September 9, 2010, Thursday

The Loot

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Contents

[edit] Scenario Description

In that scenario, heroes must explore a hostile area and bring back to a safe zone as many precious objects/clues/hostages as possible before the end of the game.

Deep within the Golgo Island jungle, there is a place undreamed of; a place where gems and jewels literally litter the floor and seem to crop up the ground like corn in the fertile fields of Arkansas: the Valley of the Thousand Shiny Stars. After days of a restless run across the jungle with a tribe a cannibals on his heels, Rory O’Flanagan and his faithful Bolo get to that place of legend by chance. The savages are near, and Bolo’s flair has detected a yet unidentified enemy. Things are going way too fast - but one certainty remains: the jewellers in Chin Zu Kao would pay a fortune for those gems.

[edit] Force selection

Each player (from 2 to 6) selects the same PV of Heroes (1 or 2 is good for multiplayer games), all with a compulsory “Twist” attack.

[edit] Deployment

Deployment varies depending on the number of players. For every Hero figure on the table, deploy 3 markers, and some Creatures (the number of which will depend on how dangerous they are – minor Creatures should outnumber Heroes at least 2:1).

[edit] Victory conditions

To win this scenario, players must pick up, and carry (generally without movement penalty) to their initial deployment point as many markers as possible before the end of the game (the game lasts from 6 to 8 turns depending on the number of markers on the table, and its size).

[edit] Special Rules

  • Creatures: Creatures are activated at the same time as Characters thanks to their twist. When a Creature is killed by a Hero, they pick up the figure and deploy it at the table edge of their choice during the next follow up step.
  • 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.

[edit] Optional/alternate special rules

  • Creatures spawning point (alt): Use adequate pieces of terrain (a building, a hole, a thick bush etc) to represent creatures spawning points; when a Creature is killed by a Hero, they pick up the figure and deploy it at the Creatures spawning point of their choice.
  • 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] Recommended Twists

[edit] Initiative

Initiative is determined using the twist value of each character. Roll for each of them, rank the results and write them down: it will be the order of initiative for all the game.

[edit] Creature Magnet

For every 5 points scored when rolling their twist, a player gets to activate a creature immediately. The same creature can not be activated more than once per turn. The effect is cumulative, so, for example, if a Character with a 3k2 twist value scores 11, he can activate two creatures immediately.