No 30 - Bring Back That Leroy Brown
"Bring Back That Leroy Brown" He did not say anything else. He just flashed his Inquisition-Icon-Thingy and...smiled.
And, you know, there are smiles that tell you "or else something bad will happen to you and you don't want to find out what this is".
And you tend to believe people with such smiles and therefore: Here you are, you and your partners in misery.
You tracked down that Leroy Brown you were told to be a member of the Imperial Guard gone AWOL.
Surely thats why the Inquisition wants him, right? Just a plain Guardsman.
So, you tracked that pretty skilled bastard from an army base where he looted the armoury to this rotten Chemdump/Junkyard.
And now this aggressive-abrasive duststorm has set in, limiting the sight to only a few yards and slowly starts eating through your protective clothing.
You are interested to get this done asap or else you will end up as a bleached, sand blasted skeleton.
The game is a cat and mouse play where the hunters try to corner the hunted and bring him down.
The hunted will try to finally wipe out the hunters or wait until the environment takes care of them.
This Sceanrio requires a GM who will have to keep track of the player's actions and deploy the miniatures.
There is at least one player who plays the hunters (6-12) and one player who plays Leroy Brown.
If there are two or more sets of hunters each can receive additional objectives depending on the mood of the GM.
The table should not be larger than 4'x4' is devided into a grid of 4"x4" squares.
Leroy Brown is deployed in the (or one of the) center square(s).
The hunters are deployed as single models or in groups in any of the rim-squares.
Equipment:
Each character has access to a local heavy chem suit which protects him from the environment and from damage.
It it is comparable to a Squat-Exo-armour and provides a 2+ armour save againts everything (sealed suit and rad suit).
Players can decide for other armour for their characters though.
Movement:
Characters will always move one square in any direction and the player of the character tells the GM his direction by writing it down for the GM.
Only players who have characters in the same square are allowed to discuss their movement.
The GM does his bookkeeping-magic and then all characters make an initiative test.
Those who fail are placed by the GM along with all visible terrain (visibility=1 square, terrain that becomes invisible may be removed by the GM).
To make it easier, the GM will only place character miniatures if they are identified by an other character.
Unidentified characters are only represented by a marker (with the who-is-who on the downside).
Characters are identified if they are in the same square and on 4+ if they are in an adjacent square.
Bio-Scanners, energy scanners and other devices may improve the chance, but can also identify critters, hazard zones and other things which might be useful but can also become confusing.
Characters that made their initiative test are placed by the players with the normal miniatures.
If several players play hunters they might have to dice out who will place his characters first.
The Player of Leroy Brown can decide each turn to be placed by the GM as a marker, regardless of his initiative test, after he made the test.
shooting:
Shooting works as normal with all characters beeing in soft cover due to the storm.
Characters shooting at an unidentified character suffer from an additional -1 to hit modifier.
close combat:
Characters can only move into close combat if they are placed in base contact during the movement phase.
As a rule the GM will not do so unless a GM contolled critter attacks.
The Winds:
Every character that rolls a one, either on an initiative test or an armour save will have his armour save worsens by one.
If the armour save gets worse than 6+ all protective equipment is destroyed and such characters are, from now on, affected by choke gas at the end of each turn. Syn-Skin and normal sealed suits or rad suits will be shredded if not protected by armour.
Bad Bad Leroy Brown:
Leroy Brown is a veteran of the Savlar Chem Dogs, a nasty death world regiment.
He strives on this kind of weather and can ignore "The Winds" and allways counts as weaing a rad- and a sealed-suit
(It probably helps that he is a mutant).
He is a human major hero and has access to 65 points of equipment he can spend on:
- 1 basic weapon
- 1 heavy weapon or a 2nd basic weapon
- 2 close comabt weapons
- 5 grenade types (any)
Mutant:
Instead of moving he can do the following things:
- turn from human to humanoid were dog (literally a monster in close combat: +2WS, +2S) or back.
He will loose his heavy weapon during the first transformation.
- turn from human to huge dog (better movement: can move 2 squares) or back.
He will lose his heavy and basic weapons during the transformation and can only attack with teeth (S4)
Veteran:
Instead of moving he can do the following thing:
- plant mines
he can jury rig one square at a time into mine field.
It costs one movement to prepare the minefield and all remaining grenades of that type.