September 9, 2010, Thursday

Golgo Island Scenario Special Rules

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[edit] Scenario Special Rules

This is a listing of the special rules most commonly used in Golgo Island.

  • Creatures spawning point: When a Creature is killed by a Hero, they pick up the figure and deploy it at the Creature spawning point of their choice during the next follow up step, instead of deploying them at a table edge of their choice.
  • I’m not quite dead: Heroes who have lost all their Hero Points (i.e., are “dead”) can respawn where they started the game during the next follow up step.
  • The monster’s lair: Our heroes are in the territory of a very mean individual, and the Creatures represent his lackeys. That individual is cornered, and wants to defend his territory and precious goods at all costs. Place an adequate figure in the middle of the table, and a few markers (3, 4 or more depending on the importance you want it to have on the outcome of the game) in contact with its base. He will not move from there, but will shoot those who want his precious goods. For every 7 points scored when rolling their twist, a player can make him use his missile weapon (it should be at least a 12” range, 2k2 AV attack). When defeated, that figure will not respawn.

[edit] Random Events

Depending on the scenario, you may want something unexpected to happen every time a figure picks up a marker (when parties are investigating, or searching an unknown and probably hostile area) or even every time a unit is activated. Prepare a deck of cards. If you want the events to correspond to a figure picking up a marker, take as many cards as there are markers on the table. If there is a special objective, use a red joker (see beyond), and divide the deck into two (or more, depending on the effect you want) piles - you will randomly place the objective in the last pile to be drawn from. You can decide to select the cards, and prepare the piles in accordance with the other players - or introduce more or less chance in the selection.

Here is an example of what you could do with the cards

All 1s: the figure gets to activate one creature immediately.

All 2s: the figure gets to activate two creatures immediately.

All 3s: the figure gets to activate three creatures immediately.

All 4s: Trap – the figure can reserve a 2k2 attack it can use against another player's figure.

All 5s: Nerve trial – the figure can reserve a 3k3 spooky attack it can use against another player's figure. The target is in quicksand, has heard the growl of a fearsome predator, saw a ghost, or faced another unnerving experience.

King of Hearts: health vial - the figure gains one Hero Point.

King of Spades: golden bullets - the figure may reroll the result of his next attack.

King of Diamonds: boots of the quick camel – the figure gains +3” Mv on his next move.

King of Clubs: talisman of the bull shaman – the figure may reroll the result of his next Defense check.

Queen of Hearts: Mandragore Blood – that boil of vegetarian noodles the figure ate before the combat was poisoned; the figures loses all its hero points, or dies on the spot if it didn’t have any.

Queen of Spades: Golgo Rhum, the drink of the bold – The figure drank one too many, and suffers from nauseas. It loses its next activation.

Queen of Diamonds: Scorching sun of Golgo Valley – the figure is about to fall to fatigue, heat, hunger, thirst, or all of the above. They may only move or attack this turn, and will recover all their physical abilities if they pass a Mn check on one of the following turns.

Queen of Clubs: Curse of the Rotten Witch – the figure realises that the events are happening exactly as the gipsy fortune teller had told them. What is supposed to happen next is a slow and painful death devoured from the inside by bloodthirsty parasites – the figure must take an Mn check or die on the spot.

Red Joker: The Emerald Idol – The figure has found the game’s objective. Hooray!

Red Joker (alt): the Golden Banana – the figure has found the biggest and most incredible gold nugget ever: the Golden Banana, a genuine wonder of nature. But that treasure has long been the property of someone else, and he doesn’t seem in the mood to share… If you play with both jokers and the red joker is drawn before the black joker, the Character picks up the treasure. The black joker then allows the Character who drew it to place the Banana Tyrant at the table edge of their choice. “Just when Major Stone thought it was over, the mighty Banana Tyrant stood in front of him, with eyes that cried ‘Death!’”

Black Joker (used with a Red Joker): the Banana Tyrant, Keeper of the Golden Banana – place the Banana Tyrant at the nearest table edge or spawning point (depending on where you decided Creatures would come from) while the Character who revealed the marker picks up the treasure. The red joker then allows the Character who drew it to move directly to a table’s edge – “You again, Dimitri – I thought I had got rid of you” “I know that jungle by heart, doctor Smith. And now, give me the Banana”.

Any other card: nothing happens