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.
Table set-up
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
Deployment
Use the normal deployment rules
Game length
The game lasts for 6 turns.
Victory conditions
At the end of the game the team which has claimed the most scavenge
points wins the game.
Scavenge counters
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.
‘Dangerous footing’
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).
very cool. I like it, I may well steel to use in 40k. One minor note in the description
ReplyDelete"overgrowth their home while leads to predators following"
while should be Which?
Cheers i will sort that out when i get a min. And if you do try it for 40K make sure you let me know how it goes. I would be quite interested to find out.
Delete