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The Innsmouth Incursion
   
 
Semi-Finalist in April 2007 Scenario Contest
   
 

The Innsmouth Incursion
A Horrorclix Scenario by Cyberhawk88 

Background-  
The Horror Club of Innsmouth High School found an old book in the back of the library.  Allegedly a book of spells, they decided it would be fun to cast one of the “spells” in the back pages.  Some people just aren’t very bright.

The ritual worked far beyond their hopes.  A siren call shot out deep into the ocean and summoning forth its children.  Now the Club is trapped in their summoning rite, unable to run as the ancient horrors stalk out of the salty depths to claim their offering.

But as the deep ones rise up someone else has heard the summoning.  Those who fight the dark recognized the spell and are on their way to try to stop what has been summoned and protect the poor fools who read from the book.

The deep ones have other problems as well.  Other creatures have claimed Innsmouth and  don’t take kindly to long gone fish-things coming in and messing things up.  They’ll just have to teach these ‘elder’ creatures what horror really is.  And the fact that those stupid ‘heroes’ have stepped out into the open, well, that’s just icing on the cake.

Objectives-
Army A’s objective is to capture the Horror Club members and leave with them.
Army B’s objective is to save the Horror Cub members
Army C’s objective is to simply kill as much as possible

Army Size-
Three Player Game; 300 point armies; 3 actions per turn
Army A (Deep Ones): This team may only have Deep Ones (any level).  It may also have one Brine Witch (any level).
Army B (Guardians): 300 points, Guardians only.
Army C (Monsters): 300 points, may not include any Cthulhu or Guardian monsters. 

Time Limit-
None (see End Game below) 

Map-
Crumbling Mausoleum

Setup-
Place the following 4 Victim tokens face-up in the middle of the map (in the middle blood splatters of rows F and G): Jock, Nerd, Cheerleader and Prom Queen.  These are the Horror Club members.

The 8 other Victim tokens are placed normally.  These victims may not include the Jock, Nerd, Cheerleader or Prom Queen.

The three armies each start in one of the purple start areas.

Order of play is as follows: Army A first, then Army B and finally Army C.

Special Scenario Rules-
These rules apply to the Horror Club members:

-cannot be saved
-cannot be changed into Minions
-cannot be moved during the suspense phase or by plot twists
-can be moved by Monster special abilities

These rules Apply to Deep Ones:

-Instead of slaying a Horror Club member a Deep One captures it.  This works exactly like slaying except the victim token is placed under the Monster (or placed face down on the Monster card)
-Deep Ones may only have one captured victim at a time.
-Deep Ones may not Frenzy and have Def. –1 when it has a captured victim.
-A Deep One may release a captured victim as a free action.  The victim is placed face up in any empty adjacent square and resumes its normal rules.
-If a Deep One is killed with a captured victim the victim is placed face up in the monster’s former square and resumes its normal rules.
-If a Deep One returns to its start area with a captured victim remove the monster and victim from the play area (see Endgame below)
-Deep Ones slay other victims (non-Horror Club members) as normal.

Endgame-
The game ends when one of two conditions are met: 

-All of the Horror Club members are dead or have been removed.
-All of Army A is dead or has been removed.

Point totals are normal with the following additions:

Team A gains 25 victory points for every Horror Club member removed by a Deep One.
Team B gains 25 victory points for every Horror Club member still on the map at the end of the game.

Questions, Comments, Concerns or Suggestions regarding this scenario can be posted in our forums

   
 
   
         


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