You are on page 1of 1

! 3 Highway-man Motorcycles.

need to take a few moments to think over what the players pro-
! 1 case of mini-missiles. It contains a mix of 6 Armor Pierc- pose, do so. You and they will find it a far more rewarding game
ing and 6 Plasma mini-missiles. Damage is 1D4x10 M.D. and when it’s the players calling the shots because it allows them that
1D6x10 M.D. respectively. moment of glory when it was their plan that helped saved the day.
! 2 NG-202 Rail Guns, each with two 1,200 round belts (that’s Here are four possible ways to do this (that I see), but there are
30 bursts per belt). Damage is 1D4 M.D. for a single round or others, and we suggest that the Game Master remain open to any
1D4x10 for a 40 round burst. Range is 4,000 feet (1,219 m). plan the players come up with for their characters. If they are un-
! Additional suits of armor. There are enough suits of armor that sure, Sir Cross can suggest a strategy if the characters don’t know
the characters can effectively replace any damaged parts. This what to do.
1. Ambush: Once the characters get in range the characters
will bring their armor up to full M.D.C. if previously damaged.
should be able to sneak around and get in close to pick them off
! A dozen charged E-Clips. This should top off any spent ammo.
a few at a time or to simultaneously attack several positions and
Note to the Game Master: You should leave it up to the play- catch the bad guys off guard. Or the group may be able to tell
ers to figure out how they divvy up the equipment to their charac- that the villains are gathering the townspeople up, pulling them out
ters. The vehicles are there so the player characters can quickly their beds and herding them like cattle to one particular location,
catch up to the mercs, and have the extra firepower and reloads and the heroes are able to set up an ambush/crossfire to either take
they are likely to need in the battle ahead. Additionally, the rail down the bad guys or leverage them to surrender. However, tak-
guns can be mounted on top of the Mountaineer and Big Boss. ing their weapons and letting them go, might see them return for a
grudge match. Note: The townspeople join the fight to save their
Catching up with the Mercs town at the first opportunity.
Game Masters may want to have anyone with the Tracking skill 2. Use Fire Fly as a Decoy: The dragon attacks, drawing the
make a roll. Finding the trail the mercs took will be easy. There bad guy’s attention and fire. While the mercs are busy fighting
are obvious tracks of at least two large, three-wheeled vehicles or chasing Fire Fly (they know Lady Cleo wants him dead), the
(Mountaineer ATVs) heading for town. Other tracks seem to indi- heroes sneak in to a) rescue the townspeople held captive, and b)
cate a Big Boss ATV and a few motorcycles. On a failed roll, the attack the bad guys from behind.
types of vehicles are unknown, but the path that the bandits/mercs Another decoy approach could also involve our heroes play-
took is still very obvious. ing dumb and coming back to town with Fire Fly on a flat truck
(one of Old Man’s Cooper’s trucks), seeming dead. Maybe even
covered in animal blood. When the mercs come out to inspect the
Defeating the Mercenaries dead dragon, everyone jumps them, including the very much alive
How do the characters defeat the remainder of the mercenary Fire Fly.
force and Lady Cleo? It certainly won’t be easy, but at least the 3. Nighttime Surprise Attack: Our heroes wait, watch and
characters won’t have to face both the mercs and the dragon to- quietly move into position. They wait to attack until half of the bad
gether. Lady Cleo has gone ahead, flying in her dragon form, guys are asleep and the other half are drowsy and not alert. The
to make arrangements to sell the silver she plans on the towns- player group automatically gets the initiative (no roll necessary)
people mining. That just leaves the merc leader, his second in and have first strike. Good luck.
command, and the rest of his soldiers; one or two dozen first 4. Blitzkrieg! Our heroes come in charging, guns blazing. This
level Mercenary Fighters. Note: Lady Cleo will come back at is all-out war! Meanwhile, it is Fire Fly who either sneaks in to res-
some point (G.M. discretion), but if her mercenaries are slain, cue the captive townspeople, who join the fight for their town, or
defeated or chased away, she is not likely to put up too much of who charges in from the rear. Either way, the heroes have the ele-
a fight. However, she will test the mettle of the group. If they and ment of surprise, maybe even terror – nobody expected the dragon
Fire Fly, prove too dangerous, she is likely to abandon the town to be fighting along side of the heroes (except, maybe, Lady Cleo).
and the silver mine — for now. She could become a reoccurring Again, our heroes have initiative, the bad guys need to roll a suc-
villain. cessful Horror Factor save of 16 or higher. A failed roll means
The player characters should once again have the advantage on each merc also loses one melee attack and G.M.s should roll for
the bad guys, especially if they use stealth tactics, to pick the mercs morale on a D20. 1-10 means half of the henchmen freak out and
off one by one as they round up the townspeople and set up a de- run for the hills!
fensive perimeter. Whether Lady Cleo is still in town or returns during or at the
As a Game Master, you never know what the players are go- end of this initial battle is up to the G.M. Just make it dramatic.
ing to try to do. Let them come up with a plan of their own. We Lady Cleo is evil and cruel, but she is a survivor and if her
encourage Game Masters to work with the players. Let them be the mercs are routed and the odds are against her, she may cut her
stars of the show. If the plan has any chance of working then go losses, turn tail and leave. HOWEVER, not before she tests the
for it. Use Sir Cross as a sounding board to help guide them. “That mettle of her enemies in combat. When she is down to half her
sounds like an excellent plan,” says the Cyber-Knight. “I don’t M.D.C., the evil dragon flees and is likely never to return. But the
know about that idea. It seems too risky to me.” only way to be certain she never hurts anyone again is to slay her.
You cannot always anticipate what people are going to do.
Even after running Palladium games for decades, we still get sur-
prised from time to time, and we love it! I always award extra
The Mercenaries
experience points when the players think of something I didn’t, Game Masters, remember, most of the bad guys are new and
especially if it works to help further the story. The key is being inexperienced, first level characters. Those bandits encountered
flexible and being able to think quickly on your feet. Or if you earlier are part of this mercenary group. Only their leader and the

You might also like