gold_rush

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1 GOLD RUSH! A scenario for 2 - 4 mobs with a lust for shiny things. A rich seam of scrap has been discovered, right at the surface, unearthed temporarily by the shifting sands of the desert. The vultures soon start to circle... By DAVID CAMMACK ([email protected]) Between whipping winds and shifting sands, the desert has made way for the treasures below. A ravine of scrap unearths itself and protrudes from the otherwise desolate wasteland. Glimmering for miles with its potential profit it's enough to make any Mek drool with anticipation (as opposed to drooling without anticipation, which is pretty much the rest of the time). With every teef-grabbin', freebootin', prospektin' Ork in Mektown (and beyond) trying to stake their claim, a race to the beckoning rubble begins resulting in a riotous frontier of greed and mayhem. Special Rules The scenario uses the Bottlin’ Out special rule and the Scrap Counters special rule. Lots more than the usual number of scrap counters will be available in this scenario (i.e. D6 + 6). After the terrain has been set up, but before the mobs are deployed, the players take turns to place the scrap counters anywhere on the board, but not within 12” of the board edges. Da Desert The board should consist of a fairly open section of the desert. Mobs Roll to see which mob has already found the seam and is already working it, the highest roller is the defending mob. The defending mob may set up anywhere towards the middle of the board, but not within 12” of the board edges. Any defending warrior on foot may count as carrying a scrap counter if placed next to one during setup. Likewise a defending vehicle placed next to a scrap counter during setup may have that counter loaded onto the vehicle. The other mob or mobs each start on a different random table edge. Startin’ The attacking mob(s) starts - if more than one mob roll to determine turn order. Endin' The game ends when one mob has all its warriors Down or Out of Action or when it has bottled out (compulsory or voluntary). If there are more than two mobs taking part then the game ends when only one remains. Bottle tests are taken at 25% as normal.

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Page 1: gold_rush

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GOLD RUSH!A scenario for 2 - 4 mobs with a lust for shiny things.

A rich seam of scrap has been discovered, right at the surface, unearthedtemporarily by the shifting sands of the desert. The vultures soon start to circle...

By DAVID CAMMACK ([email protected])

Between whipping winds and shifting sands,the desert has made way for the treasuresbelow. A ravine of scrap unearths itself andprotrudes from the otherwise desolatewasteland. Glimmering for miles with itspotential profit it's enough to make any Mekdrool with anticipation (as opposed todrooling without anticipation, which is prettymuch the rest of the time).

With every teef-grabbin', freebootin',prospektin' Ork in Mektown (and beyond)trying to stake their claim, a race to thebeckoning rubble begins resulting in a riotousfrontier of greed and mayhem.

Special RulesThe scenario uses the Bottlin’ Out special ruleand the Scrap Counters special rule. Lotsmore than the usual number of scrapcounters will be available in this scenario (i.e.D6 + 6). After the terrain has been set up, butbefore the mobs are deployed, the playerstake turns to place the scrap countersanywhere on the board, but not within 12” ofthe board edges.

Da DesertThe board should consist of a fairly opensection of the desert.

MobsRoll to see which mob has already found theseam and is already working it, the highestroller is the defending mob.

The defending mob may set up anywheretowards the middle of the board, but notwithin 12” of the board edges. Any defendingwarrior on foot may count as carrying a scrapcounter if placed next to one during setup.Likewise a defending vehicle placed next to ascrap counter during setup may have thatcounter loaded onto the vehicle. The othermob or mobs each start on a differentrandom table edge.

Startin’The attacking mob(s) starts - if more than onemob roll to determine turn order.

Endin'The game ends when one mob has all itswarriors Down or Out of Action or when it hasbottled out (compulsory or voluntary). Ifthere are more than two mobs taking partthen the game ends when only one remains.Bottle tests are taken at 25% as normal.

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Post-Battle SequenceIf there is only one mob left at the end of thegame that has not bottled out, then insteadof mining their own mine, that winning mobmay opt to mine this rich scrap seamimmediately after the battle. If they do so,they can extract twice the value of scrap thattheir normal mining efforts would havebrought them. As usual the teef from miningcount towards the mob’s income, not profit.

The mob only benefits for this game. All thatextra wealth is hard to keep under yer hat!Word quickly spreads eliminating any longterm advantage for the finders.

Experience+D6 SurvivesAll warriors that survive the battle gain D6experience points.

+5 Wounding/Penetrating HitsWounding hits and penetrating vehiclearmour gains a warrior 5 experience points.

+1 Carrying ScrapA warrior earns 1 experience point forcarrying a scrap counter at the end of thegame (scrap loaded onto vehicles does notearn anyone experience).

+10 WinningThe leader of the winning mob gains 10experience points.

Document Licensing DetailsThis document was written by David Cammack and with permission wasedited by Benjamin Fox and Ross Graham.

It is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported license.

To view a copy of this license scan the QR code or visit:http://creativecommons.org/licenses/by-nc-sa/3.0/

Unsure what any of that means?Visit http://gorkamorka.co.uk/creative-commons for an explanation.

The layout was made by Benjamin Fox using images created by Jenny Mathiasson and is also licensedunder a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported license.