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Page 1: Adventure for Fantastic Worlds

8/9/2019 Adventure for Fantastic Worlds

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McPherson (order #6748308)

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The Invasion ofPotter’s Grove

A 50’s Sci- Matinee Scenarofor

by

Marc Anderson

Copywrite 2013 Oddman Productionswww.oddmanproductions.com

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The Invasion of Potter’s GroveA Fantastic Worlds scenario for two or four players.

The year - 1953.

The time - October 13th in the wee hours of the morning.

The place - An off the map community in the hills of Kentucky known to its 20 or so citizens as Potter’s Grove.

Picture this: It’s a cold night in the foothills of Kentucky. The last gentle vestiges of summer are fading fast andgiving way to autumn’s harsher touch. A moderate breeze is in the air and the clouds are thick with an impend-ing rain.

But it is neither the wind or the rain or the cold that is creating the eerie green glow that itters amongst theheavy clouds. Nor is it the weather that makes the livestock on Potter’s farm antsy and causes the dogs to starthowling.

No my friends, something much more sinister is afoot. A visit to our world from tiny green men in saucershaped ships with malicious intent. Not an invasion as such, but a fact gathering scout mission that precedessaid invasion.

The men from outer space chose a rural location for three reasons. The rst was it offered the opportunity toexamine and study as many of the indigenous species of Earth as possible. The second was it was far from thecities and thus much more secretive. The third was the fact that if they were discovered, the citizens would notbe equipped to put up much of a ght against them.

While the rst two reasons were valid, the extraterrestrials were sadly mistaken on the third count.

The visitors were unaware that their movements had been tracked and a pair of government operatives was inthe area just waiting for them to arrive. They also did not take into consideration that a United States militarybase was located several miles away.

However their greatest transgression of all was choosing this area to do their survey. In particular the back yardof Ma Potter. As welcoming and hospitable as she was to invited guests, she was equally hostile to the unwel-come variety and having spent many years chasing moon shiners and revenuers off her property her ferocityand skills with a simple broomstick were legendary.

What happened next has never been reported in any newspaper or television broadcast. Nor will it ever be. Theworld at large simply is not ready for the universe rattling confrontation we refer to simply as ‘The Invasion ofPotter’s Grove’.

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The Scenario

Fall, 1953. The good citizens of Potter’s Grove are awoken by strange sounds and lights. Grabbing their ash -lights and shotguns they go out to investigate, never expecting what they nd. Martians have landed. Their goal,obtain specimens from the earthly creatures and steal back away to Mars to analyze their ndings. Luckily thefarmers are not alone. A pair of bumbling agents from project Blue Book quite by accident accurately predictedthe aliens would be landing here tonight and have come to stop them. They called for the military, but wouldthey arrive in time?

The Forces

The forces of Earth are led my Ma Potter and her two sons, Tater and Otis. There are also two men in black(Agent’s Smith and Jones). If the cards align there may be military aid.The extraterrestrial forces are governed by ‘Supreme Leader’ and his minions. (Note - The alien teams use thepsychic rules from Planet X.) You will need that supplement to play them as is.

The Game BoardThe scenario is played on a 24x24 inch board. The Northern 1/3 of the board is a dense wooded area. The rest ofthe board opens into the homestead. A house sits near the Southern edge and a barn and fenced in pasture sits tothe Western board edge. The bull and the cow are in the fenced area.

Victory Conditions

The winner is the model with the most victory points at the end of the game.

The invaders are seeking specimen samples from as many different creatures from Earth as they can. EachSpecimen collected earns them one victory point. Collecting specimen from both the male and female of anyspecies nets them an additional victory point.

The Humans must stop the aliens from collecting specimens and at the same time capture or kill aliens to proveto the government what happened. The humans get two victory point for each alien killed. Any alien capturedalive will net them an addition 2 victory points.

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Encounters

There are 13 encounter markers, each corresponding to a card in the encounter deck. Use a full suit of regularplaying cards to determine the outcome.

A: Chicken. Model nds a chicken. Chicken can be captured by winning an opposed DG test (chickenhas a DG of 9). If the model does not capture chicken it moves D5 in random direction.

2: Rooster

. Model nds a rooster . Rooster can be captured by winning an opposed DG test (rooster has

a DG of 8). If the model does not capture rooster it moves D5 in random direction. 3: Male Dog. Old Rufus is hard of hearing. Aliens can sneak up on him easily. If aliens attempt to probe

Rufus roll against aliens BR test. If they fail they don’t know what will happen if you startle and old deaf dog. Model must pass a DG test or take a WS 4 bite to a random location. The men in black or military will have thesame problem if they attempt to move Rufus to safety.. 4. Female Dog. Lady is a howler. When her card is played, lady bays loudly, creating a sound that is ex -cruciating to the invaders. All aliens must pass a GT test or have their DG and BD test halved for the turn whilereeling from the sound. 5. Sheep. Model may be lead away or probed without problem 6. Male pig . Model has a DG of 5 and a SP of 6. Model must beat DG score to catch the pig or the pig

will move its full SP in a totally random direction. 7. Female pig . Model has a DG of 5 and a SP of 6. Model must beat DG score to catch the pig or the pigwill move its full SP in a totally random direction. 8. Mud Patch . Model must make a DG test of slip in some mud and fall prone. Model must pass a DGtest to stand back up 9. Escalation! Military shows up in the form of a jeep with a mounted machine gun. Model enters from

Defenders side and may activate this turn. Jeep is manned by a Grade 1 Soldier Driver and a Grade 1 Soldergunner. 10. Escalation Martian Style! Aliens send in walker unit. Model enters from Invaders side and mayactivate this turn. Model is controlled by a Grade 1 Martian Soldier. 11. Flashing lights in the night . A stream of ashing lights pass over the farm as another UFO passesby. All human models must pass a GT test or have their DG and BD tests halved for the turn while mesmerizedby the lights 12. No encounter 13. No Encounter

Special Rules

Probing - Aliens can probe a creature in base to base contact with them by making an unopposed BR test. Themodel with the long range probe does not need to be in base-to-base contact.

All creatures can be probed. The cow and the bull are in the fenced area and not represented by encounter mark-ers.

The Cow and Bull: Move the Cow and bull randomly in the fenced area every turn. They move D3 inches. Thecow can be approached without harm as long as it is not within 3” of the bull. The bull will charge any modelwithin 3”, attacking with a BD of 4 and a WS of 5. The model has two wounds, but loses no abilities if onlywounded once. It is considered to have a DG of 2.

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CharactersThe Potters: Ma and her boys are the homesteaders in the Kentucky hills that are the unfortunate hosts of thealien incursion. Ma is ercely protective and will ght off the aliens to the last to protect her home and her boys.

Name: Ma Potter Class: Tribal Warlord (Grade 3)

Location Base DR Wound Chart

Head (1) Brain=3 4 BR=3 BR=1 Unconscious

Torso (2-4)Brawn=4Guts=9

6BW=4GT=10

BW=3GT=9

BW=2GT=8

BW=1GT=8

Unconscious

Arms (5-7)Ray Gun=3Blade=4

4RG=3BD=4

RG=3BD=3

RG=2BD=3

RG=1BD=2

RG=1BD=1

No AttacksCannot Carry

Legs (8-10)Dodge=3Speed=6

4DG=3SP=6

DG=3SP=5

DG=2SP=4

DG=2SP=3

DG=1SP=2

Crawl Only

Skills: Battle Cry, Expert Fighter, Power Attack, Force of Will, Savvy, Baleful Gaze, Nerves of Steel

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Broom 2” 0 BW=1 - - - - - - - - -

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

Name: Tater Potter Class: (Grade 1)

Location Base DR Wound Chart

Head(1) Brain=2 4 BR=2 Killed

Body (2-4) Brawn=4Guts=5

4BW=4GT=5

Killed

Arms(5-7)Ray Gun=2Blade=3

4RG=2BD=3

RG=2BD=2

No AttacksCannot Carry

Legs (8-10)Dodge=3Speed=5

4DG=3SP=5

DG=2SP=5

Crawl Only

Skills: High Strength, Undying Loyalty

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Shotgun - - - 8 +3 8 20 -1 4 - - -

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Name: Otis Potter Class: (Grade 1)

Location Base DR Wound Chart

Head(1) Brain=2 4 BR=2 Killed

Body (2-4) Brawn=4Guts=5

4 BW=4GT=5

Killed

Arms(5-7) Ray Gun=2Blade=3

4RG=2BD=3

RG=2BD=2

No AttacksCannot Carry

Legs (8-10)Dodge=3Speed=5

4DG=3SP=5

DG=2SP=5

Crawl Only

Skills: High Strength, Undying Loyalty

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Shotgun - - - 8 +3 8 20 -1 4 - - -

Men in Black: Part of a secret government organization, Agent Smith and Agent Jones (not their real names)have been tracking the communications of the extraterrestrials for some time. They come to the aid of the Pot-ters equipped with a bit of alien equipment they have recovered from alien crash sites.

Name: Agent Smith Class: Man in Black (Grade 2)

Location Base DR Wound Chart

Head (1) Brain=3 4 BR=3 BR=1 Unconscious

Torso (2-4)Brawn=3Guts=6

4BW=3GT=6

BW=2GT=6

BW=1GT=5

Unconscious

Arms (5-7)Ray Gun=3Blade=3

4RG=4BD=3

RG=4BD=2

RG=3BD=2

RG=2BD=1

No AttacksCannot Carry

Legs (8-10) Dodge=3

Speed=54

DG=3

SP=6

DG=3

SP=5

DG=2

SP=4

DG=1

SP=3Crawl Only

Skills: Killer Instinct, Sharpshooter, Disguise, Ignore Pain, Sprint

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Pistol (Energy) - - - 10 +1 6 18 0 6 - - -

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

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Name: Agent Jones Class: Man in Black (Grade 2)

Location Base DR Wound Chart

Head (1) Brain=3 4 BR=3 BR=1 Unconscious

Torso (2-4)Brawn=3Guts=6

4BW=3GT=8

BW=2GT=7

BW=1GT=6

Unconscious

Arms (5-7)Ray Gun=3Blade=3

4RG=4BD=3

RG=3BD=2

RG=2BD=1

RG=1BD=1

No AttacksCannot Carry

Legs (8-10)Dodge=3Speed=5

4DG=4SP=5

DG=4SP=4

DG=3SP=3

DG=2SP=2

Crawl Only

Skills: Expert Fighter, Quick, Iron Will, Nerves of Steel x 2

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Pistol (Energy) - - - 10 +1 6 18 0 6 - - -

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

Name: Soldiers Class: (Grade 1)

Location Base DR Wound Chart

Head(1) Brain=2 5 BR=2 Killed

Body (2-4) Brawn=3Guts=4

4BW=3GT=4

Killed

Arms(5-7)Ray Gun=2Blade=2

4RG=2BD=2

RG=1BD=2

No AttacksCannot Carry

Legs (8-10)Dodge=3Speed=5

4DG=3SP=5

DG=2SP=4

Crawl Only

Skills:

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Rife (Projectile) - - - 12” +1 6 24” +2 5 36” +1 5

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The Martians: Arriving from the planet Mars, These green headed aliens are bent on studying the planet Earth,discovering its weaknesses and invading in due time. While unimpressive physically they boast amazing psy-chic skills and shiny metallic uniforms.

Name: Supreme Leader Class: Psychic Master (Grade 3)Location Base DR Wound Chart

Head (1) Brain=6 6 BR=6 BR=5 Unconscious

Torso (2-4)Brawn=2Guts=8

4BW=2GT=7

BW=2GT=6

BW=1GT=5

BW=1GT=4

Unconscious

Arms (5-7)Ray Gun=2Blade=2

4RG=2BD=2

RG=2BD=2

RG=2BD=1

RG=1BD=1

RG=1BD=1

No AttacksCannot Carry

Legs (8-10)Dodge=4Speed=5

4DG=4SP=4

DG=3SP=4

DG=3SP=3

DG=2SP=2

DG=1SP=1

Crawl Only

Skills: Confusion, Focus, Mental Discipline, Telekinesis, Levitate, Mental Blast, Mind Control

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

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

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

Name: Sub-Commander Ws’vyn Class: Psychic Lord (Grade 2)Location Base DR Wound Chart

Head (1) Brain=4 6 BR=5 BR=4 Unconscious

Torso (2-4)Brawn=2Guts=7

4BW=2GT=6

BW=2GT=5

BW=1GT=4

Unconscious

Arms (5-7) Ray Gun=2Blade=2

4RG=2BD=2

RG=2BD=2

RG=2BD=1

RG=1BD=1

No AttacksCannot Carry

Legs (8-10)Dodge=3Speed=5

4DG=3SP=5

DG=3SP=4

DG=2SP=3

DG=1SP=2

Crawl Only

Skills: Confusion, Telekinesis, Telekinetic Burst

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Pistol (Energy) - - - 10 +1 6 18 0 6 - - -

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

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Name: Sub-Commander Gl’vas Class: Psychic Lord (Grade 2)

Location Base DR Wound Chart

Head (1) Brain=4 6 BR=5 BR=4 Unconscious

Torso (2-4)Brawn=2Guts=7

4BW=2GT=6

BW=2GT=5

BW=1GT=4

Unconscious

Arms (5-7) Ray Gun=2Blade=2 4 RG=2BD=2 RG=2BD=2 RG=2BD=1 RG=1BD=1 No AttacksCannot Carry

Legs (8-10)Dodge=3Speed=5

4DG=3SP=5

DG=3SP=4

DG=2SP=3

DG=1SP=2

Crawl Only

Skills: Confusion, Mental Blast, Mental Shield

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Long RangeProbe - - - 4 BR - 8 BR-1 - 12 BR-2 -

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

Name: Martian Soldiers Class: Low Level Psychic (Grade 1)

Location Base DR Wound ChartHead(1) Brain=4 5 BR=5 Killed

Body (2-4)Brawn=2Guts=6

4BW=2GT=5

Killed

Arms(5-7)Ray Gun=2Blade=2

4RG=2BD=2

RG=2BD=2

No AttacksCannot Carry

Legs (8-10)Dodge=3Speed=5

4DG=3SP=5

DG=3SP=4

Crawl Only

Skills: Hypnosis

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0” 0 BW - - - - - - - - -

Pistol (Energy) - - - 10 +1 6 18 0 6 - - -

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Vehicles

Martian Walker – Walker has a DG of 2 and a SP of 8. It is not slowed by any terrain less than half it’s height.Standard Mount rules apply otherwise. Model has 4 wounds. On its rst 3 wounds, model loses 2 inches ofmovement. On the Final wound, model collapses. (There are full rules for walkers in Planet X, which may beused if you wish)

Weapon is a focalized neural canon.

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Neural Cannon - - - 8” -1 BR+3 16” +1 BR+3 24” +2 BR+3

Army Jeep – Jeep moves up to a SP of 10 and a DR of 8. Model has 4 wounds. On its rst 3 wounds, modelloses 2 inches of movement. On the Final wound, model is destroyed. Jeep comes with two Grade 1 soldiers (1driver and one gunner). Use Mounted rules to determine whether the vehicle or a passenger is hit.(There are fullvehicle rules in .45 Adventures which can be used for the jeep if you wish)

Weapon is sub machine gun.

WeaponClose Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS

Machine Gun - - - 10” +2/x2 6 20 0/x2 6 - - -