Twilight
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Transcript of Twilight
Zombies (and Plenty of ‘Em) Against Any Army - See the Battle Report on the Website!!®
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BATTLEFIELDA 24” x 24” area with a ruined house in the approximatecenter. Make sure the house has a few doors, a secondfloor, and maybe a ruined wall or two. Remember, it's nota defensive bastion, merely a burned out shell of a housethat provides a bit of refuge against the living dead!
Within the house, designate an area as the door to thecellar. This only needs to be a 1” square (use a plastic door,paper, whatever). Also, place a small well about 6” awayfrom the house. This can be represented by a small 1”square if you don't have a proper terrain piece. Fill the restof the table with a few trees, rocks, a hill or whatever youhave. Be careful, however, not to overcrowd the table.
OBJECTIVESThe Empire player must survive until dawn (the end of the10th turn) when the Zombies will seek shelter elsewhere.
The Zombie player must eat every Empire model on theboard before dawn (what else?)! The game lasts 10 turns.
DEPLOYMENTAny two Empire models may set up within the house.
The rest of the models may set up anywhere on the boardthat is at least 4” away from the house.
Zombies deploy in 4 groups of 4 with the remainder usedfor reinforcments. Roll a D6 and use the chart below todetermine where the groups of 4 show up:1-4 Place the Zombies anywhere along the specified
table edge. (see chart to the right)5 The well has gone bad!
Place the Zombies within 1” of the well.6 Someone's in my cellar!
Place the Zombies within 1” of the cellar door.
WHO GOES FIRST?Zombies are quite slow, so the Empire player goes first.
SPECIAL RULESThis scenario uses the special rules detailed below:
Zombies are Dead - These Zombies can take a seriousbeating because they really don't feel it, but they are a bitsquishy and rotting. Modify the injury chart as follows:1-3 Knocked down4-6 Out of Action
Running - The Empire soldiers know their survival dependsupon running! They can make a run move at any time, evenif there are Zombies within 8”.
Zombie Reinforcements - In the 5th turn and every turnthereafter, deploy 4 Zombies individually.NOTE: There can only be 24 Zombies in play at any time.If you wish to deploy 4 more Zombies and there are already24 in play, simply remove any 4 from play and re-deploythem as fresh Zombies (as if there IS such a thing!).
Undead Senses - Zombies can charge a model they can’tsee, but are within 4” of, on the roll of a 4+ (instead oftaking an initiative test). They can smell human brainsthrough the wall!
Brain-feast - Whenever an Empire soldier is killed, EVERYZombie within 2” of him must test to see if they resist theirhunger for brains! Roll a D6 for each Zombie. On a 5+ theyare unaffected. On a 1-4, that Zombie must remain whereit is until it spends an entire Zombie turn in place feastingon the remains of the victim! Eeeugh! Any Zombie attackedwhile it feasts will fight normally - don't mess with Zombieswhen they're eating!
USING ALTERNATE FORCESYou can substitute suitable replacements for the Empiresoldiers in this scenario by taking forces of equal pointvalues (about 85 points total) from any Warhammer army.
PART OF A LARGER BATTLEThis could tie into a Warhammer game as a precursor to abattle. If the Empire player manages to hold out for theentire night, then the Empire army will undoubtedly beready for the evil magics of the Undead thanks to their news.To represent this, the Empire player may have up to twoDispel Scrolls at no points cost.
If the Empire player loses, then the massed ranks of the Undeadwill continue to swell as the Empire army awaits news from theirscouts! The Undead player may add a free unit of 20 Zombieswith Musician and Standard Bearer to their army.
MODELS NEEDED:Empire Forces:• 1 Count's Champion with Great Weapon (12 pts)• 1 Marksman with Repeater Handgun (28 pts)• 3 Empire Handgunners (24 pts)• 3 Empire Swordsmen (21 pts)
The Zombies:• 24 Brain-crazed Zombies
TWILIGHTOFTHEDEADOn the way back to the front lines to deliver vital news of the oncoming threat of the Undead, a small groupof soldiers is stopped in their tracks by shambling hordes of Zombies. Their only refuge is the remains of whatused to be a home in the middle of the countryside. As they make their stand, the Zombies close in to satiatetheir undying hunger for human flesh. The soldiers’ information could mean the difference between victoryand defeat for their comrades, but will they make it through the night to deliver their report?