After the Calamity

Our worst fears have come true, a deadly virus has wiped out over 90% of the human population, and all major infrastructure has gone. No power stations, no refineries, no government. The land is populated by wild animals and even wilder humans, not to mention some terrible mutations the virus has caused. Why some of us survived is a mystery, how we keep surviving is the problem.

Welcome to the post apocalypse skirmish campaign called After the Calamity. Our story revolves around a surviving community group centred in the remains of a coastal village. Immediately after the disaster and after effects of what people mow just call the Calamity it was all they could do to survive. However, the growing need for new resources, and the increasing hopes and concerns for the state of the world outside the community has lead the community leaders to appoint a commander to lead the exploration of the world around them.

Starting with just 20 small units of people of very different fighting ability and limited arms and ammunition at your disposal, you must now start figuring out what’s out there, and how you will deal with it.

Turn 1 

Every turn starts with you sending out a Scouting force of just 3 units, and in this case they went to Section 1 (S1), where they were not immediately attacked, found that the terrain was fairly easy to move through, and that it would generate 4 Resource points if Collectors are sent there. They also though found signs that the area had been visited by someone else, a group they would later term the Isolationists. With this news they then hurried back to the Community to report in.

Turn 2

This time the Scouts went to S2, though on their return this group reported that they were so motivated by the importance of their mission that they also scouted S6! They found both areas to be easy to travel through though S2 was higher in resources (4RP) than S6 (2RP) and in fact had a lucky find in S2 and returned with some useful resources they gathered on the way back (+2RP). They are roundly praised when it turns out that they also not only found further signs of the same group, but in S6 actually located their home base! 

Meanwhile the community had also sent a mixture of 4 units out to recover resources from S1 who would return without incident with 4RP.

At the same time the Commander also sent 5 units to S1 looking for these other people (because the report from this turn’s scouting will not be available to him until the end of the turn) and they happened to run into a force of them who were in no mood to talk!

Encounter Battle setup - A bad place to meet

You would never have chosen this place to try and fight a battle, but frankly you have no choice.  The Community needs to Destroy or Rout more Adversary units by the end of Round 7 than they lose themselves.

Round 1


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