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Necro Campaign Scenarios
#20
OK here is the treasure island scenario, comments and suggestions welcome!

The Treasure Island

Going from rumours and a scrap of old map scrawled on the hide of a swamp beast, you venture out across the chem. Sea. Using a combination of millennia old walkways and improvised rafts, you finally spot the island, a heap of twisted plascreet and metal rising in front of you through the murk. Just as you step upon the island, eager to seize your rightful loot, you realise you are not alone, and one of your rivals has found the island at exactly the same time! You unholster your guns and loosen your knives in your belts, there’s fightin’ to be done!

Set –up

Place terrain as normal (take it in turns to place terrain or just agree how you want it). You might want to use Stuart’s treasure island board, otherwise the edge of the board counts as the ‘waters’ edge. Set up the 10 loot counters at least 12” away from the two palyer table edges, and at least 4” from another loot counter (players may alternate placing counters). You will need two loot counters with '1' on them, three with '2', one with '3', two with '4', one with '5', and one with '6'. They should be shuffled and placed face down without either player knowing which is which.

Gangs

Once all counters have been placed, players roll off, the low scorer picks which table edge they wil enter on, his opponent picks the opposite edge.

The gangs arrive at the island either by a ramshackle and leaky boat, or across a narrow walkway (the island is probably two or three miles from the ‘mainland’, but it’s hard to see that far in the murky underhive).

Therefore do not deploy any gang members, gangs move onto the board from a point of entry 3” wide of their choosing on their own table edge (rolled for as normal).

Starting the game

Players roll off and the higher scoring player takes the first turn.

Special rules

This is basically a fight for the loot! A model can only carry a single loot counter. When a model moves on top of a loot counter that counter is revealed. A number is on the bottom of each counter, refer to this list (number in brackets is the number of counters of this type). Note that you cannot immediately equip any equipment found, you must wait till next time you play.

1 Booby trapped! The ganger is hurled back 3” and takes an automatic S3 hit. Any ganger approaching within 2” of the counter from now on sets the trap off again (2)
2 a bag of loot worth 20 creds (3)
3 a bag of loot worth 50 creds (1)
4 Equipment: roll a D6: 1 = smoke bomb; 2 = weapon reload (basic of your choice); 3 = infra-goggles; 4 = concealed blade; 5 = mesh armour; 6 = grav chute (2)
5 Shiny equipment : roll a D3: 1 = medi-pack; 2 = isotropic fuel rod; 3 = needle pistol (1)
6 Mad Jake; This is Mad Jake’s island! Place Mad Jake in base contact with the ganger, they are locked in combat and Jake counts as charging. He has the profile of a gang leader and is armed with an autopistol and a sword. If he wins the combat he will move towards the closest visible ganger, of either gang, charging if he can, and firing his pistol if not. If no gangers are visible he will move D6” in a random direction – roll the scatter dice. (1)

A model may pick up the loot counter when standing on it, but can move no further that turn. When carrying loot, a model cannot shoot and if it fights in assault it will drop the loot counter automatically. A model carrying a loot counter MUST move back towards his own point of entry, and may run or hide as normal. When they reach their point of entry they exit and may not return. Models may transfer loot counters to a different model in base contact but neither can shoot that turn.

Ending the game

The gangs have travelled a long and dangerous path to get here, and are ready for a scrap, so will only have to start taking bottle rolls when reduced to 50% of their starting number.

The game ends when one gang fails their bottle roll, or all loot counters have been removed from the table.

Any gangers holding loot counters when the game ends due to one gang bottling it is counted as having escaped with that counter (even if they are on the losing side). The winner claims all unclaimed loot counters.

Experience

+D6 for surviving gang members
+5 Exp for recovering a loot counter
+5 Exp for each wounding hit
+10 Exp for the winning gang leader

The Creds found as loot are added directly to your stash.


.doc   The Treasure Island.doc (Size: 24.5 KB / Downloads: 387)
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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Messages In This Thread
Necro Campaign Scenarios - by jaqenhgar - 14-09-2012, 10:38 PM
RE: Necro Campaign Scenarios - by manrogue - 15-09-2012, 08:31 AM
RE: Necro Campaign Scenarios - by Stuart - 15-09-2012, 11:04 AM
RE: Necro Campaign Scenarios - by manrogue - 15-09-2012, 11:21 AM
RE: Necro Campaign Scenarios - by jaqenhgar - 15-09-2012, 11:46 AM
RE: Necro Campaign Scenarios - by manrogue - 15-09-2012, 12:12 PM
RE: Necro Campaign Scenarios - by Stuart - 15-09-2012, 03:22 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 20-09-2012, 07:52 PM
RE: Necro Campaign Scenarios - by manrogue - 21-09-2012, 07:31 AM
RE: Necro Campaign Scenarios - by jaqenhgar - 21-09-2012, 10:30 AM
RE: Necro Campaign Scenarios - by manrogue - 21-09-2012, 11:12 AM
RE: Necro Campaign Scenarios - by jaqenhgar - 21-09-2012, 12:42 PM
RE: Necro Campaign Scenarios - by manrogue - 21-09-2012, 12:54 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 21-09-2012, 01:32 PM
RE: Necro Campaign Scenarios - by manrogue - 21-09-2012, 02:00 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 21-09-2012, 03:08 PM
RE: Necro Campaign Scenarios - by stygmatyr - 21-09-2012, 07:57 PM
RE: Necro Campaign Scenarios - by Agincourt - 23-09-2012, 12:28 AM
RE: Necro Campaign Scenarios - by jaqenhgar - 23-09-2012, 08:28 AM
RE: Necro Campaign Scenarios - by jaqenhgar - 23-09-2012, 05:18 PM
RE: Necro Campaign Scenarios - by Agincourt - 25-09-2012, 09:14 AM
RE: Necro Campaign Scenarios - by jaqenhgar - 25-09-2012, 09:51 AM
RE: Necro Campaign Scenarios - by Agincourt - 25-09-2012, 12:33 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 25-09-2012, 03:22 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 01-10-2012, 01:50 PM
RE: Necro Campaign Scenarios - by Stuart - 01-10-2012, 02:01 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 01-10-2012, 11:19 PM
RE: Necro Campaign Scenarios - by Agincourt - 02-10-2012, 04:50 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 02-10-2012, 05:20 PM
RE: Necro Campaign Scenarios - by Stuart - 16-10-2012, 10:46 AM
RE: Necro Campaign Scenarios - by Agincourt - 16-10-2012, 11:06 AM
RE: Necro Campaign Scenarios - by Stuart - 16-10-2012, 11:10 AM
RE: Necro Campaign Scenarios - by manrogue - 16-10-2012, 11:43 AM
RE: Necro Campaign Scenarios - by Agincourt - 16-10-2012, 12:06 PM
RE: Necro Campaign Scenarios - by Stuart - 16-10-2012, 12:12 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 16-10-2012, 12:47 PM
RE: Necro Campaign Scenarios - by Stuart - 16-10-2012, 12:53 PM
RE: Necro Campaign Scenarios - by Agincourt - 16-10-2012, 12:57 PM
RE: Necro Campaign Scenarios - by Stuart - 16-10-2012, 01:17 PM
RE: Necro Campaign Scenarios - by manrogue - 16-10-2012, 01:45 PM
RE: Necro Campaign Scenarios - by Stuart - 16-10-2012, 01:47 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 16-10-2012, 02:28 PM
RE: Necro Campaign Scenarios - by Agincourt - 16-10-2012, 03:01 PM
RE: Necro Campaign Scenarios - by jaqenhgar - 16-10-2012, 03:56 PM

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