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Semi-Finalist in April 2007 Scenario Contest |
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Who Ya Gonna Call? Introduction: Map 1:
Victory Conditions: Escape through opponents starting area or defeat all opposing monsters. Map 2:
Background: Both hands on his knees and panting heavily, Julian Stone slowly raise his head to survey the ectoplasmic mess of several exploding ghost apparitions all around him. He begins to speak to his slime covered teammates with a slight chuckle in his voice, “Good job te..” He is rudely interrupted by Captain Humphrey Byther. “Enough with the love feast; this battle ain’t over yet. Come on lets move.” The group is noticeably closer the house; they can see the front door. As Captain Byther barks out commands, Echo Team begins to prep their weapons. Mack Watson notices, from his Echo Team training, the Field Agents are loading them with live rounds. Mack Watson aggressively walks over to Byther and says in a hushed but hostile voice, “You didn’t tell us that we would be taking down civilians. That’s why I got out of the Echo Team; I can’t take down civilians anymore. They are just victims of this Mad Monk.” Byther snaps back, “I respect your views Agent Watson…” Mack corrects Byther, “former agent.” Byther smile craftily and begins to speak again slowly, “I respect your views, Citizen Mack, but you and your teammates took payment to be placed in the middle of a warzone. And as you know, in war sometimes you have to do what it takes or else you won’t come back. Try to save whomever you want but remember, Rasputin is the target, time is running out and he wants you, me and everyone here dead.” They stare grudgingly at each other for a few seconds before an Echo Team Agent shouts, “INCOMING!” Hellspawns burst out of the front door running at the group with blinding speed. Spirits begin to rise from the ground, loyal Occultists start coming out from around corners and hidden behind tombstones; its an ambush. The Ghost Finders and Echo Team are taken by surprise. Wild yelling and gunfire starts from the side. Mack turns his head to see “the Faith Priest of the Order!” He mumbles “How did Bishop Luzifer find out about this?” Drawing his weapon Byther says, “I think we can worry about the answer later.” Objective: Clear a path for the Field Agents and Corp. Response by getting the Ghost Finders and the Faith Priest through the opponents starting area. Save as many non-brainwashed follows as possible. Army Size: 150 point armies; three actions per turn. Army must be composed of Ghost Finders and Faith Priest. The Opposing army: 200 points; d6 for number of actions per turn. Army must be composed of Spirits, Hellspawns and Fairies. No uniques or LEs Time Limit: 60 minutes (up to you) Map: Indoor/ Outdoor map (Starter Set) Setup: Use 4 victims and 8 minions. Use mix of Occult, Zombie and Slasher minions. Mix them up and place them per standard rules. Start 4 figures in the starting areas (2 per starting area) excluding the Fairies (Evil Leprechaun). Fairies are to be placed on the side to be brought in the game by Special Rule #2. Special Scenario Rules per standard solitaire rules with a few exceptions: 1. “Get them my loyal subjects!”: When the Occult or Zombie minion tokens are flipped over, the are not converted to a figure but instead, they attack with the figures. You do not control minion tokens but instead fight them. 2. “I’m the Leprechaun! Hahahahahaha!” Any time a slasher minion is exposed (flipped) replace with a Fairie (Evil Leprechaun) 3. “You will not save any one, hero!”: Add any Plot Twist card that prevents rescuing to the Crypt of 6 Plot Twist cards without any penalty. When any slaying or rescuing attempt is made, pull the top card off the crypt pile. If the card does not apply put it on the bottom of the pile. If it applies follow directions listed. 4. “Julian…get the trap!”: Paranormal exterminator Julian Stone, Vet. Ghost Finder, has the Cabal Power: Ghost Containment Unit- When a friendly member of this cabal rolls a critical hit against a Spirit, kill the Spirit instead of dealing damage to it. For this scenario anyone with the name Ghost Finder are part of the same Cabal. Victory Conditions: Escape through opponents starting area or defeat all opposing monsters. Map 3:
Alternate scoring/ Victory conditions: Background: As the Ghost Finders and Faith Priest walk into the foyer of the house, Echo Team Field Agents immediately push past them and take defensive positions behind furniture and against walls. Paranormal Exterminator, Julian Stone, says to the Priest while walking but not looking at him, “What makes this event worthy of a visit from the order?” The Priest replies in a soft calm voice “Remember the first vow of the order; protect the innocent from harm. Some of Rasputin’s Occult Minions don’t want to be here. They are just caught up in it and need someone to help them get out; that’s what the Bishop sent me here to do.” Julian looks down at the ground, “The first oath?” he looks at the Priest for the first time out of the corner of his eye “Remember, I didn’t get that far.” Captain Byther angrily waves his hand to signal to Stone and the Priest to get to cover. He then calls over to him Dr. Carter James and experienced Parapsychologist. Carter makes his way over moving from furniture to furniture while in a low crouched position. “Dr. James” Byther says, “What do we need to know about Rasputin’s power?” James looks at the floor and goes into an almost trance state while he’s computer-like brain searches for the answer. He rubs his chin in contemplation, causing his beard to produce a sound like sandpaper on wood. After a few seconds pause he speaks, “This is unlike anything I have every seen. To bring a creature of that size to this world would take massive amount of concentration. He has to be held up somewhere… focusing. On just one task… bringing Cthulhu to Earth.” Byther response, “So you’re telling me Rasputin is immobile while he is doing his magic show?” “Correct. The amount of concentration needed would not allow him to even go to the bathroom.” Watson speaks up abruptly, “Now we can see why he has so many servants.” “Quiet” replies Byther without taking his eyes Dr. James. “Doctor, do you have any idea how much longer we have till Cthulhu is here?” “I am not certain but from what you told me about the time he has been in this location, I can’t imagine much longer. We should hurry.” The Echo Team Captain stands up and faces the group, “Ok, men! This is it; we are on the offensive now. Echo Team I need groups of 2 in a spread/search formation. Search every room, closet and even bookcase for secret passages. Anyone gets in your way… kill ‘em. Out time is up and we have to find Rasputin. When target is sight, eliminate with extreme prejudice. Head shots only. If he survives then we will bring him in for questioning.” Byther looks over at the Faith Priest and removes his sunglasses, “Padre if you have any favors left with the man upstairs, you may want to call them in now.” He puts the glasses back on and look straight ahead and says to nobody, “We are going to need all the help we can get.” Then with one hand he pumps his shot gun and cry’s “Move out!” Objective: You have made it to Rasputin, the leader of this cult and now its time to stop his crazy scheme to summon Cthulu. Use your army of Priest, Ghost Finders and Soldiers to stop this mad man from completing his plan. If you fail…this could be the end of the world. Army Size: 300 point armies; three actions per turn. Army must be composed of Ghost Finders, Faith Priest, Field Agents, Corp. Response and any Uniques associated with any of these figures. The Opposing army: 400 points which must include Rasputin (side A); d6 for number of actions per turn. Army must be composed of Spirits, Hellspawns, Fairies and any figure (including unique and LE) with the Cthulhu keyword, place them on the side to be used later. Time Limit: 60 minutes (up to you) Map: Haunted House map (Starter Set) Setup: Use 4 victims and 8 minions. Use mix of Occult, Zombie and Slasher minions. Mix them up and place them per standard rules. Start 4 figures (2 per starting area) in the starting areas excluding the Fairies (Evil Leprechaun) and Cthulhu keyword monsters. Special Scenario Rules per standard solitaire rules with a few exceptions: 1. “Get them my loyal subjects!”: When the Occult or Zombie minion tokens are flipped over, the are not converted to a figure but instead, they attack with the figures. You do not control minion tokens but instead fight them. 2. “I’m the Leprechaun! Hahahahahaha!” Any time a slasher minion is exposed (flipped) replace with a Fairie (Evil Leprechaun) 3. “You will not save any one, hero!”: Add any Plot Twist card that prevents rescuing. These cards are added to the 6 Plot Twist pile without any penalty. If any slaying or rescuing attempt is made, pull the top card off the crypt pile. If the card does not apply put it on the bottom of the pile. If it applies follow directions listed. 4. “Julian…get the trap!”: Paranormal exterminator Julian Stone, Vet. Ghost Finder, has the Cabal Power: Ghost Containment Unit- When a friendly member of this cabal rolls a critical hit against a Spirit, kill the Spirit instead of dealing damage to it. For this scenario anyone with the name Ghost Finder are part of the same Cabal. 5. “I need total concentration to complete my task.” Rasputin begins the game in the starting area. As long as he stays there he can summon creatures (restock any killed figure back in the game from the Monster Deck). Once he is attacked or moved out of the starting area he cannot summon anymore figure (Monster Deck become inactive for the remainder of the game). 6. “Arise Cthulhu!” Every 6 rounds (use a dice to track countdown), if Rasputin is still in the starting area, he will summon a monster with Cthulhu keyword. If the game goes 24 rounds and Rasputin is still in the starting area he will summon Cthulhu himself. If you are like me, and don’t have Cthulhu, then the game ends at round 24 and you lose (yes, we are being punished for not having that figure). 7. "What every you do...donot-cross-the-streams!" If all 3 Ghostfinders attack and successfully hit, with a ranged attack, the same target in the same round; they have crossed streams and activated Molecular Destabilization (Nuclear Strike). Molecular Destabilization (Nuclear Strike)- If this power has been activated, at the beginning of your next turn and that turn only, roll a d6 and add 2 to the result. Every monster (including the Ghostfinders), victim and object within a number of spaces equal to the result are removed from the game. Every remaining monster with zero or one action tokens is given an action token. No player gains victory points for monsters or victims removed from the game by this power. If a large figure (Cthulhu or Alien Queen) is on the board, it is dealt damage equaled to the number rolled x2 (minium of 4, maximum of 12).Victory Conditions: Take down Rasputin and prevent Cthulhu from every entering this world. Because this scenario plays like a video game in solitaire and Coop mood you evaluate your success in different ways; First: Completing the scenario. If you can complete the scenario, without starting over or having all of your figures killed, you can call yourself, “Da Man!” Second: Maps cleared. You can extend the life of this scenario by seeing how many maps you can clear. If you play like this look at every third map as the boss map and use a different unique boss at each stage. Remember, each map/ level gets harder so you go along increase the difficult by adding more experience and veteran figures in the Monster Deck Third: Points scored. This is my personal favorite. You can take the points scored (monster killed) throughout the entire scenario and brag about how you are the man. It is not only about how many points scored (monsters killed); but the size of your army vs. the points scored. The smaller your army with the larger the opposing forces the better player you are. Using these alternate scoring, I used the scenario as it is set up with no alterations:
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