Switch Theme:

Scenario: The Voodoo Man  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut







A Voodoo Man has strolled into town, and used his dark magic to hypnotize one of your gang! Can the heroes break the evil spell? Or will their comrade be lost forever to the service of darkness?

-----------------


Setup:


This scenario is intended for two gangs. One gang (henceforth, the Defender) will set up with 1 x Doctor Leader and 3 x Henchmen. The Defender's Leader will ideally be represented by a Voodoo Shaman, Witch, Alienist, or some other model appropriate for a black magician. The opposing gang (henceforth, the Attacker) will set up with 1 x Leader, 2 x Professionals, and 3 x Henchmen.

Before the battle starts, the Defender may examine the Attacker's character cards. The Defender chooses one of the Attacker's Professionals to join his gang. This model has fallen under the Voodoo Man's spell and will be moved to the Defender's Deployment zone. The two sides now contain an equal number of models. Unless the Attacker rescues the hypnotized model by defeating them in melee combat (described below) the Defender will control this model for the remainder of the game.

-------------------

Gameplay:

Zombies!:
The Defender's three Henchmen are mindless Zombies. Zombie Henchmen have reduced mental faculties. Their Intellect can never exceed 1, and they may never make Ranged attacks. However, the Zombies automatically pass all Morale Checks.

Rescue: If an Attacker's model defeats the hypnotized Professional in melee combat, the Professional will be regain their senses. Control of the model reverts to the Attacker. The model returns to the battle with 1 HP. If the Attacker defeats the hypnotized Professional with a ranged attack, the Professional may survive but will not return to the battle.

-------------------

Thoughts?
   
 
Forum Index » Gangfight Games
Go to: