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Horror Scenario: Lurking Terror

The Lurking Horror Mission

Intro:

In this scenario a small force is being hunted down by a malicious entity. The protagonist is attempting to destroy the creature before it succeeds in eliminating them. The mission itself is very versatile and the creature can take many forms from single monsters, deranged individuals, or a pack(s) of animals. The game also allows for a large degree of customization and can easily incorporate additional players.

Since this game can be played fairly quickly; one recommended manner in which to run the mission is have one individual set up the board and pick the forces involved – then play out multiple games having the players switch forces after each game. This method allows for a suitable degree of tailoring in order to create a fitting encounter; grey knights verse a greater daemon, storm troopers versus a tyranid monstrous creature, dark angles versus a fallen character, a swarm of Necron wraiths hunting down tau firewarriors, a Catachan Devil hunting a group of jungle fighters, Sly Marbo could be stalking down a group of Conscripts (they drew First Blood!), and etc. It might be a good time to dust off the Creature Design Rules GWS published a while back.

The Team:

Take a non-bike, non-Headquarters squad that has a point value at or under 300 points, it would be preferred to take a squad out of your army’s troop selection, but it is not a requirement. If both players agree addition squad members may be included to add diversity to the game. These addition units may not be independent characters. (Example - a squad of guardians plus warlock gets the addition of a striking scorpion and a death reaper, but they are not allowed to take a farseer).

Individuals:

All models are treated as independent characters. The term unit refers to each squad member or Scout Group (see below) for the purposes of this mission. The characters may be given equipment from their codex that could only normally be acquired by certain specialist or characters. There are two rules when doing this, one being that none of the units may have the same equipment, so no duplicates are allowed. The other rule is that it all weapons and equipment must be accounted for in the point value of the miniature. This is rule doesn't require exact point values, just give fair approximations of the war-gear’s worth. All the squad members may be given equipment that may be considered basic armament from their codex without concern of duplication.

The protagonist player should field a minimum of 10 models totaling no more than 300 points. In case of a squad leader or another model that provides a bonus to the squad; higher leadership, some form of psychic power, or any other type of unit augmentation, use the following rule: Models within 6" of the model providing a unit augmentation may receive the bonus the model gives as if they were in a squad with the model. If a friendly model is killed or broken within 6 inches of a character that character must take a Leadership test or a pinning test if the attack causes pinning (see Fleeing). If a model is killed in the game do not remove it from the board, but rest it on its side or leave a marker signifying that it is now a corpse. The only effect the model will have in the game is that the creature will be able to draw nourishment from it and other protagonist may react to the body by destroying it (see feeding).

The Creature:

The creature can be any unit that is appropriate for the game. A large monstrous creature, multiple cheap monsters fielded in a squad or squads (zombies, flayed ones, Tyranid warriors, ogryn), a suitable squad of stealthy combatants (kroot, striking scorpions, genestealers, chaos marine veterans, etc), or a deranged independent character (chaos lord, autarch, ork warboss, guardsman Marbo, etc) could be used as the “creature”. Squads or packs still use the movement bonus, which is stated later. A single monster or character with multiple wounds will have the eternal warrior rule. The “creature” should cost from between 1/2 too 1/3 the total value of the defender’s force as a guideline.

Suggested Creature:

This is the creature created for the purpose of the game. The actual model representative could take many different forms. These rules are provided for players to use but are no way required to do so, as the “creature” can come in many forms (see above).

WS BS S T W I A LD SV Cost
Lurking Terror 6 3 5 5 4 3 5 8 3+ 100

Rendering, Quick, Infiltrator, Stealth, Spit acid, Shallow whole.

Quick: moves and assaults 9 inches. Roll for difficult terrain like infantry but add 3 to the roll.

Spit Acid: Range 6 Strength X AP 4 Assault 1 (wounds on a 4+) Silent

Silent: spitting does not create a Point of Interest (see Point of Interests)

Shallow Whole: if the creature hits a model with 4 attacks it can elect to shallow that model whole instead of rolling to wound. The model receives no saves of any kind and is removed from play. If the Lurking Terror shallows a model then it doesn’t need to spend a turn feeding on the slain model to receive a chance of regaining wounds (see feeding). This attack will only work on a model with eternal warrior if it has been reduced to its last wound and will not work on base toughness 5+ models, vehicles, or models riding a bike.

Adjusting Suggestive Creature

Feel free to change the suggestive creatures profile to if it is deemed to weak or to powerful the protagonist. Adjusted the stats on the creature until a nice equilibrium is reached. If the creature is under-powered give it another wound or two, or an ability like Regenerative (1) to help balance the game.

Movement:

Movement for is this scenario is quite different than that of a normal game. The game takes place on a hunting ground where a group of people are patrolling around, investigating imagined noises and jumping at shadows. The creature and protagonist move under the following system until they detect the other’s presence. Go through each unit at a time and have both players roll a D6. The player that rolls the highest then can move that unit that number of inches in the direction of their choosing. In the event of a tie the player controlling the creature counts as winning the roll. The creature moves using the same method, but the player controlling the creature then gets to move an addition 3 inches after its move. This bonus movement represents the creature stalking the protagonist. Models that move this way are referred to as sentries. Some units might be able to travel faster then normal see Enhance Movement for these units. The creature always takes the first turn.

Difficult Terrain:

Sentry movement through difficult terrain is halved rounding up (instead of moving 5 inches you move 3). The creature’s additional 3 inch movement is unaffected by this. Also when in woods or the game's equivalent, the unit suffers a mince one to the multiplier for its detection range and reaction distance (see detection and reaction distance).

Stationary/Sentry:

The protagonist player can nominate members of his squad to stand stationary or patrol as sentries, it must be decide whether a model is a sentry or is stationary at setup. Models can’t go from a sentry to stationary or from stationary to sentry while on patrol; they are committed to their role. Having a squad member stand stationary will allow them to count as not moving if the creature should be detected. Stationary units will still detect the creature; the only difference between them and sentry units is that they do not move during patrol movement.

On Patrol:

When models are moving about as above, they are considered to be on patrol even if they are stationary. Models that are investigating a Point of Interest (see below) are still considered to be on patrol. It is possible to have some units be on patrol while others are operating off patrol.

Off Patrol:

A model that is off patrol has located the creature or is assisting a unit that has. The unit may move, fire, assault and perform all its usually functions when it is off patrol. A unit becomes off patrol when it moves within its detection range of the creature, or if it is within its reaction distance of the creature that has been detected or friendly unit that has detected the creature. Groups that are off patrol no longer follow their coherency rules and operate like a squad composed of independent characters.

Detection:

Both the protagonist and the creature are able to detect their opponent at a range that is twice their initiative under normal circumstances.

Detection range = initiative * multiplier (2 unless modified see below)

Normal detection range is initiative times 2. Situations may increase or decrease the detection range. The multiplier can never be lower than one and can never be higher than 4.

Modifiers:
Target is obscured by cover = -1 one to multiplier
Unit is traveling at an enhanced speed = - 1 to the multiplier
Unit is in an elevated location suitable for spotting targets = +1 to multiplier
Also the unit might have enhancements or special equipment the extends or decreases detection range

Note that what extents or detracts from detection range also effects reaction distance in the same manner.

If the unit moves within its detection range while on patrol it will switch to off patrol and be able to fire, run, assault as normal. Bare in mind the unit already spent its movement phase moving unless it was stationary. Make sure you complete all your sentry movement before you have your unit react to the creature and vice-versa.

Enhanced Movement:

In some cases a unit might be faster then normal. The model could be wearing a jump pack, be mounted on some creature, be riding a bike, or they could just be very fast. All models that do not count as infantry in terms of their movement have the option of moving at an accelerated speed while patrolling. In which case the roll for movement is double if desired, state what speed the unit is traveling during setup or when the option presents itself. Moving around at high speed does have a disadvantage. The unit traveling at an enhance speed will have a mince 1 to it multiplier for detection and reaction.

Spotting:

If the squad detects the creature in their turn then all models may fire at the creature and attempt to assault it if they are within their reaction distance (see below). All the sentries firing would count as moving for ballistic purposes, stationary units count as not moving. For units that are outside their reaction distance of the creature or a friendly unit that has detected the creature they remain on patrol. If the creature discovers a squad member it then is allowed to take its turn - note that it already took its movement phase. Models that are fired upon by a unit automatically spot that unit if it lies within their reaction range. Note that all sentries must complete their patrol moves before seeing if they are within reaction distance.

Reaction Distance:

The distance a unit can see up too is referred to as Reaction Distance. Unit’s can only see 2D6 times 2 inches under normal circumstances, if events are taking place outside this range then the unit is ignorant of them. The player rolls for reaction distance when the creature is detected but applies that roll to all his units instead of rolling for each one. Roll each turn after the creature has been detected. If the creature is no longer detected and no friendly units are within their reaction distance of the creature then the creature as escaped detection (see Evading or Disappearing). The creature uses the same method for detecting the protagonist squad members.

Modifiers:
Target is obscured by cover = -1 one to multiplier
Unit is traveling at an enhanced speed = - 1 to the multiplier
Unit is in an elevated location suitable for spotting targets = +1 to multiplier
Also the unit might have enhancements or special equipment the extends or decreases reaction range

Increase the multiplier by one if the unit is in an elevated position (2D6 times 3). Decide what features count as elevate before setup. Mince one off the multiplier if the unit being detected in concealed behind cover or is otherwise obscured (2D6 times 1). A model in an elevated position will have a detection range of 2D6 times 2 when the creature is behind cover.

Models can only move and fire at the creature if it is within their reaction distance. Models that are within reaction distance of a friendly unit that can see the creature may move as normal, but may not fire. A model that neither sees the creature nor a friendly unit that sees the creature continues to remain on patrol. Units also require line of sight in order to react, if they can not see the creature or a unit that can see it then the must remain on patrol. If the reaction distance is under the detection range then treat the reaction distance as being the same value as that of the detection range. To clarify, the reaction distance will not be lower then the detection range despite its roll.

It is possible for the creature to be spotted and not spot the enemy and it is also possible for the creature to spot the enemy and for the enemy not to see the creature. It is critical to note that spotting is done at the end of a sentry’s move, not during the move or at its start. The creature is only allowed to move according to the player’s wishes if it is aware the location of its prey. Shooting at the creature will give away a unit's location regardless if the creature is hit or not. If the creature kills a unit that it has spotted and it doesn't detect the location of any other units it will go back to being a sentry, but may move away from any point of interest it has generated.

Scout Groups:

Sentries can be made to travel together in small squads. This can be up three models. Instead of rolling for the movement of all the models, just roll once and move the group accordingly. Groups are treated as a single unit. Groups can’t decide to be stationary and must patrol as sentries. Groups with low costing expendable troops could contain more then three models. Models that cost less than or equal to 10 points can be fielded in groups of 5, take weaponry into account when determining cost.

Group members:

Models in groups must be placed from 2-4 inches from another model in the group (The 2" minimum is to represent the group combing the area). Whenever a character dies each group member must pass a leadership test or flee or become pinned if hit by a pinning weapon, even if they are more than 6 inches from each other. This is done at the end of the turn in which the casualty occurred. Also if a member of the group is assaulted then the group is committed to the assault.

I think I heard something:

If both players roll the same number on the sentry movement die then one member of the group, picked by the creature, hears a noise and leaves the squad to investigate, this requires a Ld. test that cannot be voluntarily failed – if failed the model remains in the group. If passed the model moves 6 inches in a randomly rolled direction (use shatter dice). A hit means the creature player decides the route; the other models in the group do not move that round. After that the individual is now independent of the squad and moves as a lone sentry.

Shooting:

Despite being a group each model remains an independent character and can be picked out by ballistic attack. If the creature fires at one group member and kills them it can still assault the group if able.

Combat with Groups:

Groups are not same as squads if one member is locked in combat with the creature the other members in the group are not committed to directly fighting the creature. If a group has one of its members assaulted by the creature the other members have the option of either advancing into combat, squeezing off a shot, or fleeing. If a model is not in base to base combat with the creature it is not involved in the close combat even if it should find itself within 2 inches of a friendly model that is engaged in combat. There is no movement in combat, defenders will not advanced toward their attacker and there are no pile-in moves. If casualties cause the group to have no models in contact with the creature then it is now out of combat. Models from a group that is assaulted by the creature but are not in contact with the creature may chose to advance into combat or flee if they did not attempt to fire upon it. The model it assaulted may choose either to squeeze off a shot or fight normally.

Squeeze off a shot:

This rule allows the player to fire off a shot at an assaulter before it assaults them. The model forgoes all its attacks in hand to hand, to attempt to fire at its enemy. Both the players roll a D6 and add it to their model's initiative. If the player controlling the firing model beats the attacker’s roll then the model is allowed one free shot at the model. If the attacker beats or ties the model, then the model can not fire and it loses its chance to fight in hand to hand. The model may not fire any Heavy weapons and may only fire a single shot even if their weapon has multiple shots. The defender automatically wins if the assaulted model had already detected the creature before the unit was assaulted. Firing in this way prevents the use of defensive grenades. Squeezing off a shot creates a point of interest that is detected on a 4+ (see point of interest) if successful attempted (hit or miss the shot will still produce noise). It may only be done the turn a model is assaulted or if it is a member of a group that is in an assault and it is not in direct contact with the creature.

Reactions for un-engaged group members

Models in combat with the creature, but not direct contact have the following options:

Advance into combat: The model advances into combat to aid its companion it may move up to its assault range and engage the creature. The model gains all the advantages of assaulting,

Squeeze off a shot: The model automatically passes the test

Fleeing: Model flees from combat as if it became broken.

Note: While it is possible for models to fire at the creature using the squeeze off a shot rule the creature counts as being in hand to hand combat for the purpose of being shot at by other units.

Fleeing:

Protagonist models that fail a leadership or voluntarily flee do so in to the table edge that take them furthest away from their opponent. If the reach the edge they get one more chance to rally, if they fail they flee off the board and are removed. If they have to flee and the location of their opponent is unknown to that unit they flee to the nearest table edge even if it brings them closer to the creature. If they pass a leadership test they become a sentry even if they was stationary when the model fled.

Creature:

A creature that is broken will flee directly away from the nearest enemy model visible to the monster. It may not flee off the table and if it is assaulted and fails its leadership test it is not destroy, but may not attack in hand to hand. This state remains until the creature passes a leadership test.

Groups:

When groups are called to take a leadership test each model must take the test and apply the results to themselves. It is possible for one group member to break and flee while the others remain. The same holds true for pinning and other leadership base effects. Should members of the group become separated then they become their own units. If one model becomes pinned then the other models are free to separate from that individual or individuals.

Point of Interest:

While units are patrolling situations might emerge that might merit investigation. Perhaps a model managed a scream before being devoured, or there is a desperate burst of gunfire that is quickly cut off. There is a die roll associated with an event that produces a point of interest. When a point of interest is created mark its location with a counter. Each sentry unit has the option of attempting to proceed towards the marker by passing a die roll typically an auto success, 4+, or 6+. If they pass the roll then they move their full movement towards the marker. The unit may even choose to run in which case their detection range and reaction distance is given a mince 1 to its multiplier.

The investigating unit will continue to the marker until they reach it and revert back to their normal patrol movement; or they detect an enemy unit or have a friendly unit that can see an enemy unit in their reaction distance in which case they become off patrol. Leave the marker so pursuing units can move towards it; if no units are investigating the marker then remove it from the board. Units can decided to investigate a point of interest during their first movement phase after the marker was placed, they can not decide to pursue a marker after declining to do so or after failing an investigation roll for that counter on a previous turn. Once a unit reaches the point of interest counter all investigating sentries go back to their normal patrol movement. Any unit can be moved directly away from a point of interest as long as such a point lies within its detection range as it will seek to evade attention the noise will generate. After the unit moves outside of its detection range then that it will go back to being on patrol.

Multiple Points if Interest: If multiple PoIs occur at the same turn then only consider the loudest noise as the point of interest, i.e. a point of interest with a roll of 4+ will cancel out any created by a 6+. If their are multiple PoI that possess the same roll than investigating units will be drawn to the PoI that is closest to them.

Note 1: When investigating a point of interest a sentry unit can roll to see if they investigate a more current point of interest. If they fail the test they continue to investigate the previous one.

Note 2: If multiple players are involved in the game do not remove a point of interest if another player has reached it.

Die rolls for Investigation:

Auto success: Last know location of creature (see Evading), very loud noise or attack
4+: A model fires its weapon, or a prolong combat (one in which combat continues after one assault phase)
6+: an attacker assaults and kills or breaks a unit, a model is killed

Before the game players can reach an agreement on the on what produces a point of interest and what roll is required. A demo charge blast could create a point of interest with and auto success roll as it is easy to image the explosion alerting everyone in the area and a sniper rifle would not produce any point of interest or one at a reduced roll of a 6+.

Disappearing and Evading:

If the protagonist loses sight of the creature after detecting it, the creature has the option of either Disappearing or Evading. Once the creature gets out of the line of sight of the other player’s units and is outside their detection range it may perform one of two actions. It may remove itself from the board and redeploy itself. The protagonist may reposition his models on board (see setup) in which they will be place in his circular deployment zone or he can choose to leave some models where they are. This method is called disappearing as the creature removes itself from the immediate game. If the creature managed to feed during the game roll to see if it regains any wounds at this time. The creature is placed and the game will resume with the creature taking the firsts move. Note that half of the protagonist’s units must be sentries – this might require that some stationary units be converted if casualties have been suffered.

The second option would be to declare that the creature is infiltrating the location in which all miniatures go back to patrolling. The protagonist’s units can decide if they are stationary or sentry – remember half must be sentries. This method is referred to as Evading and it leaves a Point of interest marker at the last location the creature was within the protagonist line of sight the gives an automatic success to its roll.

Deep strike /Infiltrate:

Creatures which can not deep strike or infiltrate must enter using a table edge. For other units place as if they were using deep strike rules. If a mishap is rolled place a point of interest marker at the creature’s location that requires a roll of 6+.

Feeding:

The creature can devour the defender’s units and use the sustenance it gains to regain wounds while spending a small period to digest its meal. If a creature kills a model it can forfeit one of its assault turns to feed. Once having fed the creature will have a 4+ chance of regaining one lost wound per wound digested via feeding. This digestion period is undertaken when the creature Disappears. A corpse can be reached by assault movement.

If the creature is within its detection range of a body it may react to the corpse or continue patrolling. If it chooses to react to the corpse it must attempt to feed in which case remove the downed model. Also if the protagonist should move a unit move within their detection range of a downed model they may attempt to destroy the body or continue with their patrol movement. If the protagonist has a gun that can inflict an insta-kill hit on the body he may elect to destroy it by shooting the gun at he corpse in which case it will automatically be removed without the need to roll. Grenades can also be used to destroy a corpse; move a model with grenades into contact with the corpse and assault the body, after one combat round the body is removed. Both methods of corpse disposal will create a point of interest on a 4+ roll.

In cases of independent characters being used as the lurker, feeding could be the individual pulling medical supplies off the body. If the creature is in fact many one-wound monsters then feeding is not used.

Table:

Table can be 3 by 3 or larger. It should be heavily cluttered with terrain and sight obscuring features. The protagonist setups within 12 inches of the table’s center, this is his deployment zone.

Setup:

Have the defender deploy all his units and state which are sentries and which are stationary. Sentries must be setup as far away from the other units while remaining in the circle. Have the attacker then place the creature so that it is coming in on a table edge or deep striking in if the creature is capable of doing so, the creature cannot deep-strike within the protagonist deployment circle. The attacker will move his creature first followed by the protagonist. Repeat this process until someone spots an enemy unit.

Special note on Last Chancers:

This mission was initially made with the original rules for the last chancers in mind. If you possess the original rules and models for the last chancers feel free to use them for this scenario* It is also appropriate to resurrect old rules for protagonist squads or the creature if both players agree. Perhaps you could make your own personalized kill team like the last chancers for this mission.

  • Since making this mission I have made up 5th edition rules for the Last Chancers available here:

http://www.dakkadakka.com/wiki/en/Last%20Chancers

ADVANCE RULES

Multiple Combatants:

This game lends itself well to the inclusion of more than the traditional number of players. The scenario can easily be used by 3 or more people, under this situation one of the players will play the protagonist and the rest of the players will play a creature. Remember the term creature in this game can refer be a single monster, character, squad, or multiple squads of lesser monsters (zombies, genestealers).

With 3+ players the duel turn based turn system is preserved. Creature players or Lurkers take their normal turns save for fighting out an assault; they take their turns in inverse order of their cost. The lowest point value goes first followed by next. Example the Lurking Terror cost: 100 points, Marbo cost: 65, three squads of five zombies cost: 135, and a Deathwatch Captain cost: 85 points are played as Lurkers. During the Lurkers’ turn first Marbo will take his turn, then the deathwatch marine, then the lurking terror, and then finally the zombies. It is only after the zombies have finished their turn that the combat is fought out for the turn. Example Sly Marbo assaults a scout group of protagonists, but the combat will not be fought out until all the other lurkers have taken their turns, which could end up with the Sly being assaulted by other lurkers. Just to sum up there are still two turns in the game, the protagonist turn and the lurkers turn. Combat for the lurker’s turn is only taken after every lurker has taken its movement, shooting, and assault movement.

Deployment: When placing lurkers start with the the highest value lurker and work down to the lowest costing lurker. The Lurkers must be placed at least 12 inches form each other if it is possible to do so. If two lurkers share the same point value have the players roll off. The winner will count his model as being cheaper than the other player's lurker.

When rolling for patrol movement have all the players roll a die to determine movement. In the case of ties the lowest costing lurker wins out over higher costing lurkers. Example: When determining the movement for a scout group on patrol the five players each roll a die. The protagonist rolled a 2, Sly Marbo rolled a 1, the deathwatch marine rolled a 5, the lurking terror rolled a 4 and the zombies rolled a 5. The deathwatch marine as he possess a lower point value than the zombies will decide the route the squad takes.

The “I Think I Hears Something” rule for scout groups will be used if the protagonist player rolls a double with a Lurker for the highest die roll. Example if the protagonist rolled a five in the first example then one of the unit’s models chosen by deathwatch marine will roll to see if it leaves the group.

Shooting into hand to hand: When multiple players are competing against each other it is possible for one player to approach a combat being fought between two or more of their rivals. If this is the case the player can elect to fire into the combat with the attempt to hit a particular enemy. Declare a target and roll to hit as usual, if a hit is scored roll a die, on a 3+ the targeted model has been hit. On a 1 or 2 the hit strikes a randomly determined model that is in base to base contact with the target.

Disappearing and Evading with multiple lurkers:

When using multiple lurker players the creatures do not have the option of disappearing. This might be waived if the players agree to pick a single creature to possess this ability. Doing so will cause the game to revolve around this creature.

Submissions/Surprises/Extras:

Consider the following to be optional components of the scenario. Submissions are typical helpful to the protagonist where, surprises tend to favor the creature. Players can either out pick submissions and surprises or randomly select by rolling a D6. Extras can be included to balance out the scenario if it is felt one side is too powerful or to add more to the game. It is recommended that you play a game without these addition rules first just to get a sense of the scenario in its simpler state.

Submissions:

The main mission is always to survive and destroy the creature. These submissions are important for the competition of those tasks. If you fail to guard your base you could find it difficult to win the game. Roll a D6 to determine which mission is played or simple agree which one to play..

Turns:

In this game certain events occur at fixed turns. Because of this it is important to keep track of the level of turns. It is very important to note that when all of either side’s models are still patrolling the turns are not counted. The only time in which turns actually count is when the models on both sides are off patrol and actually engaging each other. Also it is possible for the creature to disappear on a half turn, in this case round up. Also the game has no fixed game length, play until the creature is dead, the squad has all been killed, the survivors have escape, or the mission has been accomplished.

1. Communication table: The communication device allows the defender to mark the location where models that have been killed or removed with a point of interest with a 4+ roll. The comm. table is destroyed if the creature gets within base-to-base contact with the device. Once this happens the squad loses all communication with each other. All units must pass an on-your-own test leadership test or break, unless 6 inches away from an unbroken friendly unit at the start of their first turn without the comm. device. To gain the benefit of the communication table one model must be in base to base with it. If the leadership test is failed then the model(s) flee to the nearest table edge. The defender can regain control if the model passes a Ld test, take this test before movement.

2. Vehicle: Your squad has arrived in a vehicle for some reason the vehicle is damaged or is recharging; it will be ready for your use in the sixth turn. The vehicle is in all purposes a chimera except that it does not have any weapons. At the sixth turn a member of the squad can drive the vehicle. The vehicle must contain all living squad units before it leaves the table edge. Driving the vehicle will cause the creature to be off patrol even if it is outside reaction range.

3. Portal Reader: This device is destroyed if the creature gets within base to base of it. In the fifth turn a portal will open up somewhere in the game this will allow your men to escape. The portal reader will tell you where the portal opens. Roll a D6 on the fifth turn on 1-3 it tells you the location of the portal on a 4-6 will tell you the location on the next turn. The creature player in the beginning of the game decides the location of the portal, it is not revealed to the protagonist. On the seventh turn roll a D6 on a 1-3 it opens that turn. On a 4-6 it opens next turn. The portal will last 3 turns and then close, the squad commander should attempt to have all his units move out of the game through the portal. Treat location as a Point of Interest that has an auto roll and remains in play, units may move to it at any time even if they choose not to investigate initially. To gain the benefit of the portal reader one model must be in base to base with it.

4. Rescue. There are the survivors of the creature’s first attack wandering around the general area. It is your mission to attempt to save them. There are D3 +1 models that make up the survivors. All the models count as imperial guardsmen; they all are equipped with lasguns. Place the models 18” inches from the center of the table and roll for scatter on 2D6. The models move about as sentries, once the squad spots them or they spot the squad they fall under the control of the squad player and form a group with the unit that rescued them. If they are assaulted or injured before being found have the squad player roll for them. They have useful information, which will aid the protagonist in the destruction of the creature. For every survivor rescued roll a D6:

1: Nothing useful: guess what? Nothing useful is gathered from this survivor
2-3: A discovered weakness: The survivor informs the squad of a weak spot in the creature’s defenses, this allows the squad to reroll one hit that fails to injure the creature once every turn. This can be added up with other results.
4-5: I know its lair: When the creature removes itself from the board the squad player is given a turn to reposition his/her troops and then the attacker places the creature and takes its turn. What this result allows is that the next time the creature disappears, the attacker is forced to place its model down and then the squad gets to take its reposition turn.
6: Hunter: The survivor has all the same ability as the hunter. (Look below)

5. Hunter There is an experience woodsman/women/thing in your squad; perhaps they even have experience in hunting down the creature. The hunter can attempt to move directly toward the creature by rolling a 4+ on a D6 if he fails he will behave as a normal sentry. The model also gains a plus one to the multiplier for detection and reaction only when it comes to locating the creature (the bonus does not work on other units). The squad player is now obligated to track down the creature; only a quarter of the squad units can remain stationary. Have the protagonist pick which model has this ability.

6. Capture. Guess what? You not only have to ward off the creature; it is your mission to take it in alive. Every time the creature moves off board the squad can lay a single trap. The trap is sprung if the creature moves over it. The creature gets a chance to escape; on a 5+ it escapes the trap. The creature gets a roll for escape for every wound it has, so a creature with all its wounds would be likely to escape or avoid the trap. The traps are represented by the markers and are activated if the creature gets within 3 inches of them. Models may place traps instead of shooting, no model may place more then one trap. Once a creature escaped the trap the trap is destroyed.


Surprises

All B-movies have them, the little surprise at the end of the movies, so will this mission. Roll a D6 and select the result from the numbers underneath. The information is only made known to the creature’s player. Roll a D6 to determine the surprise.

1. The creature never dies the first time: The creature just doesn’t die, have the creature get up with one wound and take its turn after it was supposedly killed. It doesn’t matter if the creature was killed in its turn or the defender’s turn. The creature will no longer make hit and run attacks so it cannot leave the game and the squad is unrestricted in their ability to fight the creature (no more patrolling)

2. The creature has young: Have the creature-controlling player mark a location where the young occupy. When players reach their detection range of the young they are spotted. When the a member of the squad move within double the young's initiative them the player can choose to activate it or leave it hidden. There are 3 swarm bases of young.

WS BS S T W I A LD SV
Suggested young 3 0 3 3 3 2 3 8 6+

Swarms

3. Traitor: One member of the squad turns on you and sides with the creature. This is rolled for in the beginning of the game. This can’t be used until the fifth turn. In this case the model is switch over to the creature’s control and is used in the creature’s turn. Conceal the identity of the traitor from the protagonist until the fifth turn.
1. Random squad member.
2-3. Random add-on character (treat as a roll of 1 if no add-ons are present)
4. It is the most expensive character aside from the squad leader
5. It is the squad leader
6. Creature player chooses

4. Melt down/ panic: On the start of the fourth turn havoc engulfs the area. The ground shakes things blow up, the usual. Roll for every model in the game, on the roll of a 6 the model becomes affected. Once effect the model must roll a D6 on a 4+ the model must take a pinning test on a 6+ the model takes a wound. This now occurs every turn that both sides have active control over their models. Roll after both sides have taken their turn.

5. Controlled: The creature is controlled by an enemy character. The character cannot cost more then 40 points. Draw a map and place the character in a hidden location. When a model moves within detection range it spots the character. If a unit ends its turn within the characters detection range the character will be place on the board and be considered off patrol.

WS BS S T W I A LD SV Cost
Suggested Controller 4 4 3 3 2 4 2 8 4+ 40

Power weapon and bolt pistol

6 Drawn: Creature player must pass Ld. test if failed it moves straight toward one model. The creature player chooses which character. Drawn takes effect on the third turn of the game. This test can be voluntary failed.


Extras:

These are suggestions that could be added to the scenario or used to modify the creature or protagonist. Consider these rules as fun add-ons that can be included into the scenario, also feel free to create your own addition rules as well.

Creature Traits:

Hunter: This Lurker is an intelligent character possessing the abilities and functions of a humanoid. This creature can make use of all the items that the protagonist may attempt to use. Model may utilize counters, vehicles, jeeps and other items available to the protagonist. Clarify abilities and restrictions before the game.

Obvious: Some creatures are not known for their ability to move stealthily the creature might be brightly colored, noisy or otherwise easy to detect. Add one to the multiplier for detection and reaction distance when attempting to locate the creature. It would be sensible to apply to the obvious rule to all vehicles and bikes that are used in the game, as a machine would draw plenty of attention.

Ravenous: Creature is completely driven by its need to hunt down the protagonist. It has both the Fearless and Rage universal rule.

Regenerative (): The creature possesses amazing healing abilities. A creature with regenerative counts as having fed on a certain number of wounds in addition to the wounds it has received by feeding normally. Place a number by the trait to signify the amount of bonus wounds the creature benefits from. A creature with Regenerative (2) will count as having fed on 2 more wounds than it actually had when it disappears.

Fears _______: The creature fears a weapon, person, or type of attack (explosions, poison, dogs). If the creature is attack by something it fears it must pass a leadership test or flee. If the creature is wounded by the attack it must pass a leadership test with a mince two modifier.

Tracker: Creature is especially skilled at tracking; add one to the multiplier the creature gets for detection and reaction distance.

Exploitable weakness: The creature has an obvious vulnerability that the protagonist can target in hand to hand. Treat all attacks against creature as rendering. This could be a balancer if the creature is particular powerful. A carnifex might have a noticeably crack; a rampaging dreadnaught might have an exposed faulty circuit.

Respawn: The creature is never truly dispatched, as it will continue to return to the game after being slain. This could be because some mystical force is regenerating the creature or that there are more than one of them. When the creature is killed it will return its next turn. Have the creature setup as deployment. The creature may not take a shooting turn or make an assault move on the turn it reemerges. The model will not regenerate one-use-only weaponry or items it started the game with but lost. Also starting injuries or other conditions that hinder the creature will remain when the creature respawns.

This trait should only be used in special circumstances like when multiple monsters are competing against each other and victory is achieved by attaining a certain point value in kills. So that first player to achieve a certain point value in enemy kills wins.

Terrifying: Models must pass a leadership test to assault the creature and also if they are assaulted. Failure means they may not take their assault move if they attempted to assault. If they failed a leadership test when the creature assaulted them they must flee but the creature gets one attack against one model is in base to base contact with.

Zombification: The creature carries an infection that could turn its victims into zombies. When it slays a model that model leave the model as a body as normal but roll a D6 every time the creature takes its movement turn. On a roll of a 6 the model stands up as a zombie, on a roll of a 1 it is just a regular uninfected body. Zombies have the Ravenous trait.

When one of the squads becomes a zombie it will turn on its once allies. The newly infected zombie uses the modified stats below:
X = same state as model

WS BS S T W I A LD SV
Turned Zombie 3 0 X X(X+1) X X 2 7 X

Ravenous, Slow and purposeful, feel no pain,

Example:

WS BS S T W I A LD SV
Zombie ork 3 0 3 4(5) 1 2 2 7 6+

Ravenous, Slow and purposeful, feel no pain,

All weapons and special rules are lost when a modeled is zombified. The one exception are the innate abilities like beast, poisonous, fleet, rendering, and etc remain. Use your common sense to determine if it is appropriate to keep the abilities. An example would be a zombie genestealer would have rendering but a zombie death company marine would not.

Items for Protagonist:

These are items that may be useful to the protagonist, if a unit gets within their detection range of one of this items they may attempt to move towards them and claim them.

Abandoned Jeep*: A civilian vehicle left behind when the creature moved in, it has a heavy studder mounted on its frame. It has a transport capacity of 12 but one model must be designated the driver, and one model can be designated a gunner for the heavy studder. Multiple models may board the jeep. Heavy Studder: Range 24 strength 4 AP6 Heavy 3

9/9/9 transport (12), fast, open - topped
If the jeep did not or could not move the creature may assault the crew, combat on the Jeep is worked out as if jeep was cover. If the jeep is destroyed the crew is not immediately killed if they can’t safely disembark from the vehicle. Instead leave the models on the wreck and have them fight their way free from the creature. When firing at the jeep a unit can attempt to target the models aboard rather then the vehicle itself. In which case the targeted model with receive a 4+ cover save.

Run down: The jeep may be used to ram the creature. Any model moved over by the jeep takes a strength 5 power weapon hit while the jeep takes a hit with the strength being equal to the models toughness. Protagonists and creatures with the hunter trait treat it as tank shock, but are not destroyed if attempt to stop the vehicle and fail but receive a hit as stated above.

Abandoned Bike*: One model may board the bike. It will increase its toughness by one and increase its armor save to 4+ unless it is already higher. The model uses bike movement and may turbo boost. A model can disembark the bike during its movement phase.

Abandoned Scout Sentinel*: One model may board the sentinel. Treat the model as a passenger if the vehicle is destroyed. Use the models characteristics for WS and A, but treat BS as that of 1 to demonstrate the models lack of familiarity with the controls. Units may attempt to fire directly upon the driver of the sentinel in which case the model receives a 3+ coversave. Model may disembark from the sentinel during its movement phase.

Favored One: Pick one model to have this trait it cannot be your squad leader. This individual seems the most likely candidate to survive the encounter. The individual can reroll three D6s over the course of the game. This individual plays the role of the star of the movie.

Counters: Place counters throughout the board. These can be weapons or other usefully items for the protagonist. Counters could be demo charges, med kits, weapons, and other useful items. Counters should be randomized or otherwise distributed so item is only reveled once the unit moves over the counter and claims it.

Tracking Animal: Team finds a dog or other animal in the wilderness; it immediately joins with one model and will always remain within 2 inches of that model. Unit that possesses the dog may decide to use the animal to hunt down the creature. Roll a D6 before sentry movement, on a 4+ unit will move full movement towards creature. Otherwise behave as a normal patrolling unit.

WS BS S T W I A LD SV
Dog 3 0 3 3 1 4 2 5 -

Tracker, loyal to master

Loyal to master: In combat after assaults have been carried out, but before combat is fought, the dog may exchange places with the model that adopted him.

.* When taking sentry movement for a model in a vehicle opposing players cannot steer the vehicle into difficult terrain. The driving player can venture into this terrain if desired. Any guns on the vehicle under the driver's control can be operated with a BS of 1 to represent the characters' unfamiliarity with the vehicle.

SUMMARY:

Characters: All models are independent characters. If a model flees or is slain within 6 inches of a model that model has to pass a leadership test or flee or become pinned.

Detection Range: Initiative times multiplier (2 unmodified).

Reaction Distance: 2D6 times Multiple (2 unmodified).

Modifiers: Modifiers effect the multiplier used for detection ranger and reaction distance. Target is in cover -1; has elevated position +1; moving at enhance speeds -1; Equipment may also modifier the multiplier.

Movement: Have players roll a D6, the player that rolls the highest number moves the unit in a direction of their choice. Lurker player wins ties and has a bonus 3 inch move after its sentry movement is undertaken.

Scout Groups: Up to three models may be placed into a group. The models uses the same movement roll for patrol movement. Models that cost 10 points or less can be fielded in units up to 5 models. Models must be placed 2 to 4 inches away from each other while in scout groups.

Combat: Models assaulted may attempt to squeeze off a shot or accept combat as normal. There are no pile-in movement and models will not advance towards an opponent if it is part of a unit that has been assaulted. Only models in base-to-base contact are involved in combat.

Squeeze off a shot: When assaulted model may attempt to fire at its opponent rather then fight in hand to hand. Model may attempt to fire one shot with on non-heavy weapon. Have both models roll a D6 and add their initiative, if the model scores higher then it is allowed to fire its weapon. Model using this forfeit their attacks if they are engaged in combat. If the model has detected its assaulter or if it is part of a scout group that is not assaulted itself directly it will automatically succeed in its attempt without needing to roll off.

Advance: This in an option if a group is assaulted and the model is not in base contact with the creature. Model will take up to its full assault move to get into base-to-base combat. The model gets all the benefits for assaulting.

Flee: Models may voluntary flee if assaulted by the creature. Protagonist flees to the nearest table edge if the location of the creature is unknown to that model. If the location on the creature is known model will flee to the table edge that takes if farthest away from creature.

The creature will flee directly away from nearest enemy model. It will not flee off the table edge, and is not destroyed if assaulted while broken, but will not have any attacks in combat.

Point of Interest: Place counter when a point of interested is created. During the movement phase sentry units may move directly toward counter if they successful pass the roll needed.

Feeding: if creature assaults and spends a combat turn engaged with a corpse it gains the body’s starting number of wounds in points. When the creature disappears each point allows the creature ingested may be used to attempt to regain lost wounds on a roll of a 4+.

Evading: If the creature is able to escape from an opponent’s attention and causes the enemy units to go back to being on patrol it can either evade or disappear. Evading places a point of interest at the creatures location with an auto success roll.

Disappearing: If the creature is able to escape from an opponent’s attention and causes the enemy units to go back to being on patrol it can either evade or disappear. If the option of disappearing is selected the surviving models are repositioned and undergo another setup. The creature will attempt to regain lost wounds at this time. Place the creature and have it take the first turn.

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