Great Rail Wars - Raid on Roswell

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Great Rail Wars - Raid on Roswell

Transcript of Great Rail Wars - Raid on Roswell

  • Pinnacle Entertainment Group, Inc.P.O. Box 10908

    Blacksburg, VA 240620908

    www.peginc.comDedicated To: Employees long past.

    Deadlands, The Great Rail Wars, Weird West, theDeadlands logo, the Great Rail Wars boilerplate, and

    the Pinnacle Starburst are Trademarks ofPinnacle Entertainment Group, Inc.

    2001 Pinnacle Entertainment Group, Inc.All Rights Reserved.

    Printed in the USA.

    Visit our web site for regular updates andpictures of our products.

    Deadlands created by Shane Lacy Hensley.

    ContentsContentsContentsContentsContentsContentsContentsContentsContentsContents

    Written and Designed by: Barry Doyle & John Goff

    Editing & Layout: Barry Doyle & Matt Forbeck

    Cover Art: Tom Fowler Cover Design: Hal Mangold

    Interior Art: Paul Daly, Ashe Marler, Kevin Sharpe, Cliff VanMeter& Loston Wallace

    Maps & Diagrams: Barry DoyleDeadlands Logo: Ron Spencer Rail Line Logos: Loston Wallace

    Great Rail Wars Logo & Troop Cards: Charles Ryan

    Special Thanks To: Shane and Matt, for giving me the opportunity.

    CreditsCreditsCreditsCreditsCreditsCreditsCreditsCreditsCreditsCredits

    Chapter One:Back in the Saddle .................... 3

    Chapter Two:The Eagle has Landed! ......... 7

    Chapter Three:A Trestle Too Far ........................ 15

    Chapter Four:The RaidOn Roswell ..................................... 25

    Chapter Five:Grimme Tidings ......................... 35

    Appendix A:Briefings and Events ........... 43

    Appendix B:Heroes ................................................... 65

    Appendix C:The Flying Disk .......................... 65

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  • 5Howdy pardners, and welcome to our secondcampaign supplement for The Great Rail Wars,our Weird Western miniatures battle game. Ifyoure new to the game, just grab the reigns andhang on for one wild ride. If you are a veteranof the Rail Wars, youve probably traded blowswith all kinds of ornery folk, but we guaranteeyouve never seen anything like the odditiesrearing their ugly mugs in this book.

    In case you havent heard, Roswell, NewMexico has a history of strange occurrences. Atleast twice in our nations history, its beenreported an odd flying disc crashed in thedeserts near there. The Confederate governmentsays its just an observation balloon or a storymade up by the Tombstone Epitaph.

    But there are many who believe otherwise.Some think the discs come from outer space,and that Confederate troopers even discoveredthe bodies of little green men nearby. Othersclaim the wreckage is part of a top-secretgovernment weapon. A few even believe thedebris came from a balloon.

    Curious? Hell, yeah, you are. And so are theRail Barons. Theyve dispatched some of theirbest enforcers and most ruthless gangs toRoswell to find out.

    The campaign youre about to play reveals thetruth about this mysterious disc, but theres aneven greater secret to be revealed; one that hasmajor effects on the Weird West. Well tell youall about it soon enough, compadre.

    Playing the CampaignIf you played A Fist Full o Ghost Rock, our

    first raucous campaign supplement for the GreatRail Wars, youll recognize how this book isorganized. If you havent, youre one peso shortof paying your GRW dues, but well let you slidethis time and teach you how things work (thistime).

    Raid on Roswell features five chapters, eachcontaining a series of linked scenarios. Thescenarios in each chapter are independent fromthe scenarios in the other chapters, but they allintertwine to make one big story in the end.Think of them like a movie where you peek inon several different stories that all cometogether at the conclusion. Dont play them outof order, however, because the events in theprevious campaign often determine how thingsare in a later chapter.

    So lets kick this pig. Well start by telling youhow the campaign game works and give you thenecessary rules for running it. Then we unleashall the fury the Weird West has to offer, startingwith what happened to start this wholeshebang and closing with details on all theornery characters who show up in this epicsaga.

    Now saddle up, partner. Youre about tobecome part of Deadlands history, and a wholenew chapter in the story of the Great Rail Warsand the Weird West itself!

    Chapter One:Back in the Saddle!

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    Playing ScenariosThe beginning of each scenario starts with

    The Battle, where you can read about eachplayers general goal and the nature of theparticular battle youre about to fight.

    The Setup describes the battlefield and tellsyou about any special features on theaccompanying map. Check here to find outwhich cliffs are climbable, how deep the riversare, and so forth.

    Troops tells you what forces you start with orcan purchase.

    Deployment tells each player where he placestroops at the start of the battle. If the scenariotells you to march on, it means each troopwalks onto the board on its Action Card near apredefined starting point.

    Bonus describes any special Bounty Points orFate Chips that can be won for completingspecial scenario objectives.

    Special Rules describes any unusual rules inforce for a particular scenario. Often, the SpecialRules section includes Events. If any of theconditions listed under Events occurs, the playerthat triggers it should immediately turn to theentry in Appendix A and follow the instructions.

    Sometimes Events are good, sometimes theyrebad. You roll your dice and take your chances,amigo.

    Throughout this campaign, your opponentwont know your troops, deployment, bonusesor other special rules (unless hes a cheatinvarmint!). The Briefings are designed to give youthat fog of war feeling. Each one tells youwhat your secret goals in the scenario are, andit might give you additional troops, benefits, orsurprises the bad guys dont know about untilits too late. Theyre listed by numbers whichcorrespond to entries in Appendix A.

    Briefings are either listed by railroads or byhow your army placed in the previous battle. Allsix railroads may play in the Raid on Roswellcampaign, but there are some special rulesabout sides youll need to follow from time totime.

    Since each Briefing is tailored to a specificrailroad or player, make sure you dont readanyones Briefing but your own. Raid on Roswellis full of plot twists and surprises, so if youread someone elses Briefing you may spoil allof the fun. Dont read the Briefings for anybattles until youre ready to play them. Raid onRoswell has some very interesting plotlines, and

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    reading ahead only ruins the surprise. Just hangin there and you wont be disappointed. Trustus, compadre.

    Well, weve given you the schpiel again, andwe arent going to slap your hand if you stick itinto the cookie jar. You may, however, spoil yourappetite if you do, and we know you want tosave room for the main course.

    Even More New Stuff!In keeping with the trend set in A Fistful o

    Ghost Rock, the back of this book also hasthree Appendices. Just like before, Appendix Acontains Briefings and Events for the scenariosin the campaign. Make sure you dont peek atthem because theres lots of surprises backthere.

    Appendix B has a plethora of new heroes thatare used throughout the book. Not all of themare used in each chapter, so dont just startclaiming heroes. Youll be told when and wherethey come into play.

    In Appendix C, the nifty flying disc thatstarts this whole ruckus is revealed in all itsshiny metal glory. Youre encouraged to use thisnew gizmo in your own campaignsonce thesesecrets get out theyre hard to reign in. Besides,we dont think up these nifty new gadgets forour own health.

    Choosin SidesSome of the scenarios in Raid on Roswell

    play a little differently than what you may beused to. The second and fifth chapters haveBriefings and set up rules for all six railroads,but the third and fourth chapters require you tosplit up into two sidesone side being theattacker and the other side taking the role ofthe defender.

    Not every railroad is required for the middlescenarios, but all the players should stickaround until the end, especially the railroad thatmakes off with the big secret in Chapter Two.

    If at all possible, you should have a DixieRails player to serve as the defender in thosetwo chapters. If there isnt a Dixie Rails player,the defending side has volunteered to help DixieRails in their cause. The defender needs to haveat least one hero and one posse of either TexasRangers or Troopers.

    Why would the other railroads help DixieRails? Actually, the various railroads ally witheach other all the time. Then turn right aroundand fight them the next day. Also, the Rail

    Barons are all nosy hombres. They like to knowwhat everyone is up to and becoming someonesally gives them the perfect opportunity to spy.

    In this case, the railroads all want therumored flying disc. Theyll ally with a weakerfoe to thwart a stronger one, then take thedevice for themselves during the fight.

    Multiple Players & AlliesIf there are multiple players on each side, they

    are simply serving as temporary allies. Justremember each player keeps track of his ownBounty Points and Fate Chips.

    Losing HeroesThere are lots of characters and heroes in

    Raid on Roswell, and many of them are boundto make a trip to Boot Hill before all is said anddone. The Weird West is a mighty dangerousplace, and few heroes are completelyinvulnerable.

    If you lose an important hero during ascenario, dont fret too much, partner. Someonealways steps up to take a fallen heros place.Just create another hero from scratch, using therules from the GRW rulebook.

  • The Eagle

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  • 9The Story So FarLate in 1876, the Confederate states agreed the

    success of their army in the ongoing war withthe North will be decided by The Great Rail Warsand the ghost rock trade. In an attempt toremedy the stagnant nature of the war, Robert E.Lee pushed to change Dixies focus to thewestern states.

    The CSA and Dixie Rails began to increasetheir forces at the secret base in Roswell, NewMexico. From Roswell the Southern armypurchased (or bamboozled) any ghost rock claimwithin their grasp.

    Their final goal (along with every othercowpoke out for a buck) is the Great Maze.Unknown to the other Rail Barons, Dixie Rails isalready having foreign arms shipments droppedoff in the Maze.

    Lee has seen the value of attacking with newand unheard of technology from the Battle ofWashington back in 1870. Even if the technologyisnt truly effective, the terror of introducing asecret weapon on the battlefield has routedmore than one army before a shot was fired.After conferring with the scientists at the secretConfederate base at Roswell, he chose anexperimental new vehiclethe incredible flyingdisk.

    Everything proceeded as planned until theaccident occurred. On October 31, 1876 a flyingdisk (codenamed Eagle) crashed near the small

    town of Dry Gulch, less than 50 miles fromRoswell. Word spread quickly of the unusualcraft that fell from the sky into the desert lateon that chilly evening, and prying ears listenedattentively. The muckrakers had a field day, andthe Rail Barons spies confirmed theirsuspicions of a new Confederate weapon. Nowis the time for action. Each of the Rail Baronspicks an Enforcer to investigate these reports.

    Hope you brought your best dinner jacket,amigos, cause the party is just beginning!

    A Flying What?The first part of the Raid on Roswell

    campaign is a series of scenarios in which theRail Barons try to discover the nature of therumors spreading from Dry Gulch, New Mexico.If there is a flying disk that crashed in thedesert, the Rail Barons want it for their veryown. Greedy little cusses, arent they?

    Each sends in his Enforcer to investigate theincident. The truth is out there, and they intendto find it.

    Multiple PlayersUnlike the scenarios in later chapters, the

    scenarios in The Eagle Has Landed! are designedas a free-for-all. You can add in as many playersas you want, all opposed to each other and outfor the same objective. The more the merrier!

    Chapter Two:The Eagle has Landed!

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    The EnforcersFor all you cowpokes who have a vested

    interest in whats happening in Dry Gulch, hereare brief descriptions of the Enforcers who havemosied into town.

    Bayou VermillionBayou Vermillions

    Enforcer is Gastone JumboMolineux, a huge lumberingman from the swamps ofthe Mississippi. Locallegend says Jumbo doesnthave parents; he was bornin the wilds and reared bya gator and a bear. He isrenowned for his appetiteboth for spicy cajundelights and for killing on a whim. He relies onhis size and strength to win in a fight, and heliterally steps on anyone who gets in his way.

    Black RiverBlack Rivers nefarious

    spy is none other thanNellie Parker, a beautifullady from the city of NewOrleans. She is as wellknown for her desire tohave a good time as she isto pursue and complete herobjectives with relentlessfervor. Rumor has it sheprefers to use the whip shecarries for pleasurableactivities, but she is deadlywith it nonetheless.

    Dixie RailsDixie Rails agent is the

    famous Texas Ranger, JohnBullworth. The Confederacyhas entrusted some of itsmost important missionsto the formidableBullworth, and he has neverfailed to resolve hisassignments. He is a tough,no-nonsense man whopursues his duties with thedistinction and honorimbued upon him by thegreat state of Texas. If you stand in his way, heis likely to give you a whooping you wont soonforget.

    Iron DragonIron Dragon has

    dispatched an agent knownonly as The Butterfly. Sheis a beautiful woman whoappears as delicate as aleaf floating on the breeze.But as the Chinese proverbsays, appearances can bedeceiving. The Butterfly isa devastating martial artist,and word has it she alsowields some very potent black magic.

    The Butterfly is direct and to the point. Shetolerates no insolence from her henchmen, norfrom anyone who questions her authority.

    Union BlueUnion Blue has sent the

    infamous lady agent, KateHathoway. Kate was raisedon the plains, and shelearned to shoot and ridewith the rest of thecowpokes in the area.

    She was living the life ofa cowgirl when her father,a local politician, decidedshe needed to be moreladylike, and shipped heroff to a finishing school. While she was awayher parents were slaughtered by an abomination,and Kate swore she would rid the world of evil.

    Ms. Hathoway is one of the finest Agencyoperatives in the country.

    WasatchWasatchs Enforcer is

    Jake Sawtooth Yosemite.Jake started off as asteamjack with theWasatch railroad where heshowed a certain knack forcutting through trouble.His superiors recognizedhis ability and began totrain him for other tasks.

    Jake is a husky man. Hecarries a pistol as his mainweapon, but in hand-to-hand he resorts to Bessie, a modified steamchainsaw.

    Jake is a dangerous, unstable character. Hisown men fear the wild and unpredictableswings of Bessie.

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    Chapter One: Mystery atDry Gulch

    As the day draws to a close in Dry Gulch andthe dust begins to settle on Main Street, theEnforcers and their gangs arrive and start theirdirty business. An ominous sensation fills theair as the locals notice the ornery strangersslinking into town.

    The uninvited guests arent your typicaltravelers, and there are too many of them to becoincidence. Trouble is brewing. Rumor is theyreafter some sort of fancy gizmo. But theyll haveto find it first.

    The BattleThis is where it all starts, amigos. The

    Enforcers and their gangs are here to find out ifthe rumors are true. The only problem is, somewhite-knuckled, two-bit hired hand just spottedthe opposition and jumped the gun. Literally. Hepulls his pistol, yanks the trigger, and starts abloodbath. The fight is on.

    The SetupYour table should be set up to match the map

    of the town provided below. Feel free to addwater troughs, crates, and other lesser terrainfeatures one might find around town.

    TroopsCheck the individual Briefings.

    DeploymentCheck the individual Briefings.

    BonusNotice there are six Xs marked X on the map.

    These represent civilians who might knowsomething about the disc.

    Mix up 5 Winged and 1 Loot! counters, thenplace them facedown where the Xs on the mapare marked (so that no one knows which one isthe Loot! counter). To claim a Loot! counter, anyhuman figure must spend one entire Actionstanding adjacent to the counter coercing theinformant. At the beginning of that figures nextaction, the player can turn over the token. If itsa Winged counter, its a false lead worth nothing.If its the Loot! token, the player gets 50 pointsand a special advantage in the next scenario.

    Once claimed, the Loot! counter cannot bestolen, and the informants cannot be killed.Word spreads fast enough even killing the figurewho claimed it wont help you. Nice try, amigo.

    BriefingsBayou Vermillion: 5 Iron Dragon: 27Black River: 25 Union Blue: 17Dixie Rails: 2 Wasatch: 3

    The Church Akers Feedand Seed

    The Jail

    BiggySquigglys

    General Store

    The Day andNight Livery

    The Taylor

    TheCopperhead

    Hotel

    TheBlacksnake

    Saloon

    TheBank

    AuntMays

    UncleBens

    John BlacksSmithing Shop

    TelegraphOffice

    A

    B

    C

    D

    E

    F

    X

    X

    X

    X

    X

    X

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    Chapter Two: Is ThatYour Flying Saucer, Son?I told ya there was somethin weird out here

    in this barn, said the paperboy. The Enforcerand his thugs, walked out of the shadows andinto the light hissing from the boys lantern. Thebribe had paid off, and without having to killanyone else after the days bloody skirmish withthe other railroads.

    Golly, it looks like he collected all kindsaweird stuff. Wonder what this thing is overhere?, the boy stepped toward a huge circularshape under a canvas tarp.

    Id stay away from that if I were you, kid theEnforcer said. Now get out of here. The boystared at the Enforcer for only a moment beforescurrying out of the barn.

    What have we here?, the Enforcer asked asthe tarp was pulled away from the prize. Lookslike we got ourselves a new weapon, boys!

    Boss, said one of the hired thugs.Someones comin!

    The Enforcer pulled his hogleg and spun thecylinder. Check your ammo, boys. We beenfollowed.

    A Smokin Crater Called DryGulch

    As the dust cleared from the skirmish, theremnants of the Enforcers parties piecedtogether the forces they had left and gathered afew more local recruits. Word is the disc wasfound by Farmer John, and its likely hidden inhis barn. Time for a little grand theft saucer.

    Farmer Johns secret is out, and its almost inthe possession of one of the Enforcers and histhugs. They are moving toward Farmer Johnsbarn, and it will soon be in their hands ready towhip some patooteyif they can figure out howthe dag-blamed thing works.

    The other Enforcers and their remaining forcesare swarming around like hornets, and thishoedown is just getting warmed up. Theirrunners have been dispatched to give theirforces outside of Dry Gulch the details, and itwont be long before reinforcements arrive.

    The other Enforcers around the town knowthis is their last chance to take the saucer ontheir own. If they fail, their Rail Baron will beforced to bring in someone else, tarnishing anotherwise stellar reputation. Maybe permanently.

    Farmer Johns place is just on the edge oftown. The townsfolk have already cleared out ofthe way, so theres nothing left to do but headtowards the farm and get to killing.

    The BattleThe coming battle is sure to shatter the very

    foundations of Farmer Johns place. As theEnforcers and their gangs gather around thetown, the troops holed up at Farmer Johns digin and prepare for the coming assault.

    For the attackers, the prize is a weapon thatcan change the course of The Great Rail Wars.But they arent the only ones after the proverbialGolden Goose. They must not only assault thedefenders of Farmer Johns barn, but they mustfight off the other railroads who are also incontention for the flying disk.

    It looks a little bleak for the lone defender ofthe barn, but there may be a silver lining to thislooming storm cloud. As the other Enforcerssplit their troops to attack the barn and fightamongst themselves, the defender has theoption to pick his targets carefully.

    But the defender must hold until relieved orthe precious saucer will slip from his grasp.Grab your six-shooters, pardner, and lets go getthat flying saucer!

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    The SetupThe table is set up according to the map

    given below. Try to match the buildings andterrain in and around Dry Gulch as much aspossible.

    You should add some additional barrels andsacks around Farmer Johns place to show thedefender of the barn is digging in for the battle.

    TroopsEach player begins with the units remaining

    from the last battle. Since the fight, theEnforcers have managed to hire a few localtoughs as well. Add a posse of Gunman to everyplayers force.

    If any players Enforcer was eliminated in thefirst battle, his Rail Baron dispatches a new one.Replace this hero with a suitable one from theGRW rulebook. This can be a hero specific tothe players railroad or a hired gun.

    DeploymentEach players Enforcer and his gang start on

    the map in the positions indicated by theirindividual Briefings.

    BonusThe player who ends this battle in control of

    Farmer Johns farm receives an extra 50 BountyPoints. On top of that, he gets the coolest newflying gizmo this side of the Rockies later on.

    Heres how to control the farm. At thebeginning of the 5th turn, dont roll to see if thegame ends as usual. Instead, the game endswhen only one player has troops inside thecompound. As long as there are any other troopswithin the farms boundaries, the battlecontinues. Controlling the farm at the end of thebattle is worth 50 bonus points.

    Special RulesEvents

    Check the Event section when any of thefollowing occur:

    (1) End of first turn: The player who has lostthe most points worth of troops at the end ofTurn 1 reads this Event.

    BriefingsYour Briefing depends on your points and

    whoever collected the Loot! token from the lastbattle. The player who found the Loot! tokentakes that Briefing. The rest of the playersdetermine their Briefing by the number ofpoints they gained in the last battle. Remembernot to count the player who found the Loot!token when determining places.

    Loot Token: 14 Third Place: 33First Place: 1 Fourth Place: 8Second Place: 12 Fifth Place: 42

    The ChurchAkers Feedand Seed

    The Jail

    BiggySquigglys

    General Store

    The Taylor

    TheCopperhead

    Hotel

    TheBlacksnake

    Saloon

    TheBank

    AuntMays

    UncleBens

    Farmer Johns

    A

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    Chapter Three: There ItIsGet It!

    The smell of burning buildings and the criesof dying men filled the air of Dry Gulch. A lonedog ran across the street, waiting for the livingto retire so it could nibble at the dead.

    The stakes have been raised in Dry Gulch. Thebattle between the Enforcers and their gangs forFarmer Johns was a fierce one, and many a goodman lay whimpering in the dirt. Moreimportantly, now everyones seen the disc. Oneof the Enforcers and his thugs dragged the discoff the farm lot.

    Locals peer from the windows of theirblasted hovels, amazed at the incrediblemachine that was hidden in their town. Nodoubt the Tombstone Epitaph will report theexistence of the thing, but nobody will believethat rag. And of course the governments of theNorth and South will deny the saucersexistence. The few folks with big mouths, folkswho just might be believed, will be shut up,ruined, or worse. The Agency and the TexasRangers will see to that.

    Now its time to strike. Theres enough fightleft in the other Enforcers to make one last playfor the saucer. If the surviving rabble can rushthe contraption before the infernal machine isfired up, they might just be able to take it

    Dry Gulch is about to become a ghost town.

    The BattleThis is the no-holds barred finale to this

    chapter of Raid on Roswell, and its sure to be adoozy. The winner of this little party gets theincredible flying disk. The losers get more than abrash tongue lashing from their Rail Baron.

    The fight begins only a few minutes after theprevious skirmish between the Enforcers endsand someone is definitely in control of thesaucer. The Rail Barons feel wasting any moreprecious time could let the machine slipcompletely from their grasp. Theyve given theirEnforcers ample opportunity to steal the prize.Now its time to release the hounds and take thedamn thing by force.

    The SetupSet up the table as shown on the map below,

    preferably using the exact same terrain as youused in the previous battle.

    TroopsEach player starts with the forces that

    survived the previous battle. Each Rail Baron hasalso dispatched an additional 250 points ofreinforcements.

    If your Enforcer was killed in the last battle,your railroad dispatches another one. Replacethis hero with a suitable one from the GRWrulebook. This can be a hero specific to theplayers railroad or a hired gun.

    The ChurchAkers Feedand Seed

    The Jail

    BiggySquigglys

    General Store

    The Taylor

    TheCopperhead

    Hotel

    TheBlacksnake

    Saloon

    TheBank

    AuntMays

    UncleBens

    Farmer Johns

    The FlyingDisk

    A

    B

    C

    D

    E

    F

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    Epilogue OneAs the black smoke from Dry Gulch filled the

    night air and the buildings slowly crumbled intored and black embers, a tall figure clad in ablack suit with a tall hat walked through thedying town. A flicker from a nearby buildingrevealed a menacing grin wrapped around histhin, pale face. Wisps of white hair reflect theradiance of the burning structures.

    Events have been set into motion that he canno longer ignore, and his forces will begin toarrive shortly. He observes the destruction, andin a cold breath, speaks one wordRevelations.

    In the distance, several shadowy figures inlong, red robes move toward the man.Immediately behind them was a rider garbed inrobes as black as pitch and carrying a scythe.No face was visible beneath the deep hood ofhis ebon cloak.

    The elderly man turns with a start and says,Come my most loyal servants. We have work todo. But let us watch the infidels deplete theirresources even further. With every passing hourwe grow stronger, while they whittle away ateach other like bickering, impetuous children.

    He laughs maniacally, and it cuts through thesound of the crackling fires like a knife.

    Epilogue Two The lone horseman stood atop a hill just

    outside of Dry Gulch and watched as the earlymorning sky was lit up by the uncontrollableflames. Just another town in this crazy fight forsome kinda special rock, he thought.

    Something inside of him, though, told himthat this was far from being over. There was stilla Confederate base out there that is capable ofproducing those flying machines that startedthis whole mess, and most likely the RailBarons will try to eliminate the threat.

    Well, if there was any way he could make abuck out of this, he would certainly try. He gavea slight tug to the reigns, and his horse turnedto follow the direction of the pull.

    He looked back one last time at the town ashe stroked a match across his saddle andpressed the flame to the end of a cigarellopropped on his lips. Just as he took the firstpuff a loud thumping noise filled the air. Threeair carriages slowly emerged in the everincreasing light of the day.

    Damn shameful way to earn a living, hesaid as he rode away.

    DeploymentAll the troops returned to their previous

    hidey-holes, except the player who wound up incontrol of the farm (and therefore the saucer). Hestarts anywhere within the farm or around thedisc.

    BonusThe railroad in control of the saucer gets 25

    Bounty Points at the end of each turn.If any player gets the saucer airborne (see the

    Special Rules below) and uses it for onecomplete turn he receives 50 Bounty Points.

    Special RulesSecuring The Saucer

    A railroad controls the saucer at the end of aturn in which it has any troops within 12 of thesaucer, and no enemy troops within that range.

    The player in control of the saucer at the endof the last turn has captured the gizmo. Thishas very special consequences later on.

    Getting the Saucer in the AirAny player who gets a Crewman adjacent to

    the saucer can attempt to get it airborne. Placethis figure inside the saucer (out of sight)while it attempts to figure out the complicatedmachine. The pilot must make a Hard (8) Smartsroll to get the saucer into the air. The pilot mayattempt to get it airborne once per Action Card.The stats for the Flying Saucer are provided inAppendix C.

    A second Crewman can man the Gatling Gunautomatically, but only after the saucer ispowered up and airborne.

    Youll need Derailed! for the flying vehiclesrules.

    Events(2) The Saucer Is Mine! The player in control of

    the saucer (as per the rules above for securingthe disk) at the end of the second turn triggersthis Event.

    BriefingsYour Briefing depends on your Bounty Point

    total from the last battle. Use the same rulesgiven in the last chapter for determining place.

    Last Place: 28 Third Place: 24First Place: 23 Fourth Place: 32Second Place: 11 Fifth Place: 46

  • Trestle

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  • 17

    A Trestle Too FarWell, that went better than hed hoped,

    thought Meriwether Shaw, as he walked brisklyfrom the richly furnished hotel room. Seldomhad his Rail Baron seemed so ready to acceptone of Shaws plans. Perhaps his employer wasfinally beginning to realize Shaws genius!

    Since signing on with the Rail Baron, Shawhad presented his boss with one daring andinnovative plan after another. To date, not asingle one of his ideas had received more than apassing glance before being passed over for amore conventional one.

    Now, Shaw finally had his chance to provehimself. The boss had given him virtuallyunlimited authority to implement his plan. Theonly condition was that Shaws gambit succeed.

    Of course, the incident down at Dry Gulch,New Mexico, did a lot to sway the Rail Baronsdecision. Regardless, Shaw felt his plan was aworthy one, and he used Roswell as a steppingstone to convince his boss of the plans merit.

    Shaws step lost a little of its bounce as heconsidered the consequences of failing the RailBaron. The incident at Dry Gulch could havebeen more successful, and the boss was alreadyweary of the scene down in New Mexico.

    One thing was for certain. If he didnt try, itdefinitely wouldnt succeed. And if it did, hiscompany would gain a major advantage in theGreat Rail Wars!

    Multiple PlayersThe scenarios in this part of the Raid on

    Roswell are designed for two players, eachrepresenting a different railroad. Should youwant to use additional railroads, youll have toform sides as detailed in The Great Rail Warsrulebook.Try to split the forces weve provided for you

    as evenly as possible among the players on eachside. Each player (not side) should keep track ofhis own Bounty Points and Fate Chipsindependently.

    The CampaignA Trestle Too Far is the second part of the

    Raid on Roswell campaign. It tells the tale ofex-British officer Meriwether Shaw and hisunorthodox plan to break the stalemate in theRail Wars, cripple Roswell, and give his railroada direct line to the Maze. It doesnt matter whichrailroads you choose for this scenario, as longas Dixie Rails and any of its allies are oppositeof Shaw and his forces.Shaws Rail Baron decided to take a chance on

    his scheme. The railroads advance has stalledfor an indefinite period, and the only hope toremain competitive is to slow down the othercompetitors. While desperate and unsure, theplan may just succeed if implemented properly,and everything runs smoothly.

    Chapter Three:A Trestle Too Far

  • Trestle

    18

    With the recent developments around Roswell,Shaw chose that area for his daring plan. Therails that Dixie has laid down through NewMexico and Arizona to connect them to Mazeshould be any Rail Barons primary concern (notthat silly flying gizmo, although Shaw agreesthat they must also appear interested), andShaw wants to be the first to take them.Shaws strategy involves a number of

    coordinated strikes into enemy territory to seizecontrol of a key trestle located on a spurconnecting the railroads. The trestle is at a smalltown called Bells Gorge, located just north ofthe secret base of Roswell. Shaw hopes to gaincontrol of the trestle just prior to the arrival ofa heavily armed war train he plans to releaseonto the other Rail Barons main line.Unfortunately, like most of his plans, this one

    is overly complicated. A failure by any one ofhis subordinate units could spell disaster forthe entire mission.To further complicate the already elaborate

    operation, the opposing Rail Barons spies havegathered enough info to piece together thatsomethings up. After the fiasco at Dry Gulch,the Confederate forces made an effort to bemuch more aware of the other Rail Baronsmovements and operations. Shaw, though hisplan is still secret, may no longer have theelement of surprise he was counting on.

    Whos WhoA Trestle Too Far involves a number of

    intertwined scenarios. In these scenarios, youllplay out the steps to Shaws plan to seize BellsGorge in time for the war train to cross, andcontinue on to Roswell. To keep things clear, wealways refer to Shaws player as the attackingrailroad and his opponent as the defendingrailroad (which includes any Dixie Rails units orallies), although their tactical roles in a givenscenario may be reversed.

    The Snowball EffectBecause of the precision required to pull off

    Shaws plan, every delay works against him.Keep track of the Bounty total for each separatebattle, as well as for the campaign as a whole.The successor lack thereofof Shawssubordinates directly affects the set up for thefinal confrontation.

    Additionally, a battle may instruct you totrack a secondary event as well. Just writerecord any such information wherever you keepBounty totals.

    Part One: Death fromAbove!

    The suns last rays painted the clouds in thedesert sky a brilliant red and purple. Theevening sky was about the only thing about thedesert that Hollister could tolerate. Often hedeat his dinner on the steps of one of theoutpost buildings and admire the stunningdisplay of colors.

    Tonight, he noticed a group of three smallclouds wafting quickly over the desert. It lookedlike theyd pass right over head. After a moment,he realized the clouds were moving against theprevailing winds! Air carriages! he exclaimed.

    Realizing his enemies had finally located him,Hollister began yelling alerts to his troops andmoved quickly to the sturdiest spot in the smalloutpostthe relay station.

    Stand in the DoorDamn! Audrey thought as she looked out the

    side door to the cabin. One of those fools hasseen us! Now its going to be a real pain.

    Well, she thought, no reason to let the rest ofthe troops know what they were up againsttheyd have to muster up all their courage justto step out the door into to open air in the firstplace. Half of her troops would probably backout if they knew there was going to be gunmenon the ground picking them off as they drifteddown from the airships.

    She leaned back into the cabin and looked atthe men behind her. All right, you mangy bunchof sidewinders, were gettin close. Saddle up!

    God, I hate this part, she said to herself asshe stepped out the door. Then all thoughtswere lost in the rush of wind as she droppedaway from the air carriage.

    The BattleThe first part of Shaws plan involves a daring

    air strike. His troops, led by Audrey TroubleTucker, are to be dropped from air ships onto apoorly defended telegraph relay station.

    The other side isnt totally unpreparednoRail Baron could exist for very long without anetwork of spies informing on enemymovements. The garrison at the relay wasrecently beefed up, but Gordon Hollister, itslackluster commander, doesnt know why. Hesassuming the troops have been added to protecthis own hideat least, thats how he plans touse them!

  • Trestle

    19

    The SetupThe fight takes place at a small desert

    outpost just north of the trestle that spans overBells Gorge. Cover is sparseonly the scrub tothe southeast and north of the buildings offersany cover.

    All the buildings are wooden, except thetelegraph relay. Its a sturdy adobe structure andtakes double the normal damage to reduce torubble (100 points of damage from cannon andthe like).

    The telegraph poles themselves can bedropped with a direct hit from a cannon, rocket,or a similar explosive weapon that does atotal of 20 points or more of damage. TheBoom! Template or shot must be centereddirectly on the pole for the hit to damage itnear misses dont count!

    TroopsEach side gets troops as detailed in their

    individual Briefings.

    DeploymentYour Briefing tells you where your troops will

    set up on the map below. The defender sets upfirst.

    It is important that the player controllingTuckers forces records his surviving troops atthe end of the battle. Theyll appear later inanother scenario.

    BonusIf Gordon survives the battle, hes lauded as a

    hero. The defender gets a Bonus of 50 BountyPoints if Gordon lives through the fight. There isno bonus for the attacker.

    Also, the defender should keep track of howmany turns she retains control of the telegraphrelay. The defender has control as long as thereis at least one of her troops in the relay on itsfeet (not Eatin Dirt or Put Down). This makes adifference in later scenarios.

    Special RulesThe air ship Jumpers are dropped just after

    dusk. Its not quite dark, but the light is fadingfast. All ranged attacks suffer a -1 penalty.

    EventsCheck the Event section (its in Appendix A)

    when any of the following occurs:(3) End of second turn: The defender reads this

    event.(4) The attacker enters the relay station: The

    defender reads this event.

    BriefingsThe Briefings are squirreled away in Appendix

    A, along with the Events. Tuckers player(attacking railroad) reads Briefing 26, andHollisters (defending railroad) reads Briefing 31.

    TelegraphOfficeWooden

    Building

    WoodenBuilding

    Outhouse

    Outhouse

    Livery

  • Trestle

    20

    Part Two: The FirstMinute

    Theres a saying among old soldiers that saysno plan survives the first minute of battle.Meredith Shaw, as confident as he is in hisability to command, is about to learn the truthto that adage.

    A Walk in the ParkSo far, Shaws force was moving forward on

    schedule. His carefully selected overland routehad masked his advance, and his enemyappeared to be unaware of his approach. ButShaw knows that appearances can be deceiving,and he is a little cautious.

    He wondered for a moment if the otherelements of his operation were having as easy ago at it as he was. Of course they were, hereassured himself. His plan was a master strokeand was sure to succeed.

    Shaw signaled for the rest of the troops topick up the pace. There wasnt a sign ofresistance, and it looked like this raid wasturning into a Sunday stroll for his gang.

    Head Em OffWheels Kirby slowed his column for a

    moment and scanned the desert with histelescope. There it was againthe telltale cloudof dust hed seen about 10 minutes ago.

    Only two things made that much dust riseastampede of buffalo or a large column oftroops. Since there were no buffalo in theseparts of the country, Kirby was betting on thelatter.

    Hed had his doubts when the Rail Baron senthim to this empty stretch of desert, but itlooked like his boss had some insideinformation. There was definitely some hostileactivity headed this way.

    Now Kirbys only real worry was the size ofthe column he faced. From the amount of dustit was kicking up, it was at least twice the sizeof his patrol!

    Well, it wouldnt be the first time he faced asuperior force. Kirby knows that his troops,under the right conditions, can dish out somereal whoop-ass.

    Looks like a fights brewing, and Kirby isawful thirsty. He sure is glad he didnt get alldressed up for nothing.

  • Trestle

    21

    The BattleThis scenario is the first major stepping stone

    for Meredith Shaw. His main force, unfortunately,has just run smack into a patrol led by WheelsKirby.

    Kirby was dispatched after his Rail Baron gotword from spies that a raiding party was likelyto approach from this direction. On thisparticular occasion, his spies hit that prairie dogright on the head.

    Kirbys outnumbered and outgunned. His smallforce is no match for Shaws main body. Hisorders are to delay them for as long as possible,not necessarily to destroy them. (Although thatwouldnt be a bad thing.)

    However, Shaw is on such a tight schedule hecant afford to lose much time in a pitchedbattleparticularly one he wasnt expecting!Shaw would like to get out of this skirmish asquickly as possible so that he may continue onto Bells Gorge.

    The SetupSet the table up as shown on the map. The

    boulder fields count as difficult terrain fortroops. Troops in the boulder fields get thebenefit of hard cover. Vehicles cant enter theboulder fields at all.

    The mesas are steep cliffs. A non-flying troophas to climb 8 to reach the top of one of thesestone towers.

    TroopsEach of the players (or sides) Briefing tells

    you how many and what types of troops yourside has in this battle.

    DeploymentBoth of the players start this scenario with

    their forces off of the table. Both forces willenter on Turn 1.

    Shaws forces enter the board at Point A.Kirbys troops come onto the board at Point B.

    BonusShaws objective is to get as many troops or

    vehicles off the southern end of the board aspossible. His side gets the Bounty Points forevery troop and vehicle he manages to get offthat end of the table.

    There is no bonus for Kirby, but every troophe Puts Down or vehicle he Knocks out is oneless to threaten Bells Gorge.

    Special RulesThere are no special rules, but its important

    for Shaws player to keep track of her survivingtroops for a later battle.

    BriefingsShaws player (attacking railroad) reads Briefing

    29. Kirbys player (defending railroad) readsBriefing 35.

    A

    B

  • Trestle

    22

    Part Three: A SpartanDefense

    Fletcher Reynolds did a final inspection ofhis troops. The position they held in the passwas solid.

    Pushing themselves hard, Fletchers troopshad reached the pass ahead of schedule andeverything seemed to be falling into place. Nowhe needed to find the best possible defensivepositions to give his troops an advantage.

    Although Fletcher had never consideredhimself a particularly gifted tactician, even hedhad misgivings about Shaws plan. If his forcespulled it off, it would deliver a devastating blowto Dixie Rails and its allies, but the plan struckFletcher as being a little too complex. And, iftheres one thing any soldier knows, its to keepit simple!

    The biggest concern for all of thecommanders was Roswell. If Dixie Rails actedfast enough they would throw a devastatingamount of reinforcements in from their secretbase. Fortunately, there was another force thatshould, if all goes well, keep Roswell occupiedwhile his operation was proceeding.

    Keeping his fingers crossed had never been asolid source of good luck, but Fletcher waswilling to try anything. Besides, it couldnt hurt.

    In spite of his concerns, Fletcher found hisportion of the mission running smoothly. All hehad to do was delay the arrival in Bells Gorgeof any relief force until the war train hadpassed.

    As long as Tuckers airborne assault on therelay station had gone as well as his, there wasnothing to worry about. At least thats what hekept telling himself.

    Well, nows not the time to worry. Its too latefor that, and now all he can do is the job hewas assigned to do.

    Fletcher turned to his troops and told them tosettle in and prepare for the inevitable assault.The Devil himself is comin, boys, and Hellscomin with him!

    The Cavalrys Coming!Rising from his seat in the steam wagon,

    Lemuel Cobb signaled his column to halt. Thelow range of rugged hills ahead marked the lastobstacle between him and Bells Gorge.

    After crossing the pass, it would be a straightrun across flatland for the town. So far, hed metno opposition, but something about the hillswas making him nervous. He had his suspicionsthat this wouldnt be a cakewalk.

    Pulling out his telescope, Cobb scanned cliffsaround the pass. Through the grainy lens, hecaught sight of movement in the pass and thehills around it.

    He had already feared an ambush in the passahead, and it looks like the enemy knew whereto hit him. Who knew? Who is it in that pass upahead?

    His Rail Baron had warned him somethingwas up, and one of these days, Cobb was goingto learn to trust his bosss instincts. They wererarely wrong.

    Well, whoever was moving around that ridgeisnt the only one being sneaky. Lemuel has asurprise of his own for the poor fools. Any armythat stood in his way was going to curse theday they laid eyes on Lemuel Cobb!

    The BattleFletcher Reynolds and his small force have

    been sent by Shaw to the pass to block anyforce sent by the enemy. Unfortunately, Tuckersraid wasnt as successful as Shaw had planned,and a brief message was sent before the relaystation fell into their hands.

  • Trestle

    23

    A sizable force, led by Lemuel Cobb, has beendispatched to Bells Gorge to eradicate theenemy. After that, Cobb has orders to secure thetown of Bells Gorge.

    Reynolds faces a numerically superior forcewithout the element of surprise. He and his fewtroops are the only thing standing betweenShaws mission and utter failure.

    The SetupSet the table up as shown on the map

    provided below. The center pass is 18 widefrom cliff base to cliff base.

    The cliffs to either side of the pass are 8high.

    TroopsAs usual, your briefings for your respective

    side tells you how many troops you canpurchase. If youre playing Cobb, youll also getbonus troops based on how many turns youheld the telegraph station in Death fromAbove!.

    DeploymentCobbs force begins off the western edge of

    the board and enters on turn 1. All of Cobbstroops have to move a least a part of their Pacethis turn.

    Reynolds force can be positioned on thebattlefield anywhere east of Point A.

    BonusReynolds objective is to keep Cobbs force

    from exiting the eastern side of the table. Hisside earns a bonus of 50 Bounty Points if noneof Cobbs force exits the eastern edge of theboard before the end of the game.

    Cobb must move through the pass and exiton the eastern edge. Cobbs side earns the fullBounty for any of his troops he manages to getoff the eastern edge prior to the end of thegame. The battle lasts until one side isdestroyed or has exited the map.

    Special RulesIt is important for both players to record

    which troops survive this battle. Those troopsmay appear again in the last scenario.

    EventsCheck the Events section (at the end of

    Appendix A) when any of the following occursduring the battle:

    (5) Whenever a structure damaging attack(artillery round, spell, satchel charge, etc.) hits acliff wall : The player firing the shot reads thisevent.

    BriefingsFletcher Reynolds player (attacking railroad)

    reads Briefing 6. Lemuel Cobbs player (defendingrailroad) reads Briefing 37.

    A

  • Trestle

    24

    Part Four: A TrestleToo Far

    Shaws steam wagon crested the hill andbelow him lay the goal of his carefully laidplans, the town of Bells Gorge. In spite of theunexpected engagement with the enemy a whileback, hed still reached the objective.

    Then, glancing behind himself, he saw aplume of smoke rising. The war train was aheadof schedule!

    Shaw motioned for his troops to move out atthe double time. If they could reach the town intime, they could easily overwhelm the smallgarrison there and seize the bridge. Even withcasualties, the few troops stationed in BellsGorge would be no match for his force.

    As his troops began rushing toward the town,he congratulated himself once again on histhoroughness. By knocking out the enemycommunications and sealing off the westernapproach to Bells Gorge, Shaw had insuredvictory. Ah, but he loved it when his plans cametogether so smoothly.

    Madder than a Wet Hen!Cobb motioned for his driver to pick up the

    pace. Off to the northeast, he could see thetelltale dust trail of a large group of menmoving fast toward Bells Gorge.

    Further to the east he also saw a plume ofsmoke marking the progress of an approachingtrain. Cobb knew his railroad had no trains onthis spur, so this steam engine had to be ownedby another railroad.

    And he was betting it was the same railroadthat was trying to stop him from reaching thetown in time. That railroad might not know ityet, but it was going to have to try a lot harderthan that little ambush back in the hills to stopLemuel Cobb!

    Those ambushers had fought hard, but theydnot been ready for a force as large as Cobbs.Theyd only succeeded in bloodying his nose-and making him angry.

    From the size of the dust trail ahead, itlooked like there was going to be plenty offolks for Cobb to take his anger out on in BellsGorge. Its time to throw down.

    The BattleThis is itthe big finale! All the pieces of

    Shaws puzzle fit together here in Bells Gorge.His forces have to seize control of the trestleand hold it for long enough for the war train tocross it. Depending on how the previous battleswent, Shaw may be in excellent position or hisforces might be badly behind schedule.

    Cobbs goal is to stop himwithoutdestroying the trestle. After all, hes being paidto protect railroad property, not blow it up!

    Guardhouse

    Guardhouse

    Stable

    Hotel

    Saloon

    Station

    Sheriff

    General Store

  • Trestle

    25

    The SetupSet up the board according to the map. All

    buildings in Bells Gorge are woodenconstruction.

    The saloon and the hotel are two-stories tall.The rest of the buildings are single-storystructures.

    The gorge itself is treated as though its thetop of a level one cliff. Troops wishing to enterthe gorge must climb down the cliff using theClimbing rules.

    TroopsShaws player starts with all the troops that

    survived The First Minute. The player runningthe attacking railroad should the appropriatebriefing to see if any further troops areavailable.

    Cobbs player starts with the troops stationedin Bells Gorge and all of his troops thatsurvived A Spartan Defense.

    DeploymentEach players Briefing details where her troops

    arrive and when.

    BonusShaws player gets a 100 point bonus if the

    war train succeeds in crossing the trestle.Cobbs player wins a 100 point bonus if he

    succeeds in preventing the train from crossingwithout destroying the trestle.

    If the trestle is destroyed before the traincrosses, neither player receives a bonus.

    Special RulesEvents

    Check the Event section (its in Appendix A)when any of the following occurs:

    (6) Beginning of the first turn: Shaws playerreads this event

    (7) End of the second turn: Cobbs player readsthis event.

    (8) Beginning of the third turn: Shaws playerreads this event.

    (9) End of the third turn: Cobbs player readsthis event.

    (10) End of the third turn: Shaws player readsthis event.

    BriefingsShaws player read Briefing 44 and Cobbs

    player reads Briefing 20.

    EpilogueSomebody once said, Lets play a wargame

    today, and it doesnt matter who wins or loses.Im sure there are plenty of cold, dead cowpokesdown there who would beg to differ, thought thelone rider as he looked down through thecanyon.

    As he scanned the horizon, he noticed a dusttrailno, make that two dust trailsheading inthe direction of Roswell. Itd been a couple ofdays since the opposing forces evacuated thearea, but it looked like someone was on themove again. Except this time they were movingin from the west. Damn curious.

    In a few moments the mysterious dust trailmaterialized into Confederate troops, riding likebats out of Hell, and pulling half a dozen wagonsbehind them. Why would Confederate troops becoming from that directionand laden withwagons? Shouldnt they be coming from Roswell?

    The horseman watched as they hastily formedthe traditional defensive circle with the wagons,and the soldiers began to pull crates off of thewagons, letting them break open as they hit theparched sands.

    Rifles and ammunition spilled out of thecrates, and the soldiers prepared themselves asthe other dust trail revealed itself. Riders garbedin red and black robes and carrying rifles arethe first to appear from the settling dust of thetroopers. Then they are followed by more sinistertroops.

    Whoa, Nellie. This kind of stuff doesnthappen everyday around here. The curiosity ofwhats happening got the best of the rider, andit may end up being a good story.

    As the forces below clash, he is transfixed onthe battle. Looks like the boys in gray are introuble.

    Epilogue TwoRupert Montague looked down at the outline

    on the battlemap of the secret base of Roswellwith quiet anticipation. He knew that this wasjust the beginning of the plan he had presentedto his Rail Baron.

    Hopefully that idiot Shaw was able to pulloff his ludicrous plan, Montague says tohimself, and reinforcements will be hereifneeded. Though I would hope that I will be ableto make this work without his helpGod knowsI would never hear the end of it.

  • Roswell

    26

  • 27

    Another Daring PlanRupert Montague is green with envy. That

    English imbecile is getting the chance of alifetime, and now Rupert feels he deserves thesame. He has stuck his neck out plenty moretimes than Shaw, so why should that pompousold chap get all the glory.

    Montagues plan is simple. While Shaw andhis forces try to seize the key bridge thatconnects Dixie to its gun running operation outof the Maze, his forces will attack Roswell.

    Its a win-win situation for Montague.Victorious or not, his attack will certainly keepDixies resources tied up while Shaw attemptsto take the trestle. On the other hand, if hesacks Roswell he will be the man of the houratrue-to-life hero.

    Rupert knows that it wont be an easy job.Roswell is an impenetrable fort, and hell suffertremendous casualties while attacking the base.

    The other small problem is there are onlytwo ways into Roswell. One is through a small,narrow canyon, and the other is much furthersouth where the canyon opens up. Both wayshave their advantages and disadvantages.

    The northern route through the narrow pass isa faster route to the base, but it is perfect for anambush. The southern route is easier to traverse,but the open field will be difficult to cross. Heleaves the decision with his commander: TomLittle Napoleon Smith.

    Skeet ShootinTom Little Napoleon Smith looked out over

    the desert as he cradled his prized shotgun inhis arms. If he had to be out here in this God-forsaken desert, he may as well make the bestof it.

    Pull!Kabloom!Besides, practice makes perfect. If one of

    them flying saucers pops up out of nowhere,hell crack it open. One shot, one kill. Nothing toitjust like shooting skeet.

    Pull!Kabloom!Rupert had given him strict instructions to

    move his forces to Roswell as fast as possible.The other commander, Shaw, would try to seizeone of the key bridges that connects Dixieslines that span across New Mexico and Arizona.

    The most difficult decision for Smith is theroute into Roswell. Should he risk gettingtrapped in the narrow canyon passage to thebase, or should he take the seemingly saferroute to the south?

    The southern route may be easier, at leastinitially, but his troops would be exposed tobroader fields of fire. On the other hand, thenorthern route is faster, but potentially deadlier.

    Tough decision.Pull!Kabloom!

    Chapter Four:The Raid on Roswell

  • Roswell

    28

    The Raid on RoswellThis is the third part in the Raid on Roswell

    campaign, and wellyou guessed itall of thismadness has been leading up to this.

    Rupert Montague and his forcesled by theredoubtable Tom Smithare closing in on thesecret base of Roswell. They are supposed to hitRoswell at the same time that Shaws forcesattack the trestle across Bells Gorge, and theoutcome of that battle will certainly haverepercussions on this battle.

    Multiple PlayersThe scenarios in this chapter are designed for

    two players (or two sides), just like the ones inthe last chapter. Follow the guidelines presentedearlier.

    Whos WhoJust like A Trestle Too Far, in The Raid on

    Roswell we always refer to Smiths player asthe attacking railroad and his opponent as thedefending railroad (which includes any DixieRails units or allies).

    Chapter One: Shootand Scoot!

    In the early morning hours in the desert, all isusually quiet. This morning, however, the silenceis broken by the thunder of cannons.

    Whos Guns Are Those?Tom Smith raised himself up in his stirrups

    to get a better glimpse over the horizon. Hissmall stature sometimes prevented him fromseeing important events, but in this case itdidnt make a difference. The roar of thecannons wafted over the horizon, and Tomwould have needed a tower or higher elevationto see anything in the distance.

    He looked nervously at his troops and asked,Whos guns are those? We dont have artilleryup there, do we?

    Smith already knew the answer to thatquestion. It was obviously the enemy hitting hisrecon force that he sent ahead. Unless, on theoff-chance, it could be that idiot Shaw, lost inthe desert and firing at shadows. Smith knew hewouldnt be that lucky.

    Looks like were going into action soonerthan expected, boys. At the quickstep, march!

    An Unexpected PartyJasper Coltrane cursed his luck. Smith sends

    him ahead to scout the terrain, and he runssmack in the middle of an ambush. HopefullySmith can hear the artillery and is on the way.

    As the shells explode around his troops,Jasper barks out orders to take cover and returnfire. The sound is deafening as the cracks ofweapons open up on the enemy positions.

    Lets hope we d-d-dont wake up thatsleeping g-giant at Roswell!, Jasper says to thegunman beside of him.

    If we d-do, were in a wha-world o hurt. Thisis already a suicide ma-mission, and surprise isour only friend. This g-gets uglier every minute.

    Coltrane scans the horizon behind him andhis units, and he spots the dust trail of Smithand the larger force. The cloud seems to becreeping along at a snails pace.

    A bullet hits the rock Jasper is behind andkicks a fragment into his face. He reaches upand wipes blood away from his cheek.

    Cmon, short-stack. Get your troops ma-movin or were g-g-gonners, and these gray-coats are gonna ride t-to Roswell and give ourpa-pa-position away.

  • Roswell

    29

    The BattleDuring their approach to Roswell, Smith

    dispatched an advance party to scout theterrain inside of the canyon. He always thoughtscouts and bushwackers were a dishonorablelot, but he would admit to their necessity.

    Discretion is the better part of valor, Smithsays, and we must certainly be discreet. Atleast for the moment. When we decide we nolonger have to be discreet the enemy will besorry they laid eyes upon us.

    Unfortunately for the hombres in the reconparty, the terrain isnt the only obstacle in theirway. Roswell also sent out units to watch keymovement points in the surrounding area. Theydont know exactly whats happening, but theyrenot taking any chances.

    As Smiths patrol round a bend in the hills,they are ambushed by a small force. Soldiersdont like surprises, and hearing the volley ofhidden cannons is quite unnerving. The artilleryunits zero in on Smiths recon party and beginto pound away.

    Dammit, Smith says, I was hopin I wouldnthave to go snake huntin this early in themornin! I hope those boys can take care of thatbefore anyone else hears those guns. Cmon, youmangy bunch of dogs, we gotta put out a fire!

    Smith reacts to the thunder of the guns, buthe may not make it to the scouts in time tosave their hides. Oh well, scouts are expendable.

    He also feels that he should destroy whoeveris attacking him, since any warning received byRoswell will spoil his attack. Surprise may behis only chance for success.

    The TroopsEach player gets troops as detailed in their

    individual Briefings.

    DeploymentThe defending players troops set up first.

    Place the defending units anywhere on theeastern half of the map shown below.

    Smiths player, the attacker, may deploy histroops (as described in his Briefing) within 12of the western end of the table. Bushwackersmay be deployed normally.

    Smith and the main body of his forces arrivein the second turn, and they must move ontothe table. Deal them in normally at thebeginning of turn 2.

    BonusEach players bonus is described in their

    individual Briefings.

    Special RulesBriefings

    Smiths player reads Briefing 39, and thedefending player reads Briefing 21.

  • Roswell

    30

    Chapter Two: DelayingAction

    After the small encounter with the DixieRails force just outside of Roswell, Smithdecides that he should pick up the pace and getto the base pronto. He double-times his troopsfor the duration of the march.

    Uninvited GuestsCaptain Dooly scanned the horizon

    surrounding Roswell. Tensions have been highhere of late, and the base has been on alerttwenty-four, seven.

    The battle-flags on the tower pop and flutterin the breeze as he started down the rampart,and Dooly looked up to take note of the winddirection. Suddenly, in a cracking voice, one ofthe privates on the tower called out.

    Thereth-there on the horizon! I s-seesomethin movin, capn!

    Dooly turned quickly to confirm his stutteringprivates claim. Sure enough, something was onthe move out there, and it was kicking up a lotof dirt.

    Damn! They had gotten a message of anattack from the relay station at Bells Gorge, butno one suspected they would arrive this quickly.This must be another force, and a sizable one atthat.

    In the distance the echo of Dixie Railsartillery raining down on something began toreach the troops ears. The earth shook beneaththeir feet as the cannons unleash their fury.

    Capn, do you think we put enough mendown there to hold em long enough for theothers to pull back?

    I dont know, son, but Id like to hope so.Anyway, no matter what happens out there westill have a job to do. Sergeant, get these men totheir posts! Man your stations, and look sharp!

    The captain turned to a man in a pilotsuniform and says, Well, Lieutenant Ferro, lookslike your party has started. Better get movin,and take Spunkmeyer as your wingman!

    Yes-sir!In a few moments, the sound of steam boilers

    and whirring turbines filled the complex aroundthe troopers. The doors to the fort opened up,and two large flying disks glide out of theentrance and into the desert.

    In a cloud of dust and sand, the disks slowlycreep towards the sound of the fury on thehorizon. All Hell is breaking loose.

    The BattleSmith hussled his troops into the canyon

    where Roswell is located, and he is hoping thatthe troops stationed there are unprepared for hisarrival. Maybe, if his luck holds out, he haschosen the right way into the canyon.

    He realized that Roswell has probablystationed some troops at each entranceat leastthats what the sensible commander would do.Thats what he would do.

    He also realized that Roswell probablycouldnt send a substantial force to bothlocations, so they either split them evenlymaking both forces undermannedor theygambled and sent a larger force to one of thetwo locations. Hopefully he has chosen the rightone.

    The SetupThe set up depends on the route Smiths

    player chooses into the canyon. He must chooseeither the northern routethrough the narrowpassor the Southern routeinto the widermouth of the canyon. Once he has chosen, thedefenders Briefing will tell you how to set upthe table.

    The TroopsSmith gets whatever forces were left after the

    last battle. The defenders troops are described inthe players Briefing.

    DeploymentDeployment depends on the route into the

    Roswell canyon that Smiths player chooses. Seethe Briefings for the details.

    BonusThe bonus for each player is described in

    their individual Briefings.

    Special RulesEvents

    Check the Events when any of the followingoccurs:

    (11) Smiths Forces pass the defenders: As soonas any of Smiths attacking force passes thedefenders set up area, the defending player readsthis Event.

    BriefingsSmiths player reads Briefing 30. The defending

    player reads Briefing 15.

  • Roswell

    31

    Chapter Three: The RaidOn Roswell

    Smith looked out over his bewildered troops,and the thought crossed his mind to turn andhead for sunnier skies. They made it through thefirst big obstacle Roswell threw at them, butthere was still one more job.

    As he stared at the base it seemed to growright in front of his eyes. He looked away andshook his head. If he kept on looking at it, itmight just grow a mouth and teeth and gobblehim and his troops right out of the desert.

    The thought made him quiver in his boots,but only for a moment. He thought to himself,Cmon, Tom. They dont call you LittleNapoleon for nuthin. Annie-up and shake yourtroops out of this funk!

    He turned to his units and said, Alright, youmangy bunch of dogs, listen up. We didntmarch across the desert to play paddy-cake withthese bunch of ninnies.

    You fools arent going to quit on me now, areyou? I mean, just look at it, there for the taking.Anyone other than me want to know whatsinside of that thing? I bet that place has moregold than any of you has ever imagined. Werealready heroes, why dont we make ourselvesrich heroes instead of just bleedin all over theplace! Whos with me?

    Hoorah!

    Meanwhile, Back at theRanch

    Captain Dooly was really beginning to worry.He had dispatched a rider to bring back theother forces, and so far there was no sign of therider or the reinforcements.

    His original plan was to divide his forces intothree parts. The smallest force would remain atRoswell, while the two larger forces would goout and block the canyon at both ends. Hethought it was important to keep the enemy asfar away from Roswell as possible.

    For an hour or so there had only beensporadic firing from the direction of the battle.Its possible that the troops that hadencountered the enemy had been destroyed, andthe other units were either lost or had also beendestroyed. Curse me for the fool I am!, he saidto himself.

    If I would have kept all of my troops at thebase and sent out recon units, I would be ableto hold the fort indefinitely. But now, with thismeager force, I dont know if I will be able tolast a few hours, maybe a day at the most.

    He picked up his spyglass and lookedhopefully in the direction of the reinforcements.Nothing.

    Then he turned to the other horizon wherethe thunder had stopped. He dropped the glassto his side and grimaced. Here they come.

    The RoswellFront Gate

  • Roswell

    32

    The BattleWell, folks, this is it! This is what youve

    gotten your feathers all ruffled over! The grand-finale to the Raid on Roswell!

    The remnants of Smiths forcers are moving inaround the base, and Roswell is preparing todefend to the last man. If Smith and his forcessuccessfully seize the base, all of Dixie Railssecrets will spill out and the Confederacy willbe seriously injured.

    The SetupSet up the table as shown on the map below.

    The TroopsSmiths forces are composed of what was left

    from the last battle. Roswells forces aredescribed in the defending players Briefing.

    BonusSmiths player receives Bounty Points at the

    end of every turn equal to figures inside of theforts walls. If he ends the battle with troopsinside of the base he gains an additional 50Bounty Points.

    The Roswell player receives 20 Bounty Pointsevery turn that he keeps Smiths troops outside.

    DeploymentThe attacking player deploys his units

    anywhere within 12 of the eastern side of theboard, opposite of the base of Roswell.

    The Roswell defenders may set up in the fort oranywhere within 12 of the outside of the walls.

    Special RulesEach 6 section of wall can withstand 100

    points of damage before collapsing. Treat therubble as hard cover. Any troops on a sectionwhen it collapses take 2d8 damage.

    EventsCheck the Events when any of the following

    occurs:(12) Hold Until Relieved!: When the attacker

    moves a unit within 12 of the fort of Roswell,the defending player reads this Event.

    BriefingsSmiths player reads Briefing 18. The defending

    player reads Briefing 41.

  • Roswell

    33

    Chapter Four: The NextLevel of Hell

    Tom Smith limped to the edge of the rocksthat he was hiding behind to look out over histroops. His forces had taken heavy casualties,but they did what they came to do: they keptRoswell occupied for as long as possible.

    Shaw has either crossed the bridge by now, orhe has taken it on the chin and failed to achievehis objective. Either way, Smith can do no morehere.

    If that fool Shaw unnecessarily wasted hismen, Smith has sworn that he will watch thatpompous bastard hang. Nows not the time toworry about it, though. He will settle anynecessary score with Shaw when he returns.

    In the distance portions of Roswell areburning. The terrain is covered with an eeriegreen glow as the smoke reflects the fires thatcontinue to burn from the first base thatexploded years ago.

    Alright, you ornery devils. Lets pack up andleave this nightmare behind us. Fend foryourselves from here on out, cause Im certaintheyre not going to let us waltz out of here.

    At that very moment gun and cannon fireerupt from the distance. Smith looked aroundfrantically, then ordered his troops to Saddle upand ride you fools. Lets get out of here whilewere still breathin!

    No Time For AngelsIt seems, my loyal followers, that this is the

    answer to our prayers. We have tracked thesinners to this canyon, and it seems that theystill fight amongst themselves. They are feedingoff of their anger, and in turn, we will feed offof that ourselves.

    Well, while we wait for more fodder, pleaseahemhelp yourselves. Im sure we have plentyof time before they arrive.

    The man in the black suit walks around andobserves the carnage his followers have inflictedupon the gray-coats. He has learned the sourceofand the reasons forthe intrusions into histerritory, and he is determined to put an end tothese unwanted visitations.

    Mr. Jones, come here please, the man says ashe motions for a man in long red robes toapproach.

    I am leaving this excursion in your capablehands. I must return to our flock. If you fail me,Mr. Jones, I will watch you perish in the flames.Nothing will be able to save your pitiful soul.Do I make myself clear?

    Your words are the only words that I hear,Reverend. I will make sure that your message isreceived by the outsiders, or I will die.

    Mr. Smith turned to bark orders to his troopsas the man in black climbed into a night-blackcarriage pulled by two black horses. His carriagejerked, and then moved off slowly.

  • Roswell

    34

    The BattleAs Smiths troops evacuate the battlefield

    around Roswell, they are expecting to beambushed, and they wont be disappointed. Theattackers, however, will be more of a surprisethan the attackas well as far more deadly andfrightening.

    The gruesome assailants swoop in on theweary troops like vultures, and its not going tobe pretty. As the defenders try to organize hastylines, the attackers are lining up for something alittle differenta la carte.

    The SetupSet up as shown on the map on the preceding

    page.

    The TroopsThe players forces are described in the

    individual Briefings.

    DeploymentSmiths player deploys first. He may deploy

    anywhere in the center of the table, but must beat least 12 from any edge of the board.

    Grimmes forces may deploy on any edge ofthe table, but they must be at least 12 from anyof Smiths forces.

    BonusSmiths player receives the Bounty Points for

    any of his troops that exit the table.Grimmes player receives the normal Bounty

    for any troops that he eliminates, but he losesBounty Points for any troop that escapes.

    Special RulesEvents

    Check the Events section when any of thefollowing occurs:

    (13) Smiths forces lose half of their troops:When Smiths forces are down to half strength,his player reads this briefing.

    (14) The trap is sprung: At the end of thesecond turn Grimmes player reads this Event.

    BriefingsSmiths player reads Briefing 40. Grimmes

    player reads Briefing 4.

  • The Tombstone Epitaphs Guide to the Weird West1876 Edition Believe It or Else! Only 10

    1

    Greetings loyal followers. Once again the RailWars have spread like a disease across this greatland, and New Mexico is reeling from theinfection.

    First, there was the rumor of some kind offlying disk that crashed in the desert, and likeall good stories that was just the beginning. Thewhole mess is so confusing that no one is surewho was involved.

    The Flying DiskIt appears that said flying disk really does

    exist, and what a contraption! The Rail BaronsEnforcers moved in immediately and beganshooting holes in the small town of Dry Gulch.

    A local farmer, John Henrickson, had thesaucer hidden in his barn just outside of town.The fight continued through the streets untilone of the factions gathered enough informationto locate the saucer.

    After some Rail Baron made off with his newtoy, the others decided it was time to focusattention on the secret base of Roswell. DryGulch is now a ghost town, and another smallNew Mexico community was in for some serioushurt.

    A Trestle Too FarThree air carriages slowly flew overhead and

    moved towards a small relay station somewhereto the north of Bells Gorge. The carriages wereladen with jump troops, and their objective wasto seize the trestle with thunderclap surprise.

    Once the relay station was effectivelyeliminated, Meredith Shaw, the mastermindbehind the plan, could move his forces in for thereal target: the bridge over Bells Gorge. After thebridge was in his hands he would send a wartrain in and seize the rails that Dixie Rails wasusing to transport arms in from the Maze.

    Shaws plan was a daring one, but if itworked it would propel his Rail Barons lineahead of the others. Only one thing would standin his way, and a giant obstacle it would proveto be.

    RoswellRoswell, New Mexico. One of the most secret

    installations in the entire country. Some of themost innovative scientists work at Roswell onnew war machines for the Confederacy, andShaw knew Dixie Rails would put up a fight.

    Rupert Montague, another master mind ofwar, convinced his Rail Baron that another forceneeded to assault Roswell in order for Shaw tobe successful. His Rail Baron agreed, and TomLittle Napoleon Smith commanded the daringRaid On Roswell.

    But Smith was in for yet another surprise.Roswell would, in the end, prove to be thebeginning of the end for him and his forces, andit looks like the nightmare is just beginning forall of us.

    Another PlayerA true to life demon has reared its ugly head,

    and its name is death. The Angel o Death, thatis. When Smith and his weary troops moved outof Roswell, they encountered an army ofunimaginable terror. They not only lost theirlives, but they also lost their fleshthey werecleaned and eaten!

    It appears that a new faction is playing inthis terrifying game of life and death, and theRail Wars are far from over. We may all be in fora ride on this crazy train, and the price of thetickets isnt cheap!

  • Grimme Tidings

    36

  • 37

    Chapter Five:Grimme Tidings

    Spreading the GospelReverend Grimme looked out over his city and

    his flock from the comfort of his cathedral. Hehas wounded the others, and he knew they willcome for him sooner or later.

    His meddling, however, will bring him into thelimelight on a much greater level than heoriginally anticipated. He has gotten himselfmixed up in this swirling mass of fire andbrimstone.

    Grimme is not one, however, to back out of afight when things get a little rocky. Hes asstubborn as a pack-mule, and as driven as awolf on the hunt. He has a dark faith to directhis actions, and a loyal flock to carry out hisbidding.

    Yes, let them come, and he will show themthe true power of faith. They will pay for theirsins with their lives.

    His message around Roswell may not beenough to draw them in. If this rock is soprecious to them, and it is truly what theydesire, he will give them yet another reason tocome to him.

    He smiled that wicked smile and his mindbegan to stir. His thoughts are always in motion,always seeking.

    Yes, Ezekiah, what wicked, wicked thoughtsfor such a faithful man. I must call out myservants, for it is time to set things in motionfor the last time.

    The Good ReverendsWord

    Alfred Winston Landsman was dispatched byhis Rail Baron to find out what happened at DryGulch. Supposedly his Enforcer captured theflying disk, and was bringing it back, but hehasnt seen hide nor hair of his Enforcer or hisgang. Now hes madder than a hornet, and hefeels he may have spent a few wooden nickelson worthless, double-crossing mercenaries.

    Well, Landsman found the troopsor whatsleft of thembut theres no sign of the Enforcer.As he looks out over the carnage, it is perfectlyclear what happened here.

    Apparently, the Enforcer and his men were thefirst to discover the massacre of Dixie Railstroops outside of Bells Gorge, and then theyrode across what was left of Tom Smith and hisforces after they left Roswell.

    The Enforcer was just as unfortunate, for itappears that jackass rode right smack into anambush and also became somebodys dinner.Thats right, it looked like most of these menwere eaten.

    I always knew that no good snake-skinnerwould bite the bullet, but his demise maysignify a threat to all of us. Soldiers are notcattle. Its every good soldiers right to be blownto bits by cannons, not carved up and eaten. Iguess Id better warn the boss.

  • Grimme Tidings

    38

    Grimme TidingsGrimme Tidings is the final part of the Raid

    On Roswell campaign. The Reverend EzekiahGrimme has stuck his nose into the Rail Baronsfires too many times, and its about to getsinged.

    His gruesome meddling in New Mexico hasraised some concern among the other railroads,and most agree that Grimme must be put intohis place once and for all. Grimme, of course,feels the others are meddling in his affairs, andwith faith and his flock he will stop them fromdefiling his land and people.

    In order to draw the others into the Maze andgive himself home field advantage, Grimme hasreleased information that he now has theinfamous Dry Gulch flying machine stored inthe biggest ghost rock vein in the Maze. Hesecretly informs each Rail Baron that he iswilling to make a deal.

    Rail Barons being what they aregreedy,insensitive warmongersfeel that Grimme isnow a threat that they cannot ignore. They willhear what he has to say, and then theyll destroyhim and take his mine. The word is out, and thepilgrimage is onCalifornia or bust!

    Chapter One: WhatsGood for the GooseCaliforniathe Maze. Allison Mahoney

    promised herself she would never set a foot inthis state. She had heard too many horrorstories for her to ever want to come to thisplace.

    Land of opportunityhmph. She always feltthe only opportunity she would have here wouldbe the one to die. If the folks here werentdrawing irons over gold or ghost rock, you hadto worry about the earth shaking out frombeneath your feet.

    She had never seen ghost rock before shelanded this job, but there were plenty of storiesabout it. Now she found herself working forsome Rail Baron who lived his life for theprecious little mineral.

    Well, Ive got a job to do, so Id better getused to being here, she said to herself. Firstthings first. Guess Id better find out about thatflying machine that crazy preachers sposed tohave, then Ill take care of Grimme myself.

    As Allison rode forward with her troopsbehind her, she noticed a small dust trailkicking up to her left. She raised her hand tohalt their advance, and waited to see whattransformed from the trail on the horizon.

    A rider rounded out from behind some rocksand made for the column like a bullet straightfrom a six-shooter. Ms. Mahoney watched coollyas he approached her.

    Howdy, maam, the rider said, nearlybreathless, Ive come with an urgent message.

    Allison cocked her head slightly and said,Who are you, mister, and better yet howd youknow how to find me?

    The Rail Baron, maam. He told me exactlywhere you would be. He sent this message, andhe told me to give it to you and no one else.

    Allison took the envelope from theoutstretched hand of the rider, opened it andlooked over it carefully. She looked down at hersaddle and wiped the sweat from her brow withthe piece of paper. Then she wadded it up andthrew it to the ground.

    Well, boys, Allison said as she turned to hertroops. Looks like we have a change of plans.Our rendezvous is a little further to the south.

    She looks back at the messenger and says,Alright, mister, I got your message. Now yougive our boss another. No more changes, youhear. I already hate this state, and this changemeans I gotta spend more time here. Now get!

  • Grimme tidings

    39

    The BattleThe battle occurs in a canyon located

    somewhere in the Great Maze that has manyentrances. The center of the canyon is open andwide, and a large mesa guarded by several unitsstands in the middle.

    As the armies enter the canyon they noticethat they arent the only ones with theinformation about the secret location. Itappears that you have been snookered into atrap, and there is no comfort in the fact youwerent the only one. Theres gonna be Hell topay!

    They also notice several cave entrances in thein the mesa. There are troops and artillerypoised behind sand bags on top of it.

    According to the information, theressomething down there the Rail Barons want. Youcan bet the others are here for the same thing!

    The SetupSet up the table as shown on the map below.

    Make sure you match it as close as possible.There are multiple entrances around the table

    that lead into the canyon. In the center of thetable is a large mesa with three cave entrancesaround the base.

    TroopsCheck your individual Briefing for your

    starting troops.

    DeploymentEach player deploys his troops on the map in

    the locations indicated by their individualBriefings. If you have Briefing 13 (see below), youdeploy first.

    BonusThe first player whose troops enter a cavern

    on the mesa gets 100 Bounty Points.

    Special RulesEvents

    Check the Events section when any of thefollowing occurs:

    (15) End of first turn: The player with thefewest Bounty Points triggers this Event at theend of the first turn.

    (16) The first troop reaches a cavern entrance:When the first reaches a cavern entrance hisplayer reads this Event.

    BriefingsConsult your railroads Briefing to determine

    where you set up on the table. If your railroadleft Dry Gulch with the flying disk, you readBriefing 13 instead of the one below.

    Bayou Vermillion: 7 Iron Dragon: 43Black River: 10 Union Blue: 47Dixie Rails: 16 Wasatch: 19

    AB

    C

    D

    E

    F

    13

    2

  • Grimme Tidings

    40

    Chapter Two: Out of theFrying Pan, Into the FireThe caves are dark and damp, but its better

    than being out there on that plain gettingblasted to pieces. The gunmen light a torch, andthen proceed further into the thick blackness ofthe cave.

    Cmon, fellas, one of them says. We gottafind the rest of our troops. They should bedown here sommers.

    I heard rumor that theres sposed be one ofthem flying disks down here, pipes the nextone, and the biggest ghost rock vein this side othe Maze!

    You been sippin too much o that brew fromback home agin, aincha Bubba? I aint heardnothin like that.

    Thats probly cause you dont do anythingbut sleep, Joe Bob. If youd wake up and walkaround with the livin sometimes, you mightlearn somethin.

    Alright! Joe Bob yells, and it echoes downthe cavern. Im tired of jawin with you losers.Get your butts in gear, we gotta find theholymother o

    Joe Bob and the others are mesmerized asthey walk out into a huge, open cave. There aremany entrances to the cave, and torch lights canbe seen in all of them. The other armies arearriving down here, too.

    In the center of the humongous cavern is astone pillar with a ring of torches around it. Theflying disk is on top of the pillar, and standingon top of the saucer is a large, menacing figurein black robes. He holds a scythe in one hand,and what appears to be dynamite in the other.

    The dim torch light bounces off of the walls,and the walls appear to be made of ghost rock.Surprisingly, Grimme wasnt lying about thesaucer or the ghost rockso whats the catch?

    Just as everyone is wondering what theanswer is, a menacing, bone-chilling laugh fillsthe cavern. It resonates evil all around the troopsthat are filling the chamber.

    The laugh fades, and is replaced by a voicejust as menacing. Welcome to Hell, my sinfulfriends. You have walked directly into myclutches, so you have no choice but to listen tomy sermon.

    I have been following your petty bickeringand border wars for quite some time, and I haveto say that I have grown quite weary of it. Youhave tread where your unholy feet are notwelcome, and I have vowed to put an end tothis pointless, unwanton destruction.

    Some of you may walk out of here. The restof you will perish and be buried with thatwhich you crave. The precious rock will bebrought down around your heads, and yoursouls will be damned.

    At that very moment, multiple explosionsecho from out of the caves behind the troops,and clouds of dust bellow out of the openings.Theyre sealing the exits!

    The one that survives the battle must spreadmy word. Carry it to the others. Let them knowthat Ezekiah Grimme has awakened from hisslumber, and I will spread the gospel to all ofthe unbelievers.

    But wait! Walk, dont run to the exit, please.The Angel of Death is watching you. If you runfor the escape without your comrades, he willdeem you unworthy, and he will destroy youronly salvation. You must win with your owntroops and leave this miserable grave with most,if not all, of your companions!

    This is it! This is what you have all wanted!Kill or be killed over your precious ghost rock.But in the end, your insatiable appetite willbury you all under the earth, under the mineralyou crave so much!

  • Grimme tidings

    41

    The BattleTrapped! That miserable, no good snake-oil

    salesman Grimme has drawn your troops into atrap in these caves. And theyve used explosivesto collapse all of the entrances leading into thishole.

    Sure theres enough ghost rock down here tomake every Rail Baron richer than the Prince ofArabia, but now the only way the boss willknow about it is if the troops get out of herewith the information. Theres only one exit, andonly one of you can leave through it.

    The SetupSet up the table as shown on the diagram

    below. There are numerous caves around theborder t