
The background we use for
games is a mixture of near future master criminals and their henchmen battling
other gangs, the cops and swat teams. Appearances have been made by predatory
alien hunters, robot assassins, mutants, cannibal hillbillies, plagues of zombies,
vampires, bimbo vampire hunters, genetically altered soldiers and super heroes
to name but a few. In short anything goes!
Games are much more entertaining if you play a scenario, these can vary from
basic capture the stash / hideout / girl / guns to more involved plots where
a gamesmaster or referee could be useful. A typical scenario might go as follows...
Tony Tonne's Bad Arse Bikers have been holed up in their hideout since they
successfully ambushed a group of mutant couriers bringing in a shipment of hallucinogenic
sewer toad secretions from the ruins of old Dulwich on which the current city
is built. In the fire fight Tony lost three gang members and was wounded himself.
The bikers have been licking their wounds, cleaning their guns, and picking
dried sick off their beer stained cutdowns. Ever vigilant, Tony has posted sentries
to look out for rival gangs or the rozzers.
Normally sentries get a 90% chance of spotting anyone moving into line of site
in normal visibility, in which this scenario takes place. However, the gang
members chosen for this important task have been sampling the proceeds of the
ambuscade and are a bit the worse for wear. To represent this roll a D6 when
any figures move into line of sight.
| 1 | The sentry carries on talking to invisible pixies. No one is spotted this turn. |
| 2 | Coloured lights in his head reduce spotting chance to 45% this turn. |
| 3 | The sentry is seeing double. His chances of shooting anyone are halved due to firing at his target's imaginary chum. |
| 4 | The sentry spots the target but is struck dumb by the narcotics. He may only raise the alarm by making his way into base to base contact with a member of his gang. He is far too mashed up to think of shooting any body. |
| 5 | The sentry falls asleep in the style of Windy Miller. Figures may approach freely. Only a firm toe up the butt will wake the idle sentry. |
| 6 | His senses heightened by the dope, the sentry automatically spots any approaching figures. His aim is also improved by a factor of 50%! |
Meanwhile, approaching the hide out ( which can be any suitable building model
chosen by the bikers) are the stalwart members of the Barry Rd. residents militia,
hell-bent on wiping out the lawless bikers and confiscating their stash and
shooters. They must enter from a randomly determined table edge. On any turn
after the first the local cops, officers Dibble and Krupke turn up. These two
may join up with either side if controlled by a third player. They could help
the militia take down the badmen or side with the bikers for a cut of the loot!
They may even be honest, incorruptible lawmen and call for reinforcements to
restore order.
Whichever way you
play it urban chaos is sure to result!
| Game
rules, scenery and figures by Steve
Young, Roger Dixon, Big Jim Clarke and Adam Jenkins Pics by John Treadaway and Roger Dixon |