The plan is for a series of 'mad-max' games as follows :
########################## FULSOME BLUES ################
'Fulsome' is a desert world used by the Kraytonians as a prison for the solar neighbourhood. All facilities are run by Contractors. Prisoners can walk out at any time and take their chances in the desert, to save the Kraytonians the cost of locking them up. So the desert is now full of
post-apocalypse anarchist gangs, much as per Mad Max 2 .
These gangs go by the generic term 'Junkers'.
(Sound Check - Johnny Cash - "99 years in the Fulsome Pen" etc)
The Kraytonians and their Contractors will be played by the team of Umpires.
Players can choose from one of two factions :
1)Junkers = 'mad max' gangs - most players should bring these. Primitive Tech, Mob tactical doctrine, use the 'Hunter-Scavenger Mob' army list. No aircraft.
2)Anything else = space pirates, weapon traders, slavers, refugees hiding illegally on this dump.
Advanced or Standard Tech. NB : Army list by arrangement with the umpires.
House-Rules
Massive units are suppressed only on 6s.
All forces are 1250 AP for 'contemporary tech'.
Only Kraytonians may have Massive units unless these are Beasts.
Vanilla army lists, no minimum infantry, but only one unit of off-table artillery is permitted.
Only Kraytonians, Contractors and Space Pirates may purchase aircraft or gunships.
No HQs, but you may purchase a CV+1 for your CO if you wish. Maximum CV =10.
Remember to use the +10% AP for primitive tech.
Faction Rules :
Junkers : Hate the screws, attack them on sight. Loot contractors, they
have All The Good Stuff. May co-operate with other Junkers or attack them.
Contractors : Defend Yourself At All Times.
Kraytonians : Must protect Contractors. Must eliminate Space Pirates.
Suppress or ignore Junkers.
Space Pirates : [if we have any] Survive. You have no friends, but sometimes customers.
My plan is to set out a number of tables with pre-set terrain, and allocate places by a random draw.
A game ends after 60 minutes, or one side breaks.
We will then shuffle Junker players and play another round.
After three rounds we will set up a big multi-player game like last year : entitled "Mad Max - Beyond Fulsome". The Junkers will need fuel and some of the Good Stuff to have a decent chance in this 'showdown' game.
NB#1 : Your force starts with enough fuel in your vehicles for one battle. If you do not find more, all vehicles must be 'dug-in' and may not move in subsequent battles until you beg, find or loot some of 'the Precious Juice'. Hint : your opponent has one unit of fuel in his vehicles, which may be looted if his command breaks. So if you win a battle you can keep driving.
NB#2: the Fulsome desert is full of wreckage, hidden caches of loot and some unpleasant indigenous life. You can co-operate with another Junker and search an area for 'the good stuff', which might include fuel.
NB#3: In between battles Junkers and Space Pirate players may trade items of 'The Good Stuff' and 'The Precious Juice' between themselves.
##################
