Thursday, 29 December 2022

MIB vs the Fallers part 3: Who Goes There?

After the confrontation with the Fallers in Part 1 and Part 2, MIB agents B, L, R and Y have made their way back to MIB facilities. Since the MIB failed to capture the Egg (see Part 1), HQ is worried that in fact one of the returned agents was eggsumed and turned into a Faller infiltrator.

In order to reveal the alien inside one of the agents and contain the damage, the four agents are moved to a remote polar MIB facility. They are accompanied by agents V and I, who are certain not to have been egssumed and can be trusted completely.

The game (using FfoL rules) starts with the MIB agents lined up to have their blood tested in the infirmary by the facility doctor. Agents V and I supervise the procedure and are the only ones armed (I don't have unarmed stand-in miniatures for the other MIB agents).


My son played the MIB and didn't know which of the agents was the Faller. The information he had was that at least one of the agents was suspected to be a Faller, only agents V (Leader) and I (Specialist, Medic) were armed and only agent V knew the access code to open the armory door. The mission was to find and terminate the Faller impersonating MIB agent(s).

The MIB facility 

I played the Fallers (all fearless and tough as nails) when they were revealed.

The good doctor had put on body armor to have some protection in case the Faller would jump him and tested agent B first, who turned out to be human and moved to the door leading to the armory. Next in line was agent R.


Agent R was the Faller! To my son's surprise I revealed that the doctor was also a Faller! He (now under my control) opened his medical briefcase, pulled out a pistol and handed it to agent R. The doctor subsequently charged agent I.


And smashed his skull with the briefcase, putting him out of action.


Agent R then fired his pistol at agent V, causing only a point of shock.


Slighty panicked by a shaken leader and the loss of his specialist at the start of the game, my son quickly moved agents L and Y away from the Fallers to agent B by the door.

Meanwhile the Faller leader made his way through the storage room towards the infirmary.


More of the facility personnel turned out to be Fallers and a knife wielding technician joined the Faller crew, entering from the rec room.


Favorable cards allowed the mostly unarmed MIB agents to escape the infirmary and head towards the armory.


One more Faller, carrying a crowbar, joined the crew.


Faller agent R rushed through the door and engaged in close combat with his former colleagues. Agent L succumbed to the avalanche of blows, but Agent Y managed to kick the Faller back into the infirmary and cause a point of shock.


The surviving MIB agents had almost reached the armory, but the Fallers were closing in.


The Faller doctor charged agent V and tried his assault with the medical briefcase again. He was however no match for agent V's superior fighting skills and went down with a wound.



Undeterred, the Fallers kept advancing while agent V succeeded with his task roll and opened the armory door.


Quickly, agent B grabbed an SMG (and exchanged his blood-splattered tie for a clean one).


Only agent Y hadn't made it to the armory yet. He was assaulted by a Faller and hit repeatedly with a crowbar, causing a wound and multiple shock. Fortunately for the MIB, the FfoL rules (as we read them) state that when shock exceeds the number of remaining wounds, the victim retreats away from the enemy. In this case into the safety of the armory. 


Before being able to slam the armory door shut, the Faller with the knife charged agent V. Agent V fumbled his close combat roll and his SMG was kicked out of his hands. Through an expertly executed series of martial arts moves however, agent V takes away the knife from the Faller, drives the knife into his head and kicks him out of the armory.

Two down, four more to go

The MIB agents took the time to recover from their wounds and shock while the Fallers were banging on the armory door, unable to get in.


The Faller doctor tried to treat his wound but accidentally inflicted a new wound.


Agents B and Y, now all armed with an SMG (and new, clean ties), stocked up on ammo and took up position behind the desk, facing the door. Agent V transferred the door controls to a terminal and stood by to open the door.



Incredibly, agent V failed his task roll 2 times ("remember: entering the wrong code 3 means you are locked out" I told my son), but on the third attempt the door opened and agents B & Y shred the Faller leader and the crowbar wielding Faller.


Faller agent R opened fire on the MIB agents, but was gunned down himself. The Faller doctor tried to patch him up, but failed.


In a last ditch attempt the Faller doctor charged agent V with his briefcase. Being a veteran of close combat against briefcase wielding opponents, agent V took out the Faller doctor effortlessly, ending the game with an MIB victory.


We had a lot of fun playing the game. The Fistful of Lead rules are perfect for these sort of small scale skirmish games. We kept forgetting to consistently apply dice roll modifiers belonging to the different traits of the crews though.