The mercenaries start off at the west end of the street, while the Rust Devils start off on the east. The Rust Devils arrived before the mercenaries did, and thus have the initiative and go first. Also, I’m drawing event cards every turn this game, to try and mix things up.
Round 1: The Assaultrons are ordered to rush forward and engage the enemy, while the bulk of the Rust Devil squad moves out to search the depot. The Sharpshooter and the Commando hold position to engage the Assaultrons, while the Ranger and the Shi Warrior move to search as well. The ghouls mill about aimlessly.
Round 2: The Shi Warrior checks the far shipping container to find nothing, while the eyebot advances and spots a high concentration of nothing underneath a lean-to. The bloated glowing one engages the Ranger at point-blank range, while the Assaultrons both charge on the Commando. The enslaved tech and the scavver both check the roof and find an item, while the power armored raider passes a strength test to lift the garage door and finds nothing. The putrid glowing one continues to wander around.
Round 3: This round’s event card had me draw a danger card, which had me test endurance against a random model on the team without the advantage. Unfortunately, that happened to be the Shi Warrior, so I guess there was a lot of stinky radiation air in that empty container she just opened.
The scavver finds an unusable artillery signal flare in the item marker on the roof, while the rest of the Rust Devils advance further into the depot. The putrid glowing one engages the eyebot, while the Ranger runs towards backup away from the bloated glowing one. The Sharpshooter and the Commando manage to take out one of the assaultrons, but the scavver on the roof takes aim with his combat rifle for next turn.
Round 4: The enslaved tech finds nothing in the metal shack, while his team (including the scavver on the roof) all target the putrid glowing one, as it has just destroyed their eyebot. Meanwhile, the Commando’s X-01 power armor breaks, as he and the Sharpshooter continue to grapple with the remaining assaultron. The Shi Warrior is downed by the bloated glowing one.
According to the rules I set up (which aren’t very good), the Ranger has three turns to revive the downed model before they must be removed from play. The Ranger must sacrifice a full turn to provide sufficient medical attention to the downed model. In hindsight I should’ve probably thrown an intelligence test in to perform the operation instead of spending a full turn, but oh well.
Round 5: The Rust Devils close in and continue to lay down fire on the putrid glowing one, as the Ranger struggles against the bloated glowing one. The Commando and the Sharpshooter score some solid hits against the last assaultron, as the enslaved tech moves up to the other shipping crate to test lockpicking.
Round 6: The Commando limps away after destroying the final assaultron with only 1 health remaining, while the Ranger slides over to revive the Shi Warrior. Meanwhile, the Rust Devils finally finish off the putrid glowing one, as the enslaved tech passes his lockpick check to search the final shipping container.
The doors of the shipping container burst open, and the enslaved tech is knocked back orange distance as Ada the automaton bursts out with her energy shield fully activated, and darts off towards the mercenaries!
Ada is a heavily modified assaultron, and her normal assaultron head laser has been removed. She instead has a chargeable energy shield powered by the two fusion cores attached to her back. One action must be spent to charge up an armor token, to a maximum of only two, and the armor tokens are only able to block energy damage.
Round 7: An artillerist (likely the one who placed the artillery signal flare from round 3 on the roof there) spawns in, and in typical Fallout fashion, runs right up to the nearest NPC to lock them in dialogue. The Sharpshooter moves to base contact to engage the bloated glowing one, and is quickly knocked out, as Ada moves in to help take out the bloated glowing one. In hindsight, I also should have had someone on the mercenary team test charisma for Ada to join them, but the thought just never even crossed my mind until after the game was over.
Round 8: The power armored raider has to test presence to shoo the artillerist away, which had a surprisingly fair chance of not working despite the raider being clad in a big, gnarly mech suit. The mercenaries continue to fight the bloated glowing one, as the rest of the Rust Devils convene in on Ada, anxious to strip her of all her fancy modifications. Luckily, not long after I drew the lightning storm event card, do I roll a star and can immediately discard it before any more of my precious mercenary crew gets knocked out.
Round 9: The Shi Warrior realizes she can score a few quick shots against the enslaved tech, who has foolishly ducked for cover within her line of sight. The Ranger heals the Commando before he completely runs out of health, while Ada loses her energy shield to stray blasts from the protectron. The power armored raider, annoyed at having to deal with the artillerist, takes cover and prepares to open fire at long range. The scavver, having been out of range to hit anything for the past few turns, makes his way around towards the shipping containers.
Round 10: The power armored raider attempts to throw a baseball grenade into the fray, but misses. Meanwhile, the mercenaries realize they could end the match right now by taking out the protectron, so they shout for Ada to target the protectron instead, and in two shots of the laser rifle (plus an SMG burst from the Shi Warrior) the protectron is down and the match is finished.
Conclusion: realizing all of their robot followers have been destroyed, the Rust Devils turn tail and run before they start taking human casualties.
As the Ranger is finally able to revive the Sharpshooter, the rest of the gang plus Ada beat the radiation out of the bloated glowing one until it finally stops moving.
Ada thanks the mercenary crew for the rescue, and explains she was being chased across the wasteland for two weeks by Rust Devil raiding parties looking to turn her into scrap. She then tells how she hails from a far away land known as the “Common Wealth”, and bears a secret priority message for the local Brotherhood of Steel chapter. The mercenaries explain the local BoS chapter hasn’t been seen in months after they were driven out of their base by several super mutant tribes. They offer Ada a spot on their mercenary team and a promise to help find whatever Brotherhood remnants might remain, and she accepts.
While they might not have gained any more caps than they started the day with, the mercenaries march proudly off into the wasteland with a new friend in tow and a new mission.
In hindsight, there was quite a lot I forgot to do, or did wrong, or totally overlooked in this match. The pair of glowing ones actually wound up being way stronger than I was anticipating, and went from what I thought would be ambient filler enemies to full on boss mobs. I also didn’t even notice the “test radiation damage on everyone near them” bit that they have on their unit cards, but I feel like this match would have ended a lot quicker if I did.
Ada uses the base Assaultron card, which probably makes her waaaay too overpowered. Unfortunately, I only have one Battered Assaultron card, so going forward the mercenaries are either going to be squaring off against full strength Assaultrons, or they’re going to have a game-breaking one bot army following them around. It’ll probably be the former, just cause I’m starting to thing the mercenaries might be a bit overpowered anyhow.
There were also, again, lots of skill checks I didn’t think to do. I probably won’t try to use any sort of ‘revive’ mechanic going forwards, and I’ll just let the mercenary models be removed from play (but not officially killed off). When I use them in a scenario next, I’m also going to have them use the archetype cards from the RPG instead of standard FoWW cards, because not having those raider cards to work with is also quite annoying.
That’s all for now, stay tuned for this month’s game!