Somewhere in Darkest Africa…
Sir Alfie Halfmane, infamous big game hunter and occasionally HM’s Extraordinary Consul to That Jungle to the Right of the Sticking Out Bit of Africa, approached Tarzan with caution, aware of the towering presence of Kerchak in the shadows behind him. ‘Hello old boy, your country requires your services, and the reward isn’t peanuts – unless you want it to be…’
Somewhere in a Less Dark but Sandier North African Fort…
‘Ah a mission, an excellent chance to try out the ILM*’ cried Professor Foumaniaque ‘but we must try to keep the sand out of his cogs’. ‘It is not his ‘cogs’ I am concerned about...’ muttered Colonel Croissant of the FFL Extraordinaires.
*Imperméable Métal Légionnaire
Somewhere not very Dark old Istanbul but Smelling of…
‘…dead camel? Why is there a very smelly dead camel in the basement?’ inquired Lt Kemal Ataturk, voted as ‘Officer likely to go far, Class of 1865’ and therefore wondering why he was assigned as escort to this bunch of eccentric tomb robbers from the University of Trebizond Archaeological Society. ‘It is not dead’ corrected Professor Mehmetit ‘it is Effendi my pet the demon resting ahead of our next trip…’
Finally, somewhere on the North African Coast…
‘Look Perkins, just get the bally thing fixed’ called an irritated Capt Haddock of Her Majesty’s Experimental Submersible ‘Snark’ as he stomped off from the beached craft, ‘I’m off to find help and I’ll take the Sturininianium control rods with me’.
Scenario
The experimental submarine Snark (or other suitable target) is sitting in a small creek/inlet in one corner of a desert table. The table has a series of ruins and house (as least 3 preferably 5 or more) scattered across it plus palm trees, small dunes, rocks etc.
Seaman Perkins has a rifle and is standing on the submarine. He will act last and take a shot at the nearest target within 24”. He will not move.
Companies enter the board at the three corners furthest from the sub. If you have four players then spread out the entry points between the three corners.
Capt Haddock and the control device required to activate the sub are hidden in the middle of one of the ruins/houses. He has a cutlass and a pistol. When a figure gets to the middle of a house/ruin, it will ‘search’ for the Capt. The search always fails in the first house, is successfully on a 6 on a D6 in the second house, on a 5+ in third and so on and automatically successful in the last house/ruin. The Capt will not move and must be beaten in a fight (not shot) to be ‘captured’ and the control device seized. Once he has been caught he moves at same time as any figure that captured him, staying touching that figure. He is now just a marker for the control device and does not move/fight independently but is ‘picked up’ by any figure coming into contact with him if his current ‘carrier’ drops him voluntarily or is killed.
Victory comes to those who kill Perkins and get the Capt/control device onto the sub with any of your characters that have a Leadership talent, and keep them there for a whole turn (anyone on the submarine gets cover 2).
We had immense fun with this using:
- the University of Trebizond Archaeological Society (mad archaeologists, Turkish riflemen and the demon in camel form with the killer wind aka Dragon Breath),
- Tarzan (with Jane, Kerchak, the great hunter and assorted tribesman)
- the FFL (Legionaries with arc rifles, a mad professor and his robot creation).
And of course I had a really nice sub model I picked up I was desperate to use!
The fight between the Farting Demon Camel of old Istanbul and an annoyed ’don’t call me a monkey’ Kerchak fight is now a legend.