Currently miniwargaming are having a competition for designing a Dark potential scenario. Here is my attempt at one, so let me know what you think.
Senario: The Overgrowth
When humanity went into hiding and the plants took over some areas grew at a much greater rate, claiming back the land that humanity had stolen from it with concrete and steal. Such areas of dense foliage are commonly called ‘overgrowth’ by many and can be considered dangerous as building crumble at much faster rates, some ruins are being held together by the tree roots binding them and too much pressure in the wrong place can leave a man falling to his death or being crushed under a damaged wall. That’s not the only danger in the overgrowth, many insects and birds call the overgrowth their home while leads to predators following. Many dangerous or feral animals have followed their pray into the overgrowth and think nothing of taking down a stranded individual. However, these areas while dangerous have been left relatively unmolested by looters and those searching for old technology; much is still left from before, and could be a valuable addition for which ever faction finds it first.
This scenario is played on a normal size table (4x4) with a normal table layout (but if you want to add more forested areas that wouldn’t go amiss).
After setting up terrain but before determining sides the players need to place down 2D3 + 2 scavenge counters on the table. These should be the size of a base.
The first counter should be placed in the centre of the table. If any buildings are used as terrain, a scavenge counter should be placed on one of the floors of the building, randomly determine which. The rest of the counters are then placed by each player in turn following the following rules:
1. Counters must be placed at least 8 inches from each other
2. Counters must be placed 12 inches away from any table edge
Use the normal deployment rules
The game lasts for 6 turns.
At the end of the game the team which has claimed the most scavenge points wins the game.
Unless otherwise stated each scavenge counter is worth 1 scavenge point. To claim a scavenge counter a model has to use an action to place a locator beacon so it can be found later for removal. Once a counter has been claimed the owning player may add its point value to his/her score at the end of the game. A counter can be claimed several times over the game, so the opponent can take it for themselves, look after them carefully. It will only give points to the side which has it claimed at the end of the game.
‘What’s that I see...’
In the overgrowth guns aren’t the only thing you need to worry about.
The first time a model comes within 2 inches of a scavenge counter roll 2 D6 and consult the chart below. Any effects only happen once, but any point increases stay for the duration of the game.
2) Hunter in the dark: A large beast stumbles from the shadows and attacks before running off and trampling whatever it was you found. The model closest to the scavenge point takes a strength 5 hit and then remove the counter from the table.
3) Birds give away your position: The model disturbs nesting birds and as they fly away, giving them the odd peck, the enemy notice the commotion. In the next turn the model cannot claim cover. However, the eggs make a good sauce of food, the counter is worth 2 scavenge points.
4) Pack of feral dogs: The model closest to the counter is attacked by feral dogs, they take D3 strength 2 hits.
5) A good line of sight: While searching the model finds a good vantage point, if they do not move their ranged attacks ignores cover defence bonuses. When the model moves this bonus is lost for the rest of the game.
6-8) That will be useful later: Nothing happens, the counter it worth 1 scavenge point.
9) Smoke grenade: The model that uncovered the counter counts as being equipped with 1 extra smoke grenade.
10) Special ammo: The next ranged attack the model makes that uncovered the counter counts as having the ‘ignores armour’ special rule.
11- 12) A great treasure: The token is worth 2 points.
Buildings aren’t very safe in the overgrowth, whenever a model moves inside a building there is a chance something foul will happen. Roll a D6 for each model in a building after it moves. On a roll of 6 they take a strength 2 hit as something collapses onto them. If they are on an upper level instead the floor gives way, the model falls to the level below. This counts as movement so roll again if they survive the fall (yes, they could end up falling through several levels and then get a rock fall ontop of them).