) “Kid”
Equipment:
Wastelander Long Rifle, Big Bore Revolver, Knife
Initial
Bonuses: None
Novice
(Monstrosity) “Griddle”
Equipment:
Powered Gauntlet, Cybernetic Leg, Club, Helmet
Initial
Bonuses: None
Novice
(Fighter) “Jericho”
Equipment:
Shotgun, Ammo Pouch (Shotgun)
Initial
Bonuses: None
This
Gang uses the Gang type “Merchant Strongmen”. This would be an
interesting foil to 'The Lost Boys'. Down one Model, but with a bit
more firepower and range, and a Monstrosity with which to tackle the
close-combat dangers of the opposing Gang. “Clip” and “She-Wolf”
rolled well for their initial bonuses, each gaining a wound, and both
selecting additional bonuses to make them excel in their roles.
Before
selecting a scenario I rolled for a Location – a unique environment
in which the game takes place. Initially the game provides six
possible Locations, each producing unique NPCs, events, and campaign
benefits. As luck would have it I rolled the first Location, “The
Rad Wastes”.
I
built up a suitably dangerous table, and then select the first basic
scenario “New Scum on the Block”. In this scenario two opposing
Gangs compete for Salvage Tokens – the key source of both income
and experience.
With
the Gangs built and Models selected, I deployed the Gangs according
to the scenario, with The Highwaymen having their choice of corners.
With two of the Salvage Tokens having been scattered nearby, they
selected the corner closest to two of the five tokens.
What
follows is a short-hand version of the game with suitable pictures
included:
The
Highwaymen won the initiative and both Gangs rushed toward the
nearest Salvage Tokens.
Riegerix
claimed one Salvage Token worth 16 credits. (In an opposed game,
the opponent would not know the value of the Salvage Token
collected).
'Kid'
started scrambling up one of the shacks in order to get a better
line-of-sight for his Wastelander rifle.
On
The Lost Boys' second turn they generated an Event. This Event
generated an NPC, in this case a small Zombie Horde. The Lost Boys
used one of their activations to use the Zombie Horde to charge
Clip. Clip was able to escape the Zombie Horde when it failed an
attack.
Clip
and Jericho spin around and unload into the Zombie Horde, peeling
off all five wounds and removing it from the table. Nearby She-Wolf
successfully hacks into a Terminal to gain additional experience.
With
no enemies in sight, Griddle scoops up a Salvage Token worth 28
credits.
The
Highwaymen generate an Event which rewards them with their Common
Strategy, in this case “Accurate Maps”. Using this, the Gang
moves an unoccupied Salvage Token 6” closer to their Models.
Clip
gathers an additional Salvage Token worth 31 credits.
On
the other side of the table, Dros'n scoops up a Salvage Token worth
28 credits. At this point almost all of the Salvage Tokens have been
picked up. In a campaign, one Gang might seek to simply retreat off
the table to avoid losing Models...but this is a demo-game so the
fight will not be avoided!
As
the two Gangs spot each other on the main road, Kid lets a shot off
with his Wasteland rifle, narrowly missing Munk.
Drawing
first blood, Munk steps into the open street and fires on full-auto
at Griddle, wounding him once and stunning him.
Hearing
the loud coughing of Riegerix's ripper sword, Clip steals the last
Salvage Token and begins backing down the main road.
Taking
advantage of the lack of activations during The Highwaymen's turn,
Munk calmly walks down the center of the main road, dumping all of
his remaining ammunition into Griddle. Having already suffered one
wound, Griddle takes another three with the first shot...then
another two. His six wounds removed, Griddle slumps to the ground,
dropping his Salvage Token (28 credits).
Despite
seeing the massive hulk collapse next to him, Jericho passes a Panic
test and keeps his head.
Ignoring
the gunfire on the main road, Dros'n has continued running, closing
the distance to the unaware She-Wolf who has remained at her
Terminal.
Hearing
the loud huffing of Dros'n behind her, She-Wolf spins around, two
pistols in her hands – she lets go with the Micro-Flamethrower
first, burning through its fuel instantly but inflicting a wound and
stunning Dros'n. The flames subsequently forced Dros'n back an
additonal 3”. Now at longer range, She-Wolf's revolver shot sails
into the distance with no effect.
With
Munk out of ammunition, and Dros'n stunned Jericho moves up to
Griddle's abandoned Salvage Token and fires a shot at Riegerix who
is moving nearby. He misses.
Excited
by all the action, Kid fires another round of his Wastelander rifle
at Munk, again missing the mark despite his excellent “marksmanship”
that he's been bragging about recently...
As
Riegerix rounds a corner, Kid puts a round into his shoulder, taking
two of his five wounds. Inspired by this Clip likewise steps forward
and unloads full-auto against the fierce enemy Gang leader...missing
both times.
Suddenly
Clip is looking at a charge from the enemy Gang leader...
Fortunately
for Clip, Riegerix flubs the charge roll and ends up about an inch
shy of his target. Nearby Artus sneaks up, igniting his
flamethrower, and Dros'n shakes off his stunned status. Across the
table, Caro hustles to catch up to the fight.
The
Highwaymen only generate one activation during this key turn –
Clip decides to stand and unleash full-auto fire at the charging
Riegerix. He strikes only one of his two shots...and it's
deflected, destroying Riegerix's cybernetic arm!
The
Lost Boys roll an Event – generating their Common Strategy.
Pointing at Kid, Riegerix unleashes a blood-curdling howl of rage,
hoping to drive the young ganger off the table. Kid fortunately
passes his Guts test and remains in play.
With
only two activations The Lost Boys are looking to finish the fight.
Riegerix charges into Clip, swinging his ripper sword. He slashes
two wounds off of Clip, but fails to kill him outright. Behind him,
in the main road Artus blasts Jericho with his flamethrower.
Jericho manages to escape being wounded, but becomes stunned and in
his panic runs toward Artus, instead of away.
At
this pivotal moment in the fight The Highwaymen draw...zero
activations.
Hot
on their heels, The Lost Boys draw a meager one activation, but
generate an Event before they can take their turn. This Event is
the Location Event, generating a Radiation Storm! This requires all
Models in play to pass a Strength test or become poisoned or
wounded.
Unused
to the rad wastes, Kid, She-Wolf, Jericho, Riegerix all suffer
wounds, with Clip preferring to become poisoned (reducing all of his
tests by one).
With
their single activation, The Lost Boys let Riegerix attempt to
finish off Clip. With a sweep of his large ripper sword, Riegerix
cuts down Clip. He drops two Salvage Tokens. Watching from above,
Kid pisses himself with fear – becoming stunned.
The
Highwaymen activate, only removing the stunned status from Jericho
and Kid, while She-Wolf runs off the table, spitting up blood from
the radiation storm (she's too close to Dros'n and Riegerix and
doesn't stand a chance against them).
Realizing
he's sitting a puddle of his own making, Kid screams as Riegerix
climbs the ladder to his position. Ducking under the ripper sword,
Kid bolts for an escape.
Nearby,
Artus ignites Jericho with the last of his flamethrower's fuel.
Jericho suffers another wound and becomes stunned again, battling
his burning clothing.
Realizing
he's quickly being surrounded, Kid makes a running leap to an
adjacent platform, skirting along a shipping container, trying his
best to avoid Riegerix behind him, and Dros's beneath him.
Jericho
finally puts out his jacket and finds himself staring at Munk and
Artus (both of whom are out of ammo!)
The
Lost Boys draw zero activations, handing the initiative to the two
remaining Highwaymen.
Kid
leaps off the table edge, departing the game (for good reason).
In
the middle of the street Jericho finds himself alone, with not much
hope of surviving. Instead of running he racks his shotgun and puts
a slug through the chest of Artus, dropping him with a 'boxcars' and
a three-wound result.
Riegerix,
Dros's, and Slide all converge on Jericho, ready to charge him on
the next turn.
Facing
them bravely, Jericho fires an errant round at Riegerix...then
decides to climb up onto a container, perhaps buying himself a
little more time.
As
Jericho clambered up the cargo container, Slide cursed at him,
firing full-auto from his automatic pistol. The shots pinged off
the container. Grunting in disgust, Dros'n walked up, methodically
shooting Jericho in the back. He slumped over, his Salvage Token
scattering onto the top of the shipping container.
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While
this is a one-off game, I'll show the results of the post-game
sequence if this had been a campaign game.
While
The Lost Boys won the game, they only picked up two Salvage Tokens
before the game ended. They were more concerned with killing off The
Highwaymen than seizing their dropped loot. Models put out-of-action
must roll on the survival table. Models also accrue experience
during the game.
Riegerix:
+4 Experience, +16 credits
Dros'n:
+3 Experience, +28 credits
Slide:
+1 Experience
Artus:
+0 Experience (-1 Agility)
Munk:
+2 Experience
Caro:
+1 Experience
Clip:
+0 Experience (Recovered fully)
Griddle:
+0 Experience (Becomes prisoner of The Lost Boys)
She-Wolf:
+2 Experience
Kid:
+1 Experience
Jericho:
+1 Experience (-1 Command Value)
In
a campaign this would have been a rather sweeping victory for The
Lost Boys, but the player of The Highwaymen probably would not have
been so rash. The capture of Griddle by The Lost Boys would be a big
deal – they can kill him, trade him to slavers or barter him back
to The Highwaymen. They could also keep him prisoner in case The
Highwaymen later take a prisoner of their own.
Losing
a strong model, The Highwaymen might not be long for a campaign, but
the players should run some 'Underdog' scenarios before discarding
the gang entirely.