Skip to toolbar
Fallout Wasteland Warfare RPG

Fallout Wasteland Warfare RPG

Supported by (Turn Off)

Session Two

Tutoring 1
Skill 3
Idea 3
No Comments

Session two kicked off where session one ended, our Heroes loading their Jeep while an unknown group came over a hill towards them.

Choosing to hurry up and bug out with their spoils from the water and power building the incoming force revealed itself to be hostile and started firing at them.

The heroes peeled out with Sam our intrepid pilot/sniper proceeding as quickly as possible to put distance between them and began weaving between the abandoned cars and pot holes on the road out of town.

Unfortunately Sam was not as good a pilot as the team would like and failed her check while escaping.  Also she was not as good a mechanic and when checking over the vehicle the previous day after driving it cross country had failed to detect damage to the gear box.  As the jeep slammed down into a pot hole the gear box took a fatal strike and the engine began to loose power.

Realizing they did not have enough distance from the pursuing forces the party managed to pull off and begin to setup to repel the enemy forces.

Allowing the team to setup to prepare for them to arrive our sniper ducked into a nearby building for cover, the chemist took cover behind a vehicle, and our Soldier moved up next to a prewar frozen desert stand.

The two forces collided with bullets flying back and forth the soldier moved up to engage the raider forces in hand to hand with his super sledge.

Unfortunately some stray rounds hit one of the abandoned vehicles showing my players that we were in fact using the exploding car rules.

Leave a Reply

Supported by (Turn Off)