The Little Uglies look LOVELY...so to speak. They're such a personable Gang of Miscreants. GREAT STUFF!
Man those are FUGLY! in a good way!
Thanks, chaps!
I finally got around to doing the write-up for Scenario Five of This Green and Unpleasant Land.
About time too, as I am hoping to get together with Bert next week to play the Final Game!
Here it is......
..........................................................
Scenario #5: The Call For Help!Requirements: This Scenario can only be played once the Threshold player has played and Won Scenario #4
Lurkers: Only Zombies (of any type, including dogs and skill upgrades), Giant Vermin and Maniacs may be used. Up to one Mad Scientist may be used as the leader of the group. At least half of the available BP (rounded down) must be spent on Zombies (of any type).
Set Up; The Lurker player sets up the table, with a Telephone Box (or similar communication device like a radio, semaphore station etc..) in the exact centre of the table. The Threshold player sets up first and begins the game with all of his team within 5 Inches of the Telephone Box.
The Lurker player then sets up his forces within 5 Inches of EITHER short board edge.
Special Rules; The Threshold player has several other things to consider, as well as simply surviving.
Firstly, they have the Mad Scientist, Dr Hugh Jarse captive and must make sure that he does not escape.
Although he is gagged and bound, his legs remain free so that he can be ‘walked’ with the group and thus make them quicker in evading the wandering dead. A member of the Threshold team MUST remain in base contact with him at all times. If this is the case, Dr Jarse will move with the team member and cause no obstruction.
If, for any reason, Dr Jarse is not in base contact with a Threshold model at the start of a Lurker turn he will attempt to escape. He may make a ‘free move’ (with no need to be Nominated) and move D6 inches away from the nearest Threshold model, moving towards the nearest table edge if possible.
Secondly, the team has to establish contact with HQ and arrange to be allowed to escape the ever-tightening ring of fire that is slowly closing in on them.
To do this successfully, a member of the team has to spend TEN turns, costing one Action per Turn (but can spend any other available Actions in the manner of their choosing), using the telephone to receive instructions. TEN separate Actions have to be spent over TEN different turns, but these DO NOT have to be consecutive Turns. Keep a count of how many Turns have been spent on ‘the phone’, as a model may be disturbed or even several different models used. It is the actual number of Turns spent on ‘the phone’ which is important.
Finally, the Reinforcements rule comes into effect when the first Lurker model is killed. Lurker models may return to play along either short table edge.
Starting The Game: The Lurker player goes first.
Ending The Game: The game continues until the Threshold team spend TEN Turns on ‘the phone’ which means they Win and can move on to the Final Scenario.
Any other result is a Win for the Lurker player.
Treasure: There is no Treasure available. Getting the chance to escape from the imminent firestorm and attempt Scenario Six should be reward enough!
...............................
I hope there are no mistakes in there.
Once all the games have been completed (five down, one to go...) I will put them all together in one place so that others can give the Black Dossier a go without having to drift around finding the relevant information.
Hope you are enjoying the tale of This Green and Unpleasant Land so far...