Table setup:
The
location of an hour-old firefight in a decade-old warzone. Buildings line a
central street or square and abandoned cars are scattered across the street. Small
street structures like a market stall or garbage containers offer additional
cover. The few civilians that have remained in the area after years of war have
made themselves scarce as hostiles may still occupy the area in some places. Several
bodies are laying in the street and on the sidewalks as silent witnesses to the
recent violence.
Local Ghoul interviewd on its views on vegetarianism and the climate effects of a carnivore diet |
Mission:
One side of
the game is a local insurgent team still reeling from the recent firefight,
reloading and regrouping in cover. Their leader is a hard-sought international
fugitive, whose presence has been revealed by the recent conflict. He suspects
his presence has been noted by mobile phone pictures and videos but must wait
in the area until transport arrived to take him to safety. He needs to escape
alive in order for the insurgent player to win.
The second
party is a Special Ops Team acting on the information that the insurgent leader
is present and trying to capture him before he escapes. He needs to be captured
alive due to intelligence that needs to be extracted from him.
The third party
is a small (and very hungry) Ghoul pack living in the vicinity and trying to
seize the opportunity to capture as much corpses as possible to sustain
themselves.
Deployment:
- The insurgents deploy in cover anywhere
on the table, leaving a 12” wide rim free across the four edges of the
table. Any single figure (no allied figure within 6”) may deploy Hidden.
- The SOT enters the table from
the side(s) of their choice.
- The Ghouls enter at random numbered
points on the table based on the roll of a D10. There are 5 entry points
numbered 1-5. When a higher result is rolled, no ghoul appears. When a 0
is rolled, 2 Ghouls appear. In that case, roll again for the location until
there is a result between 1 or 5. There are never more than 5 Ghouls on
the table. Ghouls may leave the table via any numbered entry point.
Scenario rules:
At the end
of every turn the insurgent player secrety rolls a D6 and adds it to the score
of the last turn, secretly writing it down. As soon as the tally reaches 21,
the transport arrives in the next turn. The transports are 3 soft-body trucks
or cars with drivers and some reinforcements. They arrive from a random table edge.
Hidden
figures are revealed when activated and may be placed on the table with a Hidden
counter next to them, or their position may be noted on a map of the table and
only revealed when Scanned or Activated.
Ghouls
Move 8"
CD 5 AG 6 SG 0 DC 4 ME 6
Armour -2 Lethality due to unnatural resilience
Combat either +2 or 2 dice and pick the best
Existential Terror: Before making a shooting or combat action against a Ghoul, the model must pass a Command Test with a +1 modifier. If the test is passed, the model may act normally. If the Test is failed, the model is frozen with fear and counts as being stunned for the remainder of the turn. Additionally, if a 6 is rolled the model is automatically Routed as he loses his sanity.
Ghouls are automated moving terrain. They will enter the table as indicated by the scenario and move toward dead, incapacitated or wounded figures in that order and drag them away. They will fight/attack only when cornered (their escape route is blocked by players) or to get to or defend prey. Always assume Ghouls in the vicinity of modern combat to be desperately hungry.
CD 5 AG 6 SG 0 DC 4 ME 6
Armour -2 Lethality due to unnatural resilience
Combat either +2 or 2 dice and pick the best
Existential Terror: Before making a shooting or combat action against a Ghoul, the model must pass a Command Test with a +1 modifier. If the test is passed, the model may act normally. If the Test is failed, the model is frozen with fear and counts as being stunned for the remainder of the turn. Additionally, if a 6 is rolled the model is automatically Routed as he loses his sanity.
Ghouls are automated moving terrain. They will enter the table as indicated by the scenario and move toward dead, incapacitated or wounded figures in that order and drag them away. They will fight/attack only when cornered (their escape route is blocked by players) or to get to or defend prey. Always assume Ghouls in the vicinity of modern combat to be desperately hungry.
Ghouls suffer Suppression as normal as long as they are not in b2b contact with prey. They will flee with prey when possible in any case. They will not voluntarily give up prey once in b2b contact with it and the entire pack will become immune to Suppression then.
Seeing a team member or civilian dragged away by Ghouls triggers a Suppression Test.
Optional:
Due to
their intelligence Ghouls can be Allied with (brrr) and used as figures. When
prey is within Moving distance they will need a Test to do what the player
wants instead of moving for the prey. Ghouls can’t use firearms but will be
able to use simple close combat weapons or tools. A Ghoul in b2b contact
with a corpse is beyond control and reverts to automatic behavior.
Assume the
Insurgent leader has the means to get the Ghouls to support him. The Insurgent
player may control the Ghouls as soon as they are on the table.
Optional:
The Special Forces use satellite/drone heat signature detection and insurgents may not Hide.
Optional:
The Special Forces use satellite/drone heat signature detection and insurgents may not Hide.
Forces:
Special Ops: 8 Elite operators including leader. Body armour, carbines/laser sights/red dots, flash and frag grenades, sidearm, close combat weapon, breaching tools
Insurgents: 1 Person of Interest, Trained Commander with assault rifle, sidearm and frag grenades.
20 Trained insurgents with assault rifles and 2 rocket launchers.
Insurgent reinforcements: 2 softskin vehicles with driver and 2 insurgent guards each
Ghouls: 5 Ghouls
Insurgents: 1 Person of Interest, Trained Commander with assault rifle, sidearm and frag grenades.
20 Trained insurgents with assault rifles and 2 rocket launchers.
Insurgent reinforcements: 2 softskin vehicles with driver and 2 insurgent guards each
Ghouls: 5 Ghouls
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