Fistful of Lead - Galactic Heroes - Scenarios.pdf

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Although designed for the Fistful
of Lead:
Galactic Heroes
wargaming rules, this
scenario book can easily work for any other
game system. Although I don't why you'd
want to use another.
The scenarios that follow have all been play
tested, but if you find they seem unbalanced
or just not to your liking, feel free to adjust
them to your taste.
If you don't have the miniatures mentioned
in the scenario, feel free to substitute. Don't
have any Mounted models, use dismounted.
No aien horde? How about have some local
muscle step in? The same goes for terrain or
buildings.
Most, but not all, of the scenarios are set up
for 2 players. Feel free to add more players,
but you will have to adjust the playing area
accordingly. I would increase the size by a
foot for every two players you add. Thus, a
3'x 3' game would become 4' x 4.
SCENARIO SET UP
Each scenario has the same basic set up.
Terrain-
Unless otherwise specified, all
scenarios are played on a 3' x 3' sized area.
Each scenario should tell you where and
how many terrain pieces should be placed.
Of course, please feel free to adjust based on
your own collection.
Place Crews-
Each scenario will tell you
where to deploy your models.
Turn Limit-
Scenarios may have a specified
turn limit or give you another mechanism
for how long the scenario lasts.
Special Rules-
Some scenarios will have
special rules attached to them to add flavor
to the story.
Victory-
How much Renown you earn, or
other ways you can win.
Published by Wiley Games
Copyright Jaye Wiley 2018. All rights
reserved
Tank Hunting
5 Players
3’x 3’
Rebel forces have fallen back to a small back-
water town on an even more backwater planet.
Alliance troops are in hot pursuit, intent on
what they think is a mop up operation. They’ve
assigned a lone tank with a few infantry to
finally end the rebel threat.
Little do the Alliance know, the Rebels have just
the thing for an unsuspecting tank crew...
Turn Limit-
At the end of turn 7, roll a d10. If
the roll is 7 or below, the game ends with
nightfall and the Rebels slip away. If the roll is
8 or higher, that becomes the turn the game
ends.
Special Rules-
Put one Joker into the game deck. It behaves
as the lowest suit Ace. At the end of the turn
the Joker was played by an Alliance Player:
Air strike! -
Place the 5” Blast template
anywhere on the table. Roll a d10. The direc-
tion the “point” of th d10 shows the direction
the blast deviates, and the number is
distance in inches. Any miniatures half or
more under the template are hit. Roll to
Wound.
At the end of the turn the Joker was played
by an Rebel Player:
Reinforcements!-
Place a group of Grunts
armed with Auto Rifles anywhere outside 12”
of an Alliance miniature or the Tank.
Victory-
The Rebels gain
10 Renown
if they
destroy the tank, and
1 Renown
for each
Alliance trooper Out of Action or routs.
X
Terrain-
Half of the table should be hilly
terrain, forcing the tank to maneuver around.
The other half of the table should be mostly
buildings.
Place Crews-
Alliance forces start at “X”. They
consist of a Large sized Tank, with a Medium
gun and 5 crew. The Alliance also has a 5 man
team with a Leader, Specialist and 3 Regulars.
All are Armored
The Rebels start anywhere behind the
halfway point diagonally from the Alliance
The Rebels have 3 teams of 5. Each has a
standard crew of a Leader, Specialist and 3
Regulars. They are all Loyal.
Each Specialist is armed with a Missile
Launcher capable of hurting the tank.
The Alliance gains
1 Renown
for each Rebel
Out of Action or routs.
Ambush!
2 Players
3’ x 3’
While on the hunt for space pirates, a group of
bounty hunters stop to rest and refit at an oasis
watering hole in a great canyon maze. What
the bounty hunters don't know is that the
pirates have crawled up the canyon and are
waiting for them to stop. An ambush ensues
and everybody better seek cover!
The Pirate Captain, on the other hand, has to
look good in front of his men.
He cannot leave the gaming area, unless he is
the last one left in his crew.
In addition, the pirates cannot score any
Renown until after the captain personally
wounds or puts Out of Action a member of
the bounty hunter crew.
After he does, the space pirates get
5
Renown
for putting the Leader of the bounty
hunters Out of Action and
1
each for each
crew member.
Terrain-
The center of the table should have
a small pond or water hole. The rest of the
table should contain a lot of rocky features.
Some should be steep and impassable. There
should be two obvious ways out.
Place Crews-
The forces should be equal
consisting of a 5 man team with a Leader,
Specialist and 3 Regulars.
All of bounty hunters set up at the oasis. At
least one of pirate crew must set up in cover
at the edge of the oasis. One of pirates may
be put in reserve to enter at one end of the
canyon, and must show up in the one of the
first 3 turns. The rest start on the high
ground.
Turn Limit-
The game lasts until one side
exits the table.
Special Rules-
None
Victory-
Despite being ambushed and
surrounded, the bounty hunters aren’t
leaving empty handed. They gain
5 points of
Renown
if he kill or capture the pirate
captain. The bounty hunters gain
1 point of
Renown
for each one of the other pirates Out
of Action.
The Natives are Restless
3 Players
3’ x 3’
A Marine detachment has been sent to investi-
gate an attack on a local minig operation. To
reach the station, the Marines have to cross a
small river. That's when the Natives attack.
Y
Jungle
Jungle
Z
Terrain-
The game is played on a 3’ x 3‘ area.
A small river should arc through the center of
the playing area forming roughly a “C” shape.
Place a few large rocks or other small terrain
as cover in this bend in the center.
Two opposite corners should have trees or
low hills with scrub terrain if you don’t have
hills. The rest should be relatively featureless.
Place Crew-
Five Marines are placed in the
rocks in the bend in the river. They have a
Leader, Specialist and 3 Regulars. The
Marines have the
Loyal
Trait.
The Natives form two groups of 5. If you have
mounted versions, they start at the two table
edges not covered by woods.
If you only have dismounted models, let
them start 6” in from the gaming edge. The
Natives groups should each have a Leader, 3
Regulars and a group of Grunts to represent
young braves. They should have a mix of
primitive weapons: bows, spears and clubs.
All are
Bloodthirsty.
Special Rules-
Put one Joker into the game deck. It behaves
as the lowest suit Ace. At the end of the turn
the Joker was played by an any player:
Reinforcements!-
The Native player can
place a Regular in the woods for the follow-
ing turn.
Turn Limit-
The game is over when the main
Marine force arrives to investigate. The
Natives scatter.
Before the game, roll a d10. On a result of 1-6,
the scenario last 6 turns. Any other result is
the number of turns the scenario lasts. To
add to the drama, don’t roll this die until turn
6.
Victory-
The Marines receive
2 points of
Renown
for every Native they wound or put
Out of Action before time runs out. Of course,
they have to have at least one survivor to
claim this victory.
The Natives receive
5 points of Renown
for
every Marine they put out of Action and
2
for
every one they wound.
Bug Hunt
2 Players
3’ x 3’
The terraforming colony on Hephestus II has
gone dark. A team of Colonial Marines has
been sent to investigate. They find a colony
empty of life, or have they?.......
R1
R2
X
Terrain-
The game is played on a 3’ x 3‘ area.
The table should be full of terrain that blocks
line of sight. This can be walls, junk, build-
ings, jungle or whatever you have on hand.
The best solution is corridor tiles, but not
everyone has them in their collection.
Place Crew-
Five Marines start at location “X”.
They have a Leader, Specialist and 3 Regulars.
All have
Armor
and the
Loyal
Trait.
The Xenos are not placed on the table right
away. See
Special Rules,
below.
Special Rules-
Xenos-
The colony has stumbled upon an
ancient race of aliens, hibernating until they
were set free by accident. The Xenos are
particularly nasty:
Shoot:
0
Close Combat:
d12
Traits:
Poison, Brute, Brawl
There are five of them, for now.
“We’ve got movement!”-
Instead of placing
them on the table, the Xeno player takes 10
markers, (you can use the ones below) and
places them anywhere on the table, out of
line of sight of the Marines.
The Xeno player should note down secretly
which markers are real, representing a minia-
ture, and which ones are fake, false signals.
The Xeno player is dealt cards for each
marker still in play.
When a marker enters line of sight with a
Marine, they Xeno player reveals whether the
it is a real alien or fake. Discharge the marker
or replace with a miniature.
“Call for Evac”-
Atmospheric interference is
keeping the Marines for calling for help. The
Marines must reach the area marked “R2” to
get to the colony’s distress beacon. After
they spend an action to activate it, they must
exit the table from the same location they
entered.
“There’s more of them”-
Put one of the
jokers into the deck. At the end of each turn
one s played, do the following:
Xenos gain one new miniature. Place it
anywhere outside 12” of a Marine.
The reactor’s gonna blow-
At the end of
each turn roll 2d10. If the number is equal to
or below the current turn number, the whole
colony goes up in a mushroom cloud!
The only way to prevent it is to shut down the
reactor by reaching location “R1” and passing
a Regular Task roll (5+).
Turn Limit-
There is no turn limit. The
Marines will either succeed, be killed or
blown up.
Victory-
This is pretty much a win or lose
situation. The Marines either escape, or die
trying.
The Emissary
4 Players
3’x 3’
Two factions have been at war for decades.
Finally, a peace solution is in the works. A
neutral third party has agreed to send an emis-
sary through the lines to arranged the long
awaited cease fire.
However, there are forces that would much
rather see the peace treaty fail. They’ve sent
their own teams to see the Emissary never
arrives.
Terrain-
The table should be mostly ruins or
dense woods or jungle with a open space in
the middle.
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