Location:
A small settlement somewhere in the Wasteland.
Time Period:
2190AD (post-apocalypse).
Situation:
Out in the Wastes, groups of scavengers fight to survive each day. Many rely on vehicles of some kind to transport themselves, and as such fuel is one of the most valued resources remaining in the world. At the small mining town of Williamsford, several groups of these scavengers will fight for the last dregs of fuel hidden in the buildings of this town. But they are not alone...
Forces:
Up to four and as low as two parties of scavenges can compete in this match. However, the total number of minifigs should not exceed twenty scavengers (this means that for a two-party game, each party could have ten scavengers, and for a four-party game, each party could have five). In addition to this, each party can take a vehicle (or a number of them), as long as the construction points total for each party is roughly equal.
Objectives:
Whichever party gathers the most fuel and carries it off the board (via either road) is deemed the winner. Additionally, if all but one party is wiped out in any given turn, the remaining party is deemed the victor. If these conditions are not met (i.e. predators or natural effects wipe out all the scavengers in the course of one turn) the game is drawn.
Layout:
Each party of scavengers will start on or near the road (one on each if two players, or one on each tan plate if not). Dark-grey areas represent buildings or walls. The dark-grey circle is a water tower. The tan plates are desert, and the grey plates with white lines are roads.
NOTE: This is only a recommended setup. As long as the battlefield contains a minimum of six buildings and clear start areas, any setup can be applied to this scenario.
Special Rules:
Breaching the Walls – The outer walls can be breached at the thin lines indicated on the map. To breach, a scavenger wielding dynamite (one survivor can take this for free before the match, and it is counted as a one-handed melee weapon). When trying to breach, each player rolls 1D6. If the player attempting to breach rolls higher, they are succesful and the wall section is destroyed (with suitable fire effects and flying masonry - damage from falling rubble can be added as an extra rule). If the opposing player rolls higher, the dynamite fails to light - try again next turn! Once the dynamite is used, it is removed from the scavenger. The initial explosion has a 3-inch radius, and dynamite can be thrown (roll 1D6 for the distance the dynamite is thrown; it detonates on impact).
Searching Buildings – When attempting to enter a building, roll 1 D6. Compare the result to the ‘Search’ table.
Predators – If a 1 is rolled when searching a building, roll another D6 and compare the result to the ‘Predators’ table.
Low on Fuel – The vehicles the scavengers brought with them are low on fuel. As a result of this, roll a dice each turn – on a result of a 1, the vehicle cannot move as the crew desperately attempts to restart the engine (the vehicle can shoot, however). In each successive turn, if the vehicle moved successfully, subtract 1 each time (so for the second turn of movement, a roll of 3+ would be needed, then 4+, then 5+). A roll of a 6 automatically allows movement, regardless of how many turns the vehicle has successfully moved prior to this roll.
Search
Dice Roll Result
1 Roll again on the "Predator" table.
2 Roll again on the "Predator" table.
3 Your search finds nothing.
4 Your search finds nothing.
5 You turn up a can of fuel.
6 You turn up two cans of fuel.
Predators
Dice Roll Result
1 A group of bandits attacks! Roll 1D6 and place a number of figures equal to the second roll on the table.
2 A group of bandits attacks! Roll 1D6 and place a number of bandit figures equal to the second roll on the table.
3 A moan echoes from inside the building – zombies! Roll 1D6, add 1, then place a number of zombie figures on the table equal to the number.
4 A moan echoes from inside the building – zombies! Roll 1D6, add 3, then place a number of zombie figures on the table equal to the number.
5 A swarm of mutated insects rushes from the building! Roll 1D6 and place a number of swarms equal to this result on the table.
6 It turns out it was just shadows moving. No predators are placed on the board.
And that's that. Feel free to use the scenario yourself if you'd like



