season’s beatings! · krampus - 8bp m dex. con. a w res. skills 4 5+ 7 1 3 4+ parry weapons:...

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©2010 - 2012 Uncle Mike’s Worldwide Random Yuletide Events for Your Holly-Jolly Games of Strange Aeons During This Festive Time of Consumerist Paganism The winter can be a time of great joy and goodwill. It can also be cold as hell…plus, many people get some time off work to game! In an effort to add a festive twist to your games, simply guzzle down some eggnog, cuddle up by the fire and warm your heart by reading the following special rules. Random Yuletide Events may be used in games of Strange Aeons played in the calendar months of November through February. If both players agree to their use, simply roll one dice each (after the scenario has been determined and set up), add together the results and refer to the Yuletide Events Table and the Descriptions below. Bah Humbug! Every idiot who goes about with ‘Merry Christmas’ on his lips, should be boiled with his own pudding, and buried with a stake of holly through his heart. The horrible happiness of the season makes villains even more villainous! Lurker models automatically pass any Resolve tests they are re- quired to make this game. Frostbite The killing arctic wind sweeps in, dealing frigid doom! Exposed flesh freezes within minutes! The extremities are the first to go… All models removed with a Major Injury roll 1D6 instead of rolling on the Major Injuries Table: 1-3 = Leg Wound, 4-6 = Arm Wound. Frozen Lake In the midst of the blizzard, no one noticed they’d wandered onto a snow-covered frozen lake. Skating can be fun, but watch your balance… All models (except those with Flight) gain an additional 2” to their movement per Move Action. However, when attempting a Move Action, models must pass a Dexterity test or go Face Up. Surefooted models may re-roll failed attempts. Deep Snow The snowfall this year has been extreme and large areas of ground are heaped with thick, difficult to traverse banks of deep snow. One false step can spell disaster! Cut up a sheet or two of white paper into 3 templates, none larger than 8”x 8”. Starting with the Lurker player, take turns placing them. Deep Snow templates may be placed anywhere on the board outside of Deployment Zones. Models on the template must roll a dice before taking each Action. 1-5: Nothing Unusual, 6: Action wast- ed! Season’s Beatings! Yuletide Events Table Holiday Happenings 2D6 Bah Humbug! 2 Frostbite 3 Frozen Lake 4 Deep Snow 5 Auld Acquaintance 6 Christmas Party 7 White Out 8 Bitter Cold 9 The Lost Presents 10 Santa! 11 Good Will Towards Men 12

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Page 1: Season’s Beatings! · Krampus - 8BP M Dex. Con. A W Res. Skills 4 5+ 7 1 3 4+ Parry Weapons: Switch (C.C.B.+0, Dam. D+1, *) Special: Daemon, Hideous I Smell Children: Krampus is

©2010 - 2012 Uncle Mike’s Worldwide

Random Yuletide Events for Your Holly-Jolly Games of

Strange Aeons

During This Festive Time of Consumerist Paganism

The winter can be a time of great joy and goodwill. It can also be cold as hell…plus, many people get some time off work to game! In an effort to add a festive twist to your games, simply guzzle down some eggnog, cuddle up by the fire and warm your heart by reading the following special rules.

Random Yuletide Events may be used in games of Strange Aeons played in the calendar months of November through February. If both players agree to their use, simply roll one dice each (after the scenario has been determined and set up), add together the results and refer to the Yuletide Events Table and the Descriptions below.

Bah Humbug!

Every idiot who goes about with ‘Merry Christmas’ on his lips, should be boiled with his own pudding, and buried with a stake of holly through his heart. The horrible happiness of the season makes villains even more villainous!

Lurker models automatically pass any Resolve tests they are re-quired to make this game.

Frostbite

The killing arctic wind sweeps in, dealing frigid doom! Exposed flesh freezes within minutes! The extremities are the first to go…

All models removed with a Major Injury roll 1D6 instead of rolling on the Major Injuries Table: 1-3 = Leg Wound, 4-6 = Arm Wound.

Frozen Lake

In the midst of the blizzard, no one noticed they’d wandered onto a snow-covered frozen lake. Skating can be fun, but watch your balance…

All models (except those with Flight) gain an additional 2” to their movement per Move Action. However, when attempting a Move Action, models must pass a Dexterity test or go Face Up. Surefooted models may re-roll failed attempts.

Deep Snow

The snowfall this year has been extreme and large areas of ground are heaped with thick, difficult to traverse banks of deep snow. One false step can spell disaster!

Cut up a sheet or two of white paper into 3 templates, none larger than 8”x 8”. Starting with the Lurker player, take turns placing them. Deep Snow templates may be placed anywhere on the board outside of Deployment Zones. Models on the template must roll a dice before taking each Action. 1-5: Nothing Unusual, 6: Action wast-ed!

Season’s Beatings!

Yuletide Events Table

Holiday Happenings 2D6

Bah Humbug! 2

Frostbite 3

Frozen Lake 4

Deep Snow 5

Auld Acquaintance 6

Christmas Party 7

White Out 8

Bitter Cold 9

The Lost Presents 10

Santa! 11

Good Will Towards Men 12

Page 2: Season’s Beatings! · Krampus - 8BP M Dex. Con. A W Res. Skills 4 5+ 7 1 3 4+ Parry Weapons: Switch (C.C.B.+0, Dam. D+1, *) Special: Daemon, Hideous I Smell Children: Krampus is

©2010 - 2012 Uncle Mike’s Worldwide

Auld Acquaintance

Should auld acquaintance be forgot, and never brought to mind? Depends on how many tentacles he had, and whether you had to leave him in a padded room last time you met. Thankfully, this one wants to help you out…spreading the season’s beatings!

The Threshold player may choose one Special Agent for this game only. No Map Pieces need be spent and the Special Agent does not add any additional BP (Build Points). However, once the game (and Post Game) are over, the Special Agent leaves.

Christmas Party

Who knew that both Threshold and the Lurkers would have office Christmas parties on the same night? Too much food, booze and general overindulgence of festive cheer can make it difficult to fully participate in a rag-ing battle.

All models on the board are considered Stupid for the duration of the game (see Blasphemous Construct profile, page 38 Main Rulebook, for description of Stupid).

White Out

The fog is as thick as pea soup and the snow hasn’t stopped falling for hours; you can barely see your hand in front of your face. These are the worst conditions for a firefight.

All Ranged weapons have their range reduced by half, rounding down if necessary.

Bitter Cold

Stay still for too long in this weather and you’ll be frozen to the ground! If you can’t stay active, the sub-zero temperatures could very well be the end of you.

If any model that goes Face Up or Face Down is not returned to Normal by the end of its controlling player’s next Turn, that model is removed from the table as a Major Injury.

The Lost Presents

Scattered all about are Christmas presents destined for some poor orphans. Government Agents must respond before the forces of darkness make this a very black Christmas indeed!

Players place D3 presents each; presents must be farther away from you than your opponent and at least 5” apart and 5” from Deployment Zones. Regardless of what game is being played, Threshold will only win if they can retrieve more presents than the Lurkers can destroy. Presents can be destroyed by spending two Actions in base-to-base. Threshold retrieves presents by moving them into their Deployment Zone. The boxes are merci-fully light, so no movement penalty is suffered for carrying them.

Santa!

He knows if you’ve been bad or good, so be good for goodness sake! Santa shows up with list in hand and no-body wants to make the ‘naughty’ list.

Santa appears on the Threshold player’s board edge at the start of the game. At the start of each Threshold Turn, the Threshold player must move Santa 6” in any direction, so long as he ends his movement closer to the Lurker board edge than he started. No Close Combat may be fought within 5” of Santa (models in base-to-base may simply move away from each other, with no free Wound assessed), and no line of sight can be drawn through Santa. Santa is immune to damage of any kind, and no model may voluntarily enter base-to-base with him.

Good Will Towards Men

Thoughts of past misdeeds linger, and as the sounds of carolers float across the starry winter skies, your homi-cidal rage lessens and you feel…kind of sad inside.

All Lurker models suffer a –1 penalty to their Close Combat Bonus on all weapons and attacks, down to a mini-mum of C.C.B+1.

Page 3: Season’s Beatings! · Krampus - 8BP M Dex. Con. A W Res. Skills 4 5+ 7 1 3 4+ Parry Weapons: Switch (C.C.B.+0, Dam. D+1, *) Special: Daemon, Hideous I Smell Children: Krampus is

©2013 Uncle Mike’s Worldwide

Children

Children, whether through curiosity or just being in the wrong place at the wrong time, have a knack for getting themselves tangled up in situations beyond their understanding, much less their capability to escape! Weak-er and more easily frightened than Civilians, Children have no BP value and may only be used in Scenarios or circumstances that specifically require their presence. Unless otherwise specified, Children may never be equipped with any weapons or gear.

Child

M Dex. Con. A W Res. Skills4 6+ 4 1 1 6+ None

Weapons: UnarmedSpecial: HumanChild Psychology: When rolling on the Insanity Table, all Children suffer a –2 penalty to the result. When suffering from Revulsion, Children will always run toward the Threshold table edge in games of Strange Aeons, or towards the nearest table edge in Von Unaussprechlichen Kulten.Squirmy: Kids don’t put up much of a fight, but they’re hard to get a good hold of! Models that enter base-to-base with an unarmed Child may elect to snatch them up rather than engaging in close combat. Car-ried Children inflict penalties of -1 C.C.B., +2 Dexterity and -1 Movement on the carrying model. Multiple Children may be carried, but the penalties are cumulative. Children may be dropped voluntarily at any time (or automatically if their captor goes Face Down), and are placed 2” away from the model that has released them. If a model carrying a Child is shot at, the hit will be randomized between captor and captive(s).Father Knows Best: A Child within 5” of a Threshold model may use its Resolve instead of their own.Think of the Children: Threshold models may never make Ranged attacks at a model that carries a Child, for fear of harming the poor innocents! Should a Threshold attack ever inadvertently remove a Child from play due to injury, the model that made the attack will receive a Black Mark (see Morbid Adventures for details on Black Marks).

Page 4: Season’s Beatings! · Krampus - 8BP M Dex. Con. A W Res. Skills 4 5+ 7 1 3 4+ Parry Weapons: Switch (C.C.B.+0, Dam. D+1, *) Special: Daemon, Hideous I Smell Children: Krampus is

©2013 Uncle Mike’s Worldwide

Lurkers

Each year, as the days shorten, the air chills and the snow begins to fly, fear creeps into the minds of children throughout the alpine nations of Europe. They know that the time of Krampus is fast approaching; time to pay for their year’s misdeeds... Horned, hairy and terrifying, Krampus first descends from his hidden lair in the early days of December, creeping through the darkness of long nights to snatch up the naughty into his basket, whisk-ing them away to a fate best left unimagined!

Krampus - 8BP

M Dex. Con. A W Res. Skills4 5+ 7 1 3 4+ Parry

Weapons: Switch (C.C.B.+0, Dam. D+1, *) Special: Daemon, HideousI Smell Children: Krampus is naturally drawn to children, and will make all effort to seek them out. Any game with Krampus in play will always feature three Children (profile provided in this package). Unless otherwise specified by the scenario, the Children are placed by the opponent within 8” of the centre of the board. Krampus wants to capture the Children, and will avoid harming them. Krampus never receives a free wound when fighting unarmed Children, and will always capture them (see ‘You’ve Been Bad’ below) rather than rolling ‘to wound’.*You’ve Been Bad: When Krampus enters base-to-base with a Child or wins a round of close combat against any Human Lurker or Threshold model with a Black Mark, he may elect to stuff the victim into his basket instead of rolling ‘to wound’. The basket may hold a single model, or up to three Children, but incurs a -1 Movement penalty if full. Specially designed for this purpose, Krampus’ basket renders him immune to all other penalties related to carrying another model, and will prevent captured models from escaping even if Krampus is rendered Face Down. Captured models will remain trapped until either Krampus is removed from play (place freed models in the spot where Krampus was removed) or the end of the game. Any models that remain trapped at game end are treated as Minor Injuries for the purpose of post-game activities.Cut Em’ Loose: If a model wins a round of close combat against a victim-carrying Krampus, it may elect to free one victim instead of rolling ‘to wound’. Both models are placed 2” away from Krampus, in base-to-base with one another. Threshold models must elect to free captured Children whenever able.Unique: As Krampus is (mercifully) the only known being of his kind, no Lurker list or Cult may ever contain more than one Krampus, and he may only be utilized between December 5th and 31st. Accept no substitutes!

Page 5: Season’s Beatings! · Krampus - 8BP M Dex. Con. A W Res. Skills 4 5+ 7 1 3 4+ Parry Weapons: Switch (C.C.B.+0, Dam. D+1, *) Special: Daemon, Hideous I Smell Children: Krampus is

Nightmare on 34th Street!

Children have always made good sacrifices, and this is doubly true around Saturnalia. The cult needs them for unholy rites and the Threshold team had to stop them, in the name of all that is good!

Requirements: This scenario may be played any time during the Holiday Season, either upon agreement of both players, or when either player is permitted to choose the scenario..

Lurkers: 1 Maniac Santa (behaves as a normal Maniac, but in the guise of old St. Nick!) and any of the following: Degenerates, Tcho-Tchos, Cultists, Cult Leaders and Henchmen. At the start of the game there must be at least one more Lurker model than Threshold model.

Set Up: Players place scenery to mutual satisfaction. In addition, 3 Children (profile provided in this package) are placed along the center line of the table, no closer than 6” to each other. Players then roll 1D6 each; highest chooses short board edge and sets up first. The other player then sets up on the opposite side. Both players must set up in base-to-base with their short edge.

Special Rules: At the start of your opponent’s Turn (before Draws and Nominations) you may move any one non-grabbed Child 1 Move Action in any direction, but never into base-to-base with another model. Alternatively, a non-Normal Child may Change States instead of being Moved.

Children love Santa! All Children may re-roll failed Resolve tests due to (Maniac) Santa and his an-tics. But be warned, if a Child is killed, the responsible party loses the game instantly! If a grabbed Child (and/or accompanying model) Move into base-to-base with their own short table edge, the Child will be either Rescued (Threshold) or Captured (Lurkers).

Rescued: Children moved into base-to-base with the Threshold table edge have been Rescued. The Threshold team receives a Map Piece per Child Rescued, and may remove a Black Mark from any one model if all the Children are successfully Rescued (see Morbid Adventures for details of Black Marks).

Captured: Children moved into base-to-base with the Lurker table edge have been Captured for sacrifice. The Lurker player receives 1D6+3 points of Reinforcements per Child Captured, 1D6+6 if Maniac Santa does the Capturing! These Reinforcements may only be of the types specified for this Scenario, and only one Maniac Santa may be in play at any time. They are placed in base-to-base with the Lurker table edge at the start of the next Lurker Turn, and may be used as usual.

Starting The Game: Both players roll 1D6; highest scoring goes first.

Ending The Game: The game continues until one side has successfully Rescued or Captured all the Children or until all the models from one side have been removed from the table. Additionally, if a Child is ever removed from play due to injury, the side that inflicted the injury instantly loses.

Page 6: Season’s Beatings! · Krampus - 8BP M Dex. Con. A W Res. Skills 4 5+ 7 1 3 4+ Parry Weapons: Switch (C.C.B.+0, Dam. D+1, *) Special: Daemon, Hideous I Smell Children: Krampus is

©2013 Uncle Mike’s Worldwide

Christmas With Krampus!

All Threshold agents treasure what little time they get away from the job, and Christmas is certainly no ex-ception. Something seems to have gone wrong though. First the strange scraping at the door, and now the boisterous sounds of the children dancing about the tree have turned to screams of terror! All the good gear is locked up elsewhere - have to make do with what’s at hand....

Requirements: This scenario may be played between December 5th, when Krampus makes his first appearance, and January 1st, when you’re probably sick of Christmas and don’t want to think about it any longer!

Lurkers: One Krampus (profile provided in this package)

Set Up: The Threshold player may use any one model from their list, including Special Agents, equipped with only its basic weapons (ie. those included with its profile).

The Threshold player places a Christmas tree at the centre of the table. Three Unopened Gifts are then placed within 4” of the tree (but never closer than 2” from another gift), and three Children (controlled by Threshold) are placed within 2” of the tree, but never in base-to-base with a Gift or another Child. The Threshold player then chooses a short edge and places their model 5” in. Finally, Krampus is placed anywhere on the board at least 12” from any child.

Special Rules: Your Threshold agent is home for the holidays, and a bit ill-prepared to take on Krampus! Perhaps those holiday goodies around the house might be of some use... Threshold may purchase these items at a cost of 1BP each (usable for this game only):

Candy Cane – Lure those kids with candy! Any Children within 10” test against Resolve, and immediately take one Move towards the proffered candy should they fail. The Candy Cane is destroyed if any Child reaches it.

Choir Book – Perhaps a bit of caroling will drive Krampus away! As an Action, the agent belts out a holiday tune. Krampus, if within 10”, must pass a Resolve test or be forced to move 4” away from the singer.

Cup of Cheer – Better take a swig of that punch… As an Action, the agent gains an automatic pass of one failed Resolve test this game.

Krampus wants to snatch those kids, but they’re pretty focused on getting at those presents. Children receive a +1 bonus to Resolve for each Unopened Gift within 4”, but they won’t stay unopened long. As an Action, a Child may open an Unopened Gift in base-to-base and claim the contents. Roll on the Presents! Table to see what’s inside. Unwanted gifts may be dropped (place a marker on the table) or passed to a friendly model in base-to-base. Threshold can open gifts too, but require 2 Actions (adults always try not to rip the paper). Krampus can Charge a gift to destroy it – what a meanie!

Rescued: Children moved off the Threshold table edge have been Rescued. The Threshold model may remove a Black Mark for each Child rescued.

Captured: Children moved off the Lurker table edge with Krampus have been Captured. The Threshold model receives one Black Mark for each captured Child.

Starting the Game: Both players roll 1D6; highest scoring goes first.

Ending the Game: The game continues until all Children have been either Rescued or Captured. Additionally, if a Child is ever removed from play due to injury, the side that inflicted the injury instantly loses.

Presents! Table

D6 Present1 Lump of Coal - Krampus must attempt

to make this model his next victim2 Fruitcake - throw as a Ranged Attack

(Range 6”, Rate 1D, Dam. D+2, 1-shot) -OR- eat as an Action to regain a lost Wound (this destroys the Fruitcake)

3 Baseball Bat - treat as a Club4-5 New Dolly - +1 Resolve when

equipped to a Child6 Pellet Gun - treat as a .22 Handgun

Page 7: Season’s Beatings! · Krampus - 8BP M Dex. Con. A W Res. Skills 4 5+ 7 1 3 4+ Parry Weapons: Switch (C.C.B.+0, Dam. D+1, *) Special: Daemon, Hideous I Smell Children: Krampus is

1©2013 Uncle Mike’s Worldwide - May be printed for personal use

Orphan Pie!The cult had been working hard all year, desperately trying to out-do those other ne’er-do-wells. Everyone deserves a break around the holidays and this year was no exception. What those cultists needed was a party…a feast! And nothing will raise their spirits more than a big steaming piece of orphan pie! The recipe only calls for one orphan…so, go get one!

Requirements: At the agreement of both players, this special festive scenario may be selected in place of rolling on the Basic Scenario table between December 5th, when Krampus arrives on the scene, and the beginning of the New Year.Set Up: Players place scenery to mutual satisfaction. In addition 3 Children (profiles provided in this package) are placed by the lower TCR cult within 8” of the center of the table. The board is divided into four quadrants. Players then roll 1D6 each: highest chooses board edge and sets up first, 5” in. The other player then sets up within 5” of the opposite side.Special Rules: At the start of your opponent’s Turn, prior to Draws and Nominations, you may move D3 Children (that haven’t been grabbed) 1 Move Action in any direction, but not into base-to-base with another model. In the case of non-Normal children, you may also elect to Change State. Models moving into base-to-base with a Child simply Grab ‘Em and carry their captive away at normal penalties. Once the grabbed Child (and accompanying cult member) Move off the table via their short board edge, the Child is captured.Your cultists aren’t the only ones aiming to snatch some kids. Krampus is on the prowl…looking for bad children. Krampus is treated as a third player, and will always attempt to Move or Charge towards the nearest Child. At the start of any Turn that Krampus is not on the table, the player whose Turn it is rolls 1D6. On a 1-4 Krampus appears in the center of the corresponding Quadrant and then takes a Turn before the player. On a roll of 5 or 6 Krampus does not enter play, and must be rolled for again at the start of the next Turn. Note that Krampus can be removed from play many, many times, and will always have a chance to re-appear at some point…If a Child is killed, immediately roll 1D6 and place a Threshold Agent with 3BP worth of gear and weap-ons (selected by the player that did not kill the Child) in the center of the Quadrant indicated. If a 5 or 6 is rolled place the Agent within 5” of the model that removed the Child from play. The Agent is controlled by the cult that did not kill the Child, but is considered an additional player and receives its own Turn.Starting The Game: Both players roll 1D6 each: highest roll goes first…but must roll for Krampus before their Turn begins.Ending The Game: The game continues until all the Children have been removed from the table or until all models in one cult have been totally removed from the table. If all the Children have been removed, the cult with the most Children captured will win. In the event of a tie (or if both cults have none - sorry excuses for evil you are!) the game will be considered a loss for both sides.Dark Rewards: Children may be used in the following ways in the post-game:One Child – Baked into a pie! The cult is well fed and need not pay Upkeep for this game.Two or more Children – There will be leftovers! Best offer them up to the boss... The cult ignores Upkeep and also gains a -1 bonus to their roll in the Favour Phase.