September 9, 2010, Thursday

Dominate

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Contents

[edit] Introduction

This 2-player scenario was designed with players who are entirely new to Golgo Island and the WarEngine in mind. By following this step-by-step guide to the game, you will be able to enjoy your first Golgo Island game quickly using the more elementary mechanics of the system.

[edit] Game set up

What you need:

- a 36”*36” game area, with some terrain on it.

- 5 six-sided dice.

- a tape measure.

- Miniatures: 6 Hero figures (each player controlling 3) corresponding to the profiles listed below, and 10 Creatures. The creatures can be anything you have in your collection and can be considered expandable and easy preys for mighty heroes such as those you’ll be leading to glory – big bugs, savage animals, zombies, cannibals, cavemen… Anything will do for the Creature profile used in this trial scenario – you’ll want to use more accurate stats in later games.

- 3 sets of 7 markers. You can use anything you have: paper chits, pawns, beer lids… We use some aquarium coloured plastic stones/gems you can find for cheap in most pet stores; here 7 blue, 7 red and 7 grey stones would be ideal.

- 30 to 60 minutes of your time :)

[edit] Figure Profiles

For this scenario, we have selected Hero Profiles from the “official” Golgo Island characters. We have chosen those particular ones because they are types common enough for you to have a befitting figure in your collection, and they have very few Tweaks (i.e. Character traits). They come with a very basic description of what the figure you need should look like. If you don’t have all the required types in your collection, you may perfectly take duplicates of any profile and apply them to different figures. We have slightly adapted the profiles for ease of use for someone who is entirely new to the game, so they are not to be considered as references for “regular” games – you’ll find their actual profiles in the adequate sections of the wiki.

The values you will need to check out for this intro game are:

Mv: the figure’s Movement, in inches.

Df: the figure’s Defence statistic.

R: an attack’s range.

AV: an attack’s power.

Hero Points: The figure's supernatural ability to turn the situation to their advantage; listed under the Hero's name, along with its profile Tweaks.


[edit] Robert Leclerc

A sly guy with a handgun.

Qty PP Description T Mv Df Mn CR
1 38 Robert Leclerc C 9" 3k2 3k3 -
2 Hero Points
WP Weapon R AV AE AET
6 Boxing - 2k1 - -
20 Pistol 12" 3k2 - -
6 Twist - 2k1 - -
70 Total Points


[edit] Thor Pasadenas

A close combat tough guy, preferably unarmed.

Qty PP Description T Mv Df Mn CR
1 40 Thor Pasadenas C 9" 3k2 3k3 -
2 Hero Points, dodge*
WP Weapon R AV AE AET
10 Lucha libre - 3k2 - -
12 Mucha Lucha** - 2k2 2x CC
8 Twist - 2k2 - -
70 Total Points

'*'The Dodge tweak gives Thor a +1k0 bonus when defending against close combat attacks – making it 4k2.

'**'This close combat attack affects 2 figures in base to base contact with Thor. Roll once for the attack; all targets will have to defend separately against that score.


[edit] Renato Ramirez

A shotgun-totting wimp.

Qty PP Description T Mv Df Mn CR
1 34 Renato Ramirez C 9" 2k2 3k3 -
2 Hero Points
WP Weapon R AV AE AET
4 Wimp boxing - 1k1 - -
20 Shotgun 12" 3k2 - -
12 Twist - 3k3 - -
70 Total Points


[edit] Gunther

A thug armed with a close combat weapon.

Qty PP Description T Mv Df Mn CR
1 36 Gunther C 9" 2k2 3k3 -
2 HP, dodge*
WP Weapon R AV AE AET
10 Baseball bat - 3k2 - -
10 Baseball bat - 3k2 - -
14 Twist - 4k3 - -
70 Total Points

'*'The Dodge tweak gives Gunther a +1k0 bonus when defending against close combat attacks – making it 3k2.

[edit] Walter Kotchev

A character carrying a submachine gun

Qty PP Description T Mv Df Mn CR
1 24 Walter Kotchev C 9" 2k2 3k3 -
'
WP Weapon R AV AE AET
6 Brawling - 2k1 - -
27 Sub Machine Gun* 18" 2k2 - -
Multiprofile: Full Auto 12" 1k1 2x Bu
10 Twist - 3k2 - -
69 Total Points

"*" When firing his SMG, Walter can either make a 2k2 18” ranged attack, or make a 1k1 12” attack that will affect 2 figures within 3” of each other and in Line of Sight.


[edit] Kid Robert Capron

A street fighter.

Qty PP Description T Mv Df Mn CR
1 36 Kid Robert C 9" 2k2 3k3 -
1Hero Point
WP Weapon R AV AE AET
8 Street fighting - 2k2 - -
8 Street fighting - 2k2 - -
8 Street fighting - 2k2 - -
16 Twist - 4k4 - -
70 Total Points


[edit] Creatures

Oh my god! It's a zombie/cannibal/ninja/maniac/snake/killer ape/zorgl/scorpion/giant spider/blob/mutant fishman/angry goat...

Qty PP Description T Mv Df Mn CR
N/A N/A Creature C 9" 1k1 2k2 -
'
WP Weapon R AV AE AET
N/A Bite/punch/sting/whatever - 1k1 - -
N/A Total Points

[edit] Scenario Description

In this 2-player scenario, rival forces meet compete to secure domination over an important area infested with dangerous creatures.

Because they want to set up their camp there. Search the area. It’s a strategically important place. The place is the last stand before an even more important area. All in all, they must control the zone - them big-noses mustn’t.

To dominate the zone, players must control as many of the 7 key-points in the area as possible. To do so, they must bring one of their figures in contact with the markers laid on the game area. We’d use the grey stones at set up, then when player A touches one, replace it with a red stone; when player B touches one, replace it with a blue one.

The winner is the player who has wiped out all his opponents’ heroes, or, if both players still have at least one hero on the tabletop, the one who has more markers of his assigned colour at the end of Turn 5.


[edit] Deployment

Both players will deploy their group of 3 characters on opposite table edges. Place markers first. One in the centre of the game area. One 12” on its left, one 12” on its right, parallel to the players’ deployment edges. Then, place the other four, each 9” away from the table edges. In the end, you should have an hexagon with one gem in its centre. In later games, depending on the story you want to tell and the terrain configuration, you will want to adjust this and use non-geometric marker set-ups, but for this introductory scenario we thought it was best to have something more rational.

Once markers are placed, deploy your creatures in a similarly fair fashion on the tabletop. Then only, each player rolls a dice – the loser deploys one of his heroes first, then players take turns to deploy their figures.

[edit] The Basics of the Game

[edit] Activation and Turn sequence

Once the heroes are deployed, it’s time to roll for initiative – the winner plays first. In multiplayer games, the winner would also decide who plays next – by saying if players activate clockwise or anticlockwise. A Hero’s activation will typically consist in moving (9” for the heroes used in this scenario), attacking, and using his “Twist”. They can carry out those actions in any order they wish. They can move 3”, use a first attack, move 2”, use their “Twist”, move 4” and use a second attack, for example. One unused attack may be placed in Reserve as described later. Once a Hero has been activated, the opposing player activates one of his – and they take turns until both have activated all their Heroes. Then they can start another turn, roll for initiative again, and once again take turns to activate their Heroes.

[edit] Combat

When a figure has an enemy within line of sight (using the common sense rule of “the figure can actually see the target”) and range (that is, is in base to base contact for close combat attacks, or within the distance in inches stated in the Range value of their attack), they can attack them. Figures have XkY values listed in their Df (defence) and AV (Attack Value) profiles, where the ‘k’ stands for ‘keep’, X for the number of dice rolled, and Y for the number of dice kept. So you roll the number of dice before the ‘k’, but keep only the number of dice after the ‘k,’ usually the higher ones. For example, if you have a Defence of 4k3 and roll four dice getting 6, 4, 3, and 1, you would keep the three best for a score of 13. Combat is resolved by comparing the score of the attacker’s AV roll to the score of the target’s Df roll: if the attacker’s score is higher, the target is removed from play.

[edit] Creature Activation

This is when your Heroes’ Twist AV intervenes. To make it short, Twists are there to restore the balance between weaker and better Heroes by providing the former a little help. In this scenario, the Twist roll score is used to determine how many Creatures you can activate (it’s the “Creatures Magnet” Twist). For every 5 points scored by their Hero, players get to activate a Creature immediately (which means moving it, and making it attack). The same creature can not be activated more than once per turn. The effect is cumulative, so, for example, if a Hero with a 3k2 twist value scores 11, he can activate two creatures immediately. When a Creature is removed from play, the player who killed it picks it up and keeps it. They will redeploy it at the beginning of the next turn, before any Hero is activated, either at a table edge or in a cover. Depending on the terrain set up, players may want to define clearly at the beginning of the game where Creatures can be respawned.


[edit] Particular Combat situations

[edit] Firing into Close Combat

Sometimes it may be a great idea to shoot at two figures engaged in close combat, like when they are both enemies or if you don’t really care whether you kill your own man or not. It is perfectly acceptable to shoot at figures in close combat with one another. If you do, roll a single attack roll. The attack affects a number of figures in the combat up to the number of kept dice in the attack roll (generally two, in this scenarion). If less dice are kept than there are figures in the combat, randomly determine which figures are affected. All affected figures roll their defence as normal. Figures in close combat may not benefit from the “Did Not Move” defence adjustment.

[edit] Leaving Close Combat

There is a special out-of-sequence time that figures may attack enemy figures. If you want to move your figure out of base-to-base contact with an enemy figure, you are allowed to do so as part of a Move action. However, the enemy figure will get to immediately use any and all of its close combat attacks on your figure. These are extra attacks – the enemy figure does not lose any of its attacks when it subsequently activates. If your figure survives these attacks, it may move away normally. If you are in combat with multiple opponents, they may not use a massed attack, but rather must use their attacks individually.

[edit] Reserve Attack

A reserved attack is an attack you have chosen to hold in case a better opportunity to use the attack presents itself between the time you reserve the attack and the next time the figure activates. A Hero watching for something to shoot down, or lurking behind a corner ready to whack the next guy to peek around are both examples of a reserved attack.

A Reserve Attack action, if taken, must always be the last action a figure takes. If the figure has not used all of its weapons that turn, you may choose any one unused weapon to reserve.

To use the reserved attack, you simply interrupt whatever your opponent is doing and make the attack. If your opponent is attacking your figure and your figure has a reserved attack, you may use your reserved attack, but your attack is simultaneous with your opponent’s. You have to announce the reserved attack before your opponent’s attack is resolved – you can’t decide to use your reserved attack just because the other guy killed you! Two such simultaneous attacks could very well result in both figures being destroyed.

There are some limitations on when you may use a reserved attack. In this particular scenario, you may only use a reserved attack under two circumstances: when you wish to use the reserved attack against a currently active enemy (Hero or Creature), or during your own activation of a group of Creatures. The first of these is a little simpler. Your opponent is moving / attacking with a Hero/Creature. If your figure has line of sight and has an attack on reserve with enough range, you may attack that enemy. You may not use reserve fire to attack some other enemy at that time.

The second circumstance is used when you are activating Creatures and want them to mass their attacks on an enemy Hero in a joint effort to destroy them. You can move a Creature up and put it on reserve, move and attack with one or several other creatures you can activate with your “Twist” attack, then use the first figure’s reserve attack. See the Attack or Defense adjustments section for more on this. Attacks placed on reserve can be used until the Hero’s next activation.


[edit] Attack or Defence adjustments

[edit] Did not move

Heroes who haven’t moved yet this turn get a +1k0 bonus to defence and attack rolls.

[edit] Cover

Figures in light cover (which is the most common) get a +1k1 defence bonus; figures in heavy cover (which should be exceptional – like when line of sight to a target is largely blocked by a “hard” piece of terrain) get a +2k2 defence bonus.

[edit] Hero Points

Figures with Hero Points can use them to adjust their attack or defence roll upward in order to either survive an attack that would have killed them, or take out an opponent that would have survived. The attacker applies Hero Points to his attack roll before the defender applies Hero Points to his defence roll, although both attacker and defender roll their dice before adding any Hero Points. Normally, this means the attacker can choose to increase his attack roll to higher than the defender is capable of increasing the defence roll, guaranteeing a kill. Hero Points can be used once per game, once they’ve used, they’re gone.

[edit] Massed attacks

In this scenario, a massed attack can occur when multiple Creatures team up to make a stronger attack than they could normally make. One figure is determined to be the primary attacker and the basic attack roll is based on that figure’s attack. The secondary attackers are other Creatures that have available reserved close combat attacks.

The primary attacker makes his attack as normal, but for every secondary attacker assisting he gets an extra +1k1 on the attack roll. However, the most dice that can be kept is twice the number the attacker would normally get, or five dice if the attacker could already keep three or more. So for the Creatures used in this scenario, all close combat attacks have a 1k1 AV; the first secondary attacking creature brings the attack to 2k2 AV, and additional attackers to 3k2, 4k2 etc.

Example:Kid Robert activates. He moves 9” towards the nearest objective and rolls his Twist. His Twist AV being 4k4, he rolls 4 dice and keeps the results of all 4. He gets 4, 4, 5, 2 – that is a total of 15, just enough to activate 3 Creatures. Uh-oh, looks like those 3 scorpions are heading your way, Maniac Nerd. Kid Robert moves the first scorpion, reserves its attack, moves the second, reserves the attack again, then moves the third and declares an attack. The primary attacker is the active 3rd scorpion; it gets the support of the other two, bringing the attack from 1k1 to 3k2. Ouch, that stings! Once this Twist attack has been resolved, Kid Robert reserves one of his close combat attacks and ends his activation.

[edit] Going Further

Now you’ve played your first Golgo Island game, don’t think you’re done with this scenario. First, do not forget that this was just an introduction to the system, and the complete rules will give even more depth to your games. Then, the experience of that first game will serve, and many factors give this scenario, as well as the others listed, great replay value. On top of that and the variety of characters that can take part in a Golgo Island game (including some you can design yourself once you are familiar with the complete rules), this scenario is customisable very easily thanks to a number of very simple additions. By using some of our suggested special rules (see the adequate section of the Golgo Island rules for those), you can give this scenario a completely different feel. For example:

- pull a random event card every time your figure passes on a marker.

- Decide than instead of "dominating" by changing the markers' colour, the players must pick them up and carry them, or even take them to a determined location in the game area.

- Toss in a couple bigger critters that will have a better profile, require a higher Twist roll to activate and won’t necessarily respawn.

- Make the area the lair of a powerful monster that will be activated on a 7 Twist roll.

- Use one of several more Twists.

We hope you enjoyed the read and will enjoy the game even more :)

For any feedback on this, please contact banana.tyrant@gmail.com