The Eviscerated Mutant is on Fire

The mutants of Hive Secundus seek revenge over the imperial population, and a wave of terrorism soon begins. One night, as most males are either drunk or getting drunk, a commando uses the sewers to get to the suburbs and set fire to "The Eviscerated Mutant", a very popular bar in the suburbs – and, if possible, to a few houses and inhabitants.

Victory conditions : the Mutants score 25pts for burning "The Eviscerated Mutant", 10pts for every other building they set fire to, and 2 points for every human they kill.
The imperial player scores 5pts per mutant killed.

Deployment : the muties are deployed within 2" from the manhole and at least 13" from any building door. The imperial cops and citizens are placed on reserve.

Special rules :

The cops : roll a die at the beginning of turns 1 and 2. The alert is given on turn 1 on a result of 6 and on turn 2 on a result of 4+. If the alert isn't given on turn 1 or 2, the muties will activate undetected until the first shot is fired – the alert being then automatically given.
The first cop squad arrives the turn after the alert is given, and will begin its activation in contact with the appropriate table edge. The second cop squad arrives one turn later on a 6, 2 turns later on 5+, three turns later on 4+ ; otherwise it will arrive 4 turns later.

The "Eviscerated Mutant" patrons : they, and the bartender will come into play as soon as the muties enter the Bar.

The civilians : once the alert is given, roll a die for every home around the Eviscerated Mutant. On a 4 or 5, an unarmed woman / kid / elderly gets out of the building. Roll a dice: on a 6, it will rush and attack the nearest mutant.
On a 6, a civilian with a close combat weapon gets out of the building and will rush and attack the nearest mutant. Roll a dice: on a 6, the civi will have a shotgun instead of a close combat weapon.

Setting up the forces : mutants purchase and activate their units normally.
The imperial player gets a 15pt discount on the 1st cop squad and a 25pt discount on the 2nd cop squad ; the cops squads are activated normally. The civilians and the barman are free ; bar patrons are paid for as normal. The barman & the patrons are activated together, all civilians are activated as one squad.

Starting a fire : to set fire to a house, mutants carrying a flamer must be within 3" of its entrance and use its weapon. To set fire to the "Eviscerated Mutant", which is a much larger place, they must be within the building.

 

Cast of characters

Spiky's guys
The role of Spiky's squad was to cover the advance of Schmourgl's squad, in case the alert was given. Brok is a minor hero with 1 HP and is equipped with a boltgun and natural close combat weapons (because Spiky is spiky); his men have assault rifles, and two of them also carry close combat weapons.

Qty PP Description T Mv Df Mn CR
4 14 Muties T 9" 2k2 3k2 0"
Poorly trained
1 16 Spiky T 9" 2k2 3k2 4"
Poorly trained

Spiky's guys Arsenal
  WP Description   R AV AE AET
  6 Brawling   0" 2k1 - -
  8 CC Weapon   0" 2k2 - -
  24 Boltgun   18" 3k2 - -
  26 Assault Rifle   24" 2k2 - -

 

Schmourgl's guys
Schmourgl was chosen to lead 4 of his mutant brothers into the "Eviscerated Mutant" and burn it. He has 2HP and is equipped with a boltgun and a single grenade (he may use one of the weapons at a time – as any multiprofile attack). The squad carry two flamers, two handguns and two close combat weapons.

Qty PP Description T Mv Df Mn CR
4 14 Muties T 9" 2k2 3k2 0"
Poorly trained
1 16 Schmourgl T 9" 2k2 3k2 4"
Poorly trained

Schmourgl's guys Arsenal
  WP Description   R AV AE AET
  6 Brawling   0" 2k1 - -
  8 CC Weapon   0" 2k2 - -
  18 Handgun   12" 2k2 - -
  29 Boltgun   18" 3k2 - -
Multiprofile
    Hand grenade - krak   12" 3k3 - -
One shot, Slow attack
  OR Hand grenade - frag   12" 2k2 2x Ex
One shot, Slow attack
  40 Flamer   12" 3k2 3x Bu

 

The Eviscerated Mutant Patrons
There was a bunch of tough motherlovers at the Eviscerated Mutant that night : Little Kevin and his fellow bikers, all drunk and ready to smash a few mutant skulls. Little Kevin is a minor hero with 2 HP and a hard-hitting close combat weapon.

Qty PP Description T Mv Df Mn CR
3 14 The Eviscerated Mutant Patrons T 9" 2k2 3k2 0"
Poorly trained
1 16 Little Kevin T 9" 2k2 3k2 4"
Poorly trained
1 16 Earl (Barman) T 9" 2k2 3k2 4"
Poorly trained

The patrons Arsenal
  WP Description   R AV AE AET
  6 Punch   0" 2k1 - -
  10 CC Weapon   0" 3k2 - -
  17 Heavy CC Weapon   0" 4k2 2x CC
  20 Shotgun   12" 3k2 - -

 

The Unlucky Civies
Those people were unlucky enough to be at wrong place at the wrong time.

Qty PP Description T Mv Df Mn CR
  12 Innocent Civi T 9" 2k2 2k2 0"
Poorly trained
  6 Kid / Old Chap T 6" 2k1 2k2 0"
Poorly trained

Civies Arsenal
  WP Description   R AV AE AET
  4 Unarmed attack   0" 1k1 - -
  8 CC Weapon   0" 2k2 - -
  20 Shotgun   12" 3k2 - -

 

Cops (Squad 1 & 2)
Both cop squads were equipped the same way: two assault rifles, one shotgun ; the leader carries a handgun. All the squad carries a truncheon for fun at close quarters.

Qty PP Description T Mv Df Mn CR
5-10 24 Cop T 9" 3k2 3k3 0"
1 26 Cop leader T 9" 3k2 3k3 4"

Cops Arsenal
  WP Description   R AV AE AET
  8 Truncheon   0" 2k2 - -
  18 Handgun   12" 2k2 - -
  20 Shotgun   12" 3k2 - -
  26 Assault rifle   24" 2k2 - -

 

How it all happened

The commando of evil mutants got out of the manhole unnoticed but reeking with sewer water. The immediately set out to the Eviscerated Mutant.

"Shit, it stinks!" Otto said.
"It's coz your mouth is so close to your nose".
"WHAHAHAHA !"

As usual, there was a jolly atmosphere of benevolent childishness at the Eviscerated Mutant – until Otto and Walter went on fire.
"What ! Muties in my bar!"

Barman Earl took down one of the mutant with his shotgun and rushed to kick another one's ass out of his bar, but he received a bad wound from a rusty piece of metal that was visibly meant to be a sword. Iggy managed to stick a broken bottle of his favourite Grog into mutant leader Schmourgl's throat, while Little Kevin's heroic charge smashed the skulls of the remaining mutants into a bleeding pulp. Both bikers then escaped using the back door, fot it wouldn't be long before the militia arrived. With all the flamer carriers dead, the mutants' mission certainly was compromised.

Spiky's squad, after killing an innocent child who should have stayed home, welcomed the imperial patrol by killing one of its men.

The cops retaliated by killing 2 mutants, who decided, after another volley of unlucky shots, to engage the enemy in close combat.

The fight was obviously extremely violent, and with the death of Spiky in the melee, the rest of the mutants fled to the manhole,
shooting another unlucky civilian on their way.

The cops preferred to let the reinforcements deal with the mutants, but the second squad didn't manage to pick out the last two mutants.

Final Score :
Empire : 40pts (8 mutants killed)
Mutants : 14pts (7 humans killed, no building on fire)

 

EDDI DIED (well, at least, he was supposed to)

Still seeking revenge, the mutants sent one of their snipers, escorted by the brave fighters who had survived their previous operation,
to kill Eddi, a popular artist whose death would certainly deal a serious blow to the humans' morale.

From the sewers emerged once again a group of filthy mutants ; in order not to alert anybody, they decided to attack the two civilians who were near the manhole in close combat. One of the mutants quickly killed the first man with his sword, but rather unexpectedly, the old man managed to break open the sniper's skull with his walking stick, which was sort of too bad for the mutants again.

The mutant freaks then decided to climb up the building from which they would get a clear line of sight to the stage on which Eddi was singing "Don't Be Cruel".

"Bang-Bang !"
Eddi hit the ground amidst the crowd, at his bodyguards' feet. With both legs shot off, he wouldn't be on stage for a while.
Fortunately, he was avenged by the police, who shot the two muties before they could reach the manhole and escape.

The game was considered a draw.

 

 

It Came From The Sewers (again)

A group of Skaviets, the tunnel rats of Negromundheim attempts to rob the cargo of an immobilized convoy – weapons and explosives, mainly.
Moving stealthily, they were not detected by the imperial militiamen until they tried to stab the sentries.

More guards arrived as the alert was given by a surviving sentry ; shots were fired and bodies fell on both sides.

The skaviets were forced back into the sewers, taking only one box of ammo with them.

The game was considered an imperial minor victory.

 

Back to the Campaign page