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THE SCOURGE –ASUPPLEMENT FOR CHAIN REACTION 3.0 ... The Scourge has the following Attributes. ... They will only take the following reactions and are ...
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Rebel Minis Presents

Day of The Scourge

A Supplement for

Chain Reaction 3.0

THE SCOURGE – A SUPPLEMENT FOR CHAIN REACTION 3.0 FIRING TWO WEAPONS AT ONCE

THE SCOURGE

The Scourge will not use two weapons even if it is possible.

Not much is known about the alien race, The Scourge. First detected entering the Sol System, scientists believed that the craft was a rogue comet, headed directly towards Earth. It was only when the craft slowed and drew into an orbit around the planet, that scientists realized that this was a First Contact. In later years, the people of earth would wish that it had been a comet.

MELEE WEAPONS The Scourge does not carry any melee weapons but due to their nature they will count as having a Two Handed Weapon when in melee.

LISTS

The Scourge Miniatures

SCOURGE LIST

You can get 15mm Scourge miniatures and other miniatures for this supplement at www.rebelminis.com



Chain Reaction 3.0 You must have the Chain Reaction 3.0 core rulebook to play this scenario. You can download Chain Reaction 3.0 for Free at http://www.angelfire.com/az3/twohourwargames/CR3 .0.htm

The Scourge will either be encountered alone (1), in a group of three (2-3), or in a five member advance party of five. Apparently, all Scourges are identical and there is zero information to the contrary.

Scourge Recruit na

Type Scourge

Rep Weapon 4 S-AR

REPUTATION REACTION TESTS

The Scourge have a Rep of 4.

The Scourge does not behave like other Aliens and humans. They will only take the following reactions and are immune to any other.

ATTRIBUTES The Scourge has the following Attributes.

FOCUS

Targeting - When firing their weapon they ignore any concealment or cover penalties.

The Scourge will always fire at the closest target instead of taking the Focus Test.

Brick House - Any result of OOF or OD scored by a shooter on a Scourge will instead count as a Knocked Down. Any result of OOF or OD resulting from a Recover From Knock Down test will count normally.



Taken when active.

FAST MOVE The Scourge may only move their normal move of 8". They cannot Fast Move but ignore all terrain movement penalties.

WEAPONS The Scourge advance parties are armed primarily with the MR-910 Blaster.



MR-910 (S-AR)* – MR-910 has a range of 24”,

Not taken.

IN SIGHT

Target of 1, and has an Impact of 4. Due to its explosive blast the ME-910 will has an Outgunned Ranking of 5.

The Scourge take In Sights normally, with the exception that their LOS always extends the length of the table and is not subject to night or inclement weather penalties.

* Scourge Assault Rifle - Recovered MR-910s have been found to be inoperable when detached from the Scourge owner. This leads one to believe that the rifle is a biological extension of the actual original owner.



© 2009 Ed Teixeira – Two Hour Wargames 9/6/2009

Taken only when inactive.

The Scourge is the intellectual property of Rebel Minis.

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THE SCOURGE – A SUPPLEMENT FOR CHAIN REACTION 3.0 RECEIVED FIRE REINFORCEMENTS Whenever a figure has been shot at and not hit it will take this test. Only that figure takes the test. 

Anytime "seven" is rolled for activation there is a chance for human reinforcements. If the human activation die score is higher than the Scourge die score then they will receive reinifmecnets equal to the difference.

Taken when active or inactive.

WANTING TO CHARGE

Example - I roll a 5 human and a 2 Scourge for a result of 7. This means I receive 3 human reinforcements.

The Scourge does not charge. 

Not taken.

There is no limit to the number of reinforcements the human player can receive. On the turn that they arrive they can enter the table wherever the human player desires.

BEING CHARGED The test is not taken. If charged from the front they will always stand and fire. If in a situation where they may not fire they will stand and melee. 

Reinforcements are rolled from the appropriate List.

Not taken.

DEPARTURE

RECOVER FROM KNOCK DOWN Once the Scourge has accomplished their mission they will depart. If doubles are rolled and there are no non-OD or OOF humans within 12" and LOS of the Scourge they will disappear from the table with their booty.

Whenever a figure is knocked down it will immediately take this test. 

Taken when active or inactive.

RALLY, MAN DOWN & LEADER LOST

SCOURGE REACTION TESTS TABLE

The Scourge does not take these tests.

MINI-CAMPAIGN It has been theorized that the Scourge have sent advanced parties for specific missions. This is determined by rolling 1d6 prior to the encounter.

Reason

Pass 2d6

Pass 1d6

In Sight

Fire if can. Others halt.

Fire if can. Others halt.

Return fire. The Scourge never counts as being outgunned.

Return fire. The Scourge never counts as being outgunned. . All are out of the fight.

Received Fire

1 - 3 = The Scourge are searching for one particular human. Roll 2d6 for each human in the encounter. If the results are doubles the Scourge will try and capture them alive. Remember that OOF is still alive. 4 - 5 = The Scourge are trying to recover an object. This means the encounter will be on a table with 3+1/2d6 structures. Whenever a Scourge figure spends one turn of uninterrupted activation in a building it is searching the building. Roll 2d6 at the end of the turn and if any doubles comes up they have found what they were searching for.

Recover From Knock Down

6 = The Scourge are trying to destroy all humans encountered.

© 2009 Ed Teixeira – Two Hour Wargames 9/6/2009

Figure may not act or react until having spent one full turn of activation doing nothing.

Pass 0d6 All may not fire and will halt. All may not fire and will halt.

All are obviously dead.

The Scourge is the intellectual property of Rebel Minis.

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