Sunday, 8 February 2026

Path of Damnation: Organised Chaos

After a bit of a hiatus, I've finally got around to working on the last few models for my Oldhamner Nurgle army by completing the command models for my unit of Chaos Warriors.

This includes a Chaos Sorcerer of Nurgle. Along with a standard bearer and a musician bringing along a little bit of star quality to the army.

This is because two of these models are actually converted Blood Bowl star players.

The Chaos Sorcerer, however, has nothing to do with Blood Bowl and is one of the frankly excellent range of metal Chaos Champions that were released around the same time at Realms of Chaos: The Lost and the Damned.

This model, along with a small handful of nuglings and a single Pestigor, is one of the factors that convinced me to sell my soul to Grandfather Nurgle, as I couldn't see a scenario where this model would fit into a force dedicated to one of the other powers.

The standard bearer is based on Dorjak Sureclaw, a Chaos Star Player for the second edition of Blood Bowl. He was a somewhat lacklustre player, having fairly average stats, a couple of minutes not skills and the claw mutation.

It always seemed odd to me that he had the Sure Hands skill as he wouldn't be handling the ball with his claw. Mind you, his other hand is massive.

The claw and big hand perhaps suggest Dorjak might be more suited to the service of Slaanesh or Tzeentch, but the gods of Chaos are fairly easy going when doling out mutations.

I'm not massively happy with the banner. It feels a bit too simplistic but I'm never great with free-handing.

Also from the second edition Blood Bowl stable of Star Players is my musician, Galmen Goreblade, who was much more useful in a Chaos team, being fast, strong and having the Mighty Blow skill.

I really like the fallen noble aesthetic of this model.

To make him a musician I have used the same trick I used on my Age of Sigmar Skaven. Giving him a bell-flail. This is also a nod to a very old model in the Chaos range that has a similarly blank helmet and was armed with a mace and a bell.

And so there we have my full unit of Chaos Warriors on foot (the Warhammer Quest model will be the unit champion).

I want to do something more with the banner and there hasn't been an edition of the game where 10 expensive and easily avoidable heavy infantry haven't been a bad choice, but perhaps having a sorcerer in their ranks will bring the enemy to them.

I just have a handful more thugs/Beastmen/marauders to finish off and my Path of Damnation will be complete.

Acquired: 11
Painted: 50
Lead Mountain: 723

Friday, 6 February 2026

Fallout Sandbox: Wilderness Walk

"You see," Scope continued, "Super Mutants aren't too hard to track visually, but they do leave traces other than a trail of blood and gore.

They disrupt background radiation in identifiable ways, if you know how to look and have the right tech."

He smiled, "fortunately for you, I can teach you how to look and tell you where the tech is."

He explained that the old RobCo factory just outside Haven City had the necessary sensor arrays but Elara and Robbin would need to bypass the security measures.

Scope studied their faces and pointed to the PipBoy on Elara's wrist, "I can programme that to do what's necessary when it's linked with the RobCo system, and I'll also programme it to download the data I need in return to get you back into your Vault."

Elara and Robbin looked at each other the back at Scope and nodded. If Scope was right, Robbin could rescue his brother and Elara could be one step closer to going home.

Following the mission to find the tech-salvager Scope Calder, Elara and her companions, Robbin the Scavenger and Marlene the Settler decided to head to Haven City before making for the RobCo factory.

The reasons for not going straight for the factory were twofold. Firstly, although Robbin had recovered from his rat bites, Marlene was still poisoned as I've decided that 'injured' on the recovery table means the character has a condition. Poisoned made most sense.

The second reason was that Robbin managed to injure himself again whilst foraging and would miss the next battle. Therefore I needed to get to a settlement and get my team healed before making for the factory.

Unfortunately, the travel table had other ideas.

I was once again 'waylaid by foes' and so another 'passing through' battle needed to be fought, this time in the 'wilderness' and on a 4'x1' table.

I was going to have to run the gauntlet.

To complicate matters, I was without Robbin (at least this would save on medical bills) as he was injured and bringing up the rear whilst the others scout ahead. Also, unless I found some healing, Marlene only had five rounds until she collapsed from the poison coursing through her system.

I was going to have to get moving.

The closest inhabitants were generated as a pair of Feral Ghouls. They are least should be slower in getting to me, but they had the punch to cause me real issues if they got close.

Two more inhabitants tokens lurked further down the table, waiting for Elara and Marlene to get closer before revealing themselves.

"That's the direction I saw movement in," said Elara. "We need to check it out, but it's probably best if we let Robbin rest that ankle of his."

Marlene nodded silently.

Elara had noticed that the settler she had saved had barely spoken for the last hour and was not looking too well. She tried not to think too hard about it. She could let them both rest, who knew what was lying in wait.

Suddenly the all too familiar shapes of Feral Ghouls lurched towards them. These seemed more robust that those Elara had encountered in the vault, but they were definitely suffering from the same dreadful affliction.

One of the stumbled forwards but to Elara's surprise suddenly ducked behind a ruined wall.

Could they think? Were they sentient? Elara's mind raced.

Two loud shots boomed out of Marlene's pipe-rifle and the still visible ghoul crumpled into a heap. Marlene was one hell of a shot!

Seeing no reason to wait around for the hidden ghoul to jump out at her, Elara darted forward, trying to draw the creature into Marlene's deadly sights.

As she ran, she tripped on what seemed to a pipe jutting out of the ground and a jet of noxious fumes billowed out, enveloping her and sending her Pipboy's Geiger counter into overdrive.

As Elara coughed a spluttered in the toxic fog, she turned just in time for her streaming eyes to see the ghoul staggering towards her...as planned.

Marlene's pipe-rifle sounded and a chunk was blown out of the creature's side, but it still came one.

Narrowly avoiding it's clawlike hands, Elara managed to bring her pistol up beneath its chin and blow the ghoul's head clean off.

Her head still spinning, Elara pushed on. Looking over her shoulder she saw Marlene following.

Elara was glad she had the support. Marlene's deadly aim was reassuring, although the way her shoulders were sagging and her head dropped were equally worrying.

A rattling and whirring sound drew Elara's attention back to the mission at hand as a battered pre-war Protectron lumbered slowly into view.

The robot was walking steadily forwards and didn't seem to have registered their presence.

Elara hoped it would stay that way. She was not sure that either of them were in a fit state to take on the Protectron's deadly lasers.

The robot continued trundling forward, as if on some preprogrammed route. Marlene was right in front of it, leaning on a pile of rubble got support, but the Protectron carried on past, oblivious.

Looking further ahead, Elara though she saw a larger shape emerging from behind a burned out car, but breathed a sigh of relief when it turned out to be just a knot of tumbleweed caught on the fender.

A noise behind her caused Elara to look back.

The Protectron had stopped and was apparently facing her. Had it recognised a threat?

After several tense moments Elara realised that the robot had responded to the noise, just as she had.

It was the noise of a body falling to the ground.

Marlene lay in a heap by a ruined wall. Whatever she'd been struggling with had finally overcome her.


Elara didn't know what to do. She had no medical supplies and they were far from help. With Robbin injured, she would not be able to move Marlene, let alone get her to Haven City.

At least the route was clear. Well, it would be when that damned robot stopped staring at her.

***

For the second time, and Into the Wasteland scenario begins with life-threatening danger and peters off into tense, anti-climactic exploration.

I will admit that with Robbin injured, Marlene poisoned and Elara on half health after drawing a danger card from searchable token, I thought the mission would be impossible to complete.

However, I got very lucky drawing a Battered Protectron that did not engage and the third inhabitant token turning out to be nothing.

On the other hand, I got less lucky when the recovery roll resulted in Marlene's death. It's a shame because she never really got into the storyline and her accuracy was a massive boost.

To add insult to injury, she broke the bolt-action pipe-rifle in her fall, so I only managed to retrieve her measly switchblade.

The only upside of this mission was that the News Travels roll turned up a contract when we get to Haven City. Maybe this was the reason Marlene was heading in that direction and Elara found the details on her body. I'll wait and see what theduce turn up before making a final decision.

Elara and Robbin look like they are going to have to face the defences of the RobCo factory without any backup.

Sunday, 1 February 2026

Fallout Sandbox: On the Trail

"I'm coming with you, you know."

Robbin looked at Elara quizzically. She smiled.

"You're obviously thinking of going after these Super Mutants, or whatever they're called, and given how close we came to being killed by just one of them, you will need some help."

Robbin looked about to protest. Elara interrupted him before he could raise an objection, "look, You've saved my life twice already, and it's not like I've got anywhere better to be. I just have one question before we head off."

Robbin looked stunned, "if it's about where we are heading, I know this guy, Scope, a tech salvager, who might no how to track..."

Elara interrupted again, "no, not that. I just need to know...why does your brother have a Minigun in his tool box?"

After the last game in my Five Leagues/Fallout campaign, I knew that Elara and Robbin would be going after the Super Mutants that have taken his brother Indy, and I knew that would mean going after the quest giver that appeared as a result of the News Travels roll.

Calder Havelock—known in Scrap Hill as “Scope”—is a reclusive pre-war tech salvager and signal tracker. He comes and goes from the town, but Robbin had seen him a few days earlier in the foothills of Rockwind Ridge and figured that if they moved quickly, the pair should be able to catch up with him and get his help locating Ravage's Super Mutants.

However, before they set off, there wwre a few things to do in Scrap Hill first:
 - Elara sold the Minigun and flip lighter they had found;
 - they also engaged in 'hard work' for 10 caps, which I reasoned was a bounty from the sheriff on bringing in a Super Mutant head;
 - Elara then used some of the caps to upgrade her profile to Sole Survivor (which is how I'm addressing levelling up).
 - I equipped Robbin with the board and Elara took the spare bolt-action pipe-rifle as a back up.

With no encounter or location to explore when they caught up with Scope, there was just the small matter of a Travel roll...which naturally turned up a 'waylaid by foes' result.

This result plays completely into the format of the Into the Wasteland scenario generation system, which is designed for random encounters.

The only changes I made were pre-selecting the 'passing through' purpose card, reducing the range of possible locations and having the number of searchables and inhabitants due to the size of my party.

The goal was for Elara and Robbin to get to the other end of the board, dealing with any hostile inhabitants. Most of these were general wildlife, but there was a possibility of coming across a Battered Protectron, a Radscorpion or even a Deathclaw.

As per the Into the Wasteland rules, the closest inhabitants were immediately generated to be somewhat oxymoronic 'protective' Rabid Mole Rats.

As you can see, I'm using alternative models. Given that I've just encountered Giant Rats for the first time in Fallout: New Vegas, I'm really pleased how appropriate my proxies look. Let's hope they are as non-threatening as their digital inspiration has proven to be.

Elara and Robbin looked out carefully across the ruined buildings. Elara could swear she had seen movement amongst the rubble.

She'd already learned the value of caution, and was determined to not get herself hurt again by rushing in without thinking.

Suddenly Robbin was knocked backwards by huge rats that appeared as if from nowhere, desperately trying to bring his pipe-rifle up.

Before she could respond, more of the critters leapt out at Elara, who ducked and dodged, feeling eerily calm as she put a 10mm round through first on rat, then another, then another.

She briefly pondered why nuclear fallout seemed to have made everything bigger except humans.

As she put her boot through the skull of the final rats that was troubling her, Elara turned to see Robbin getting the worst of his fight.

Without pausing for breath, she raised her pistol and ran to his aid.

As she engaged the rats, Robbin seemed to sag. He was clutching his arm and the colour was leaving his face.

Concern growing in her, Elara fired into the monstrous rats, and kept firing until all that was left was twitching fur.

Robbin had managed to prop himself up against a wall, but something was very wrong. The would in his arm had already gone green. There was clearly something foul in the rats' bite.

"Stay here," she said, "I need to check these ruins are clear before we try to move you."

Robbin, seemingly exhausted, just nodded.

Advancing cautiously, Elara found no more rats, even when she encountered what appeared to be their nest. It was empty, save for a switchblade knife, which gave Elara a moment's pause before she pocketed it.

Suddenly her attention was drawn to a quiet groaning from behind a rusted vehicle.

Curled up by a wrecked Phoenix Fizz machine, Elara found an injured woman clearly suffering from more similar, but more advanced, symptoms to Robbin.

Unable to help her immediately, Elara promised to return for the woman after she'd scouted the area for further threats.

However, smdespite jumping at shadows a few times, not further creatures materialised, and shortly Ekar returned to Robbin and the woman, hauled them both to their feet, and the trio made their way extremely slowly towards their destination.

***

After a very rough start, I got extremely lucky with no further inhabitants showing up for what remained of the game. On the other hand, very few items were retrieved.

I made the decision to recruit the wounded farmer, Marlene, as a Settler, and equip her with the spare bolt-action pipe-rifle and the switchblade. We might learn more of her story later, but for now she's sticking with Elara, mainly because she's still poisoned.

Fortunately, Robbin made a full recovery.

The other reward for completing this mission was reaching Scope Havelock and being given what I shall now be referring to as the main quest (as a way to differentiate between this multi-part odyssey and the card-based quests like Robbin's Revenge mission.

Scope stared greedily at Elara's Pip-boy. Once he had seen that she was a Vault-Dweller, the old man had been only too happy to provide Robbin and Marlene with anti-venom, offer a solution to tracking the Super Mutants and even help Elara to gain re-entry to Vault 26.

His price: that Elara run a few potentially hazardous errands for him, and, when the time came to return to the Vault, she would take him with her.

With no real alternative, Elara had agreed to his terms.

Friday, 30 January 2026

Fallout Sandbox: Oh Brother, Where Art Thou?

Elara trudged slowly behind Robbin as they made their way down from 'Rockwind Ridge' and towards an unpleasant sounding settlement know as 'Scrap Hill'.

Robbin was a scavenger and wandering merchant who had driven off the ants surrounding Elara and dragged her out of danger. He had nursed her back to health and patiently escorted her back to Vault 26, only to discover the door sealed, seemingly for good.

She suspected he had hoped to gain access to the Vault, but now seemed happy for her company and talked openly about subjects she had absolutely no frame of reference for.

Apparently, organisation known as the 'Brotherhood' had destroyed a group of raiders by the 'Old Road', which seemed to be good news.

As she listened and walked, Elara considered her options. With no home to return to and no idea what lay in front of her, sticking with Robbin seemed the best course of action if she wanted to survive in this strange new world.

***

As you have no doubt realised, after the last game, I decided that the passing stranger who wandered by Elara's fight with the ants was the best bet for keeping her alive, and I used most of the items she had gained to add a Scavenger to her party.

However, there was a cost to her failure with the ants. Elara has lost her damaged hazmat suit, which makes sense given the mauling she took.

I also decided how to proceed with my campaign. Having recently picked up the Into The Wasteland expansion, I am going to merge it with Five Leagues from the Borderlands (also from Modiphius).

Five Leagues from the Borderlands will provide the overarching narrative and campaign mechanics, whilst Into The Wasteland will help with scenario creation. I'm not going to go into too much detail, but I'm tweaking both sets of rules as necessary to make it work.

The first step was the creation of a campaign map:

Based on my initial rolls the area includes the formerly industrial Haven City, two settlements: Scrap Hill and Rustown, and a small outpost optimisticly known as Greenleaf.

There are several other areas of note. Rockwind Ridge is a mountainous region containing several cave systems along with Vault 26. To the east are the Rad Wastes, whilst to the south is the Wasteland and Mirelurk Lake (ominously named, I know, but I do have the models). Linking the settlements is the Old Road.

The Five Leagues campaign focuses on the eradication of three major threats. Based on my collection, my threats are: Raiders troubling the Old Road, Super Mutants lurking in the Rad Wastes and an Enclave detachment that has recently moved into the area. It's all very Fallout 3.

The Brotherhood of Steel are also at large, but not viewed as a threat, especially as the first 'News Travels' roll saw them reducing the threat level of the Raiders.

Travelling to Scrap Hill was largely uneventful and gained Elara and Robbin a Story Point, and the following day the pair met the locals and gained another. With no adventures immediately arising, I decided to spend a Story Point to purchase a Quest card - this is my adapted mechanic for Story Points, which can also be used to gain Explore cards.

I drew 'Revenge', which involves an abducted brother (probably Robbin's). Missing family members are in Fallout's DNA, and so I opted to immediately head out on patrol to begin the hunt at the family farm and ran smack bang into Super Mutants.

At least it's clear who has Robbin's brother and why.

The objective was clear. Eliminate any Super Mutants still around the farm and gain information on where 'Indy' is.

***

Despite the clear day, the empty mutfruit fields signalled trouble before they reached Indy's farm.

Robbin noticed immediately, drawing his weapon and indicating that Elara should do the same.

A terrifying roar echoed in the distance, as if something had spotted their approach.

Elara, however, saw nothing ahead and advanced into the ruins in the edge of the farm.

Noticing something glinting in the dirt, she spent a few seconds digging it out to reveal a small golden box. 

Having only recently learned that the local currency was 'caps', she figured she might be able to sell it.

A snarling sound caused her to look up.

She been to distracted and gone too far too quickly and looked directly into the ferocious eyes of some hugely muscled beast.

It looked dog-like, but she struggled to take in any details beyond the the massive slavering jaws.

The creature bounded over the rubble and was on her immediately. Elara's hands pushed desperately against its powerful neck, trying to keep those teeth from her face.

A shot rang out and the hound was momentarily knocked sideways. Glancing up, Elara saw Robbin, who had advanced more cautiously, with his smoking weapon aimed towards her attacker.

Seizing her moment, Elara broke away; the hound's knife-like teeth painfully dragging along her thigh, causing her to stumble.

Bringing up her pistol, she fired. The bullet thumped into the yelping beast's flank but failed to drop the hound.

The wounded hound once again leapt for Elara, but with it's attention focused on Elara, it failed to see Robbin charging. He brought the stock of his rifle thumping into its head and the beast slumped to the floor.


An exhausted Elara looked up and was horrified to see a massively muscled green giant bearing down on her. She scrambled away from the terrifying sight, firing wildl.

Elara now understood what Robbin had meant when he'd used the term 'super mutant'.

"You humans! So stupid and so weak!" bellowed the creature in a coarse grating voice, "could not stop Ravage taking farmer, will not stop Zap taking you!"

The mutant, apparently called Zap, barrelled into Elara, raining blows down on her. Again. Robbin attacked from the side but Zap seemed intent on smashing Elara into the ground.


As she fell beneath its mighty blows, Elara saw Robbin fighting for his life, managing at the last moment to connect his rifle butt with the mutant's skull, caving it in and ending the fight.

***

A victory. A narrow one, but still a victory. It got even more squeaky bum time when I rolled for Elara's injury and she died. However, Five Leagues from the Borderlands has a range of one time bonuses you can use, and so I used up my 'Lucky Break' and was able to ignore that roll. I am going to have to do something about her survivability and lack of caution.

I gained 3 Adventure Points for defeating some Super Mutants, and, using the Into the Wasteland rules for loot, I kept half of the remaining searchable counters on the board - gaining the Super Mutant's bolt-action pipe-rifle and board, and a minigun to go with the Flip Lighter Elara found in the dirt.

The 'News Travels' stage of the turn brought up a quest (the Five Leagues sort, not the Fallout sort) which I would need to travel to in the next two turns. It might make sense to kill two birds with one stone and combine this with the second stage of the Revenge quest cabrd in my hunt for Indy.

One thing that is certain is that that I've decided that the final part of the Revenge quest must involve Super Mutants and their leader Ravage. To make that happen, I might need to deliberately attack their camp in the Rad Wastes.

Which should be fun.

Sunday, 25 January 2026

Fallout Sandbox: The Ant-enna

Elara stepped out, blinking  into the dazzling light, her eyes adjusting to it's tone, so different to that created by the luminescent strips of the vault.

She gazed down upon the wide open space before her and her head span. Of course she knew that the surface would have open skies and and no walls, but knowing and comprehending were very different.

She had lived her entire life in the close confines of the vault and now the whole world lay in front of her.

The intercom of her pipboy buzzed into life with the crackling voice of the Overseer, "Elara, if you head to the southeast you'll find the antenna. It should be easy to spot."

Elara could see the dish. It was easy to spot. However, the familiar shapes moving around its base might mean getting to it was not so easy.

"Damn. I knew ants live in colonies."

Welcome back to the second part of my sandbox campaign for Fallout Wasteland Warfare.

Having cleared several intrusive pests from the top level of the vault, Elara Vance (Sole Survivor: Day One) must now venture out onto the surface to repair the faulty antenna which had caused the vault door to open.

She is equipped with her trusty 10mm pistol, a pair of binoculars and is wearing a damaged hazmat suit, which given the nature of the mission, might prove crucial.

She also has a couple of items she picked up in the vault that might be worth something to someone at a later date. I intend to use items with a caps value as a method of levelling up, purchasing items and hiring companions. However, narratively, none of that made sense right now.


Unfortunately for Elara; there is a giant ant colony living around the base of the antenna.

I'm using the Radroach Swarm unit card to represent the ants and I've put four of them in play as it's a roughly equivalent caps cost to Elara.

I randomised the location of their starting points and placed three searchables should Elara feel like getting distracted, although that seems unlikely.

I decided to put a six turn limit on this mission based on the fact that my adventure in the vault dragged a bit due to having no pressure to keep moving. Also, it made sense that Elara would want to get the job done quickly and get back home.

Turn 1

As Elara surveyed the area she had a creeping feeling she was being watched. Glancing round, she couldn't spot anybody, but if there was a hidden observer, she knew that her bright yellow hazmat suit would make her easy to spot.

Turning back to the problem at hand, she saw that she had three viable routes to take. To the left there were pools of liquid that her pipboy was telling were radioactive, and through the ruined building was direct, but she wouldn't have clear lines of fire on the ants that were sure to swarm at her.

The third option, the road, seemed the wisest. The ants would surely still attack her, but at least she'd see them coming.

Sure enough, a six-legged shape came scuttling towards her as she moved past the side of the building, its pincer clacking together feverishly.

I should note that during the vault mission I was incorrectly using the armour values printed on the Sole Survivor: Day One card, which were changed in an update some time ago. To be honest, Elara would have died in her first encounter with a Feral Ghoul if I hadn't, so I look at it as the tutorial mission. In this fight, she only has the hazmat suit, which is convenient as the Giant Ants (Radroaches) only do radiation damage.

Turn 2


Elara reeled backwards as the creature scurried at her, desperately trying to bring her pistol to bear.

Her first shot went wide echoing through the silent landscape, giving the impression of distant gunfire and almost certainly alerting the rest of the colony.

Elara's second shot found it's mark, blasting the ant's head from its body, but as it slumped to the ground she looked up towards the ruins in horror.

The creeping forms of ants were crawling all over the rubble and rushing directly for her.

Turn 3

The eeire quiet of the creatures was only matched by that of her environment and, for a moment, the world seemed almost frozen.

Then they were on her, claws and manbiles scratching and scraping, Elara trying desperately to get a clear shot, but to no avail.

In retrospect, it would have made sense to adjust the Radroach Swarm Bite attack to be a single attack worth 2 damage, rather than 2 weaker attacks. In not sure it would have made any difference, but these are so ngle creatures, not swarms.

Turn 4

In the midst of her struggle, Elara saw that a neutral party had entered the battlefield. Has this been the hidden observer? Would he help her?

Before she could call out to him, the man had clearly seen danger she was in and started to withdraw. Whatever he wanted, he wasn't willing to risk the ants for it.

Even though Elara didn't interact with the stranger, I drew the card to reveal a Wandering Merchant. This Scavenger had clearly been drawn by the prospect of loot. He clearly thought better of it as the random movement on turn five took him back off the table.


With no help in sight, Elara decided to make a break for it. She may get overrun by these things, but she had to complete her mission to protect everyone in the vault from suffering a similar fate.

She could feel sharp bites in her calves as she ran from the ants towards the antenna, but to her horror, more of the creatures scuttled at her from that direction.


Surrounded, Elara began to realise with a heavy heart that she wasn't going to make it back to the vault.

Even if she fixed the antenna, there were just too many ants.

She was going to die here.

Turn 5

Whether it was the weight of this realisation, the emanations from the clearly radioactive pool to her right or the unbearable heat of trying to run and fight in a hazmat suit, Elara felt sluggish and slowed.

Once again, she dragged herself forwards, using every ounce of her strength to try to reach her goal. All the while, giant ants nipping at her heels.

Turn 6

As she scrambled to the antenna and flipped open the circuit box she found that one of the wires had corroded beyond use. Aware of the ants closing in behind her, she quickly replaced the wire with one she'd pulled from the desk fan and in lieu of a soldering iron, used Wonderglue to fix it in place. 

As the ants reached her, she pulled the switch...

"Elara? Elara? Are you there? The system is working, at least partially. Well done...There's a problem, though. The door still won't close because the system is saying that a vault dweller is outside and alive. That's you...Elara, please respond...Elara, I'm sorry. We can't risk the radiation and those creatures you reported. I need to purge you from our system so that the doors can close...Vault 26 appreciats your sacrifice...I'm sorry Elara."

***

Yep, she failed the skill test to fix the antenna and then was brought down by the ants. A catastrophic failure.

Don't worry. She's not dead, and I'm not just going to reload a previous save point and play through the mission again. If the Courier can survive being shot and buried alive, Elara can get out of this scrape, but there will be a cost.

More details next time.