Sir Harry Palms and the Little Men

Scenario Outline

Sir Harry's daughter Patty has been abducted in the night from their camp along the Crimea River. The fiends have carried her off into the night and Sir Harry, his son-in-law Nick and a few others quickly gather a search party to find her.

However a traitor stands in Sir Harry's midst. Dr Heinrich Von Ziltch, jealous of Sir Harry's success and fame declines the search party, in favor of making off with Sir Harry's latest discoveries!

And to complicate matters further, the Oonunatmi are on the prowl throughout the forests, because they've had some unexpected losses from their own lodges. The blame falls, not on the actual abductors, but rather on the hapless Sir Harry!

Objectives and Forces

Sir Harry's Search Party

  1. Rescue Patty from her captors.
  2. Save his discoveries from Von Ziltch
Forces: Sir Harry, Nick Wach, 2 5 man groups Metis bearers; one 5 man unit local militia
All are armed with rifles, Sir Harry and Nick also have pistols.

Von Ziltch

  1. Get away with Sir Harry's discoveries
  2. Avoid the Oonunatmi
Forces: Dr. Von Ziltch, Count Wolfe Von Stukka, 8 German troops, 5 Loyal Metis, 5 unarmed bearers
Troops and metis are armed with rifles, Von Ziltch and Stukka have pistols. Bearers are non-combatants, but count as key figures for hits.
Three units total.

Oonunatmi

  1. Eliminate the scientists
  2. Rescue Big Mountains
  3. Capture the abductors
Forces: 3-8 man units of rifle armed Indians, Running Bear

Aliens

  1. Make it back to their space ship with their captives
  2. Don't leave any alien bodies behind
Forces: 5 "greys", 4 human hybreds
Patty Wach, Big Mountains as docile captives
Greys all armed with lightning guns; hybreds have pistols, one shot per round, range 24"
Up to six units (distribution dependant on controlling player).

Special Rules

Aliens
Many thanks to Chick Lewis for proiding me with the 28mm alien figures for this scenario.
The Greys are all treated as leader figures and thus move independantly of each other but only on the "leader move" portion of the turn. This applies even during the "hidden" portion, prior to discovery that they are aliens. The Hybreds can be broken up in whatever way the controlling player desires, keeping in mind the abductee control rules listed below.
The aliens start out as semi-hidden units. The figures to be used should be perhaps Metis or Crowsfeet or the like, and only place the Greys when they are first seen using the line of sight rules below (see Night Fighting). One Grey and the abductees must remain with the human hybreds (within 4") in order to maintain control and keep the abductees unconcious. Should the human hybreds be left alone (by the death of the last grey within 4") they will stop all movement. The abductees will awake the next round and may move indipendantly the next turn, the hybred will not stop them. On that turn the hybreds will either move in a random direction (1-3) or remain in place, confused (4-6).
If a grey can move within 4" of the group they may reestablish control on the same turn they move in range. The group may not move this turn, and may move under control the next. If any abductees have escaped, the group may attempt to recapture them by moving the grey within 4" and conducting a melee test. If the grey succeeds, the abductee is back under control and will move with the group next round. Any and all greys may attempt the control. Greys may not assert control and fight on the same turn.
For some reason, the Greys are unable to assert control over any of their persuers. Something about catching them while asleep or some such....
The Greys will also make every reasonable attempt to retrieve their dead/carry their wounded away. They will not launch a suicide strike, but they will do their best. (see victory conditions below for a motivator)
Greys fight in close combat as Pygmys (standard -1 modifier per Sword in Africa). This does not apply to the melee test required to reestablish control over the abductees.

Lightning Guns
The greys are all armed with "lightning guns" (which actually look like microphones). Lightning guns may fire twice in a round. Lightning guns do not wound. The hit chart for these weapons is as below.

  Range Class
I
Class
II
Class
III
Class
IV
Shots
Lightning Gun 14" 1-6 1-6 1-6 1-2 2
Hybred Pistol 24" 1-5 1-5 1-4 1-3 1

Starting Positions
Sir Harry's camp is in the lower center of the table. The greys must start a unit within 8" of the camp, with Patty as their captive. Another unit, with Big Mountains, must start at the center of the table, 12" from the edge. The remaining aliens/hybreds can be placed anywhere on the table. Von Ziltch, who has been waiting for his opportunity, is to meet up with a half unit of Count Wolfe Von Stukka's troops, who are wating to sneak the discoveries out of the country by way of boat across the pacific. The range of mountains along one edge of the table prevents his taking the short way out, and so he makes for the same edge, opposite corner from the aliens. Von Stukka's troops are waiting on the bend in the river, and may move indipendently. They will attempt to meet Von Ziltch's group at a roundezvoustoward the far end, on the way to the upper ford. Von Ziltch starts within 12" of the camp in any direction, the location and distribution of his forces are known to Sir Harry. The Oonunatmi enter the table from the center, on the opposite side to the river/Grey space ship, following the aliens.

Night Fighting
As borrowed from the Battle for Baler.
- It is a dark and moonless night with VISIBILITY restricted to 10" maximum. A figure must be facing in the right direction with an unblocked LOS to see another figure.
- Every time a figure with unblocked LOS moves within 10" of an enemy roll 1D10. If the roll is equal to or greater than the distance between figures (or units), the enemy has been spotted.
- Muzzle flashes and fires can be automatically spotted anywhere on the table by figures with an unblocked LOS, who are facing in the right direction.
- All figures have the 180 degree zone of observation.
- Visibility also applies to groups trying to find each other (such as Count Stukka and Dr. Von Ziltch)

Von Ziltch's Escape
Dr. Von Ziltch has chosen this night to make off with the new discoveries of Sir Harry's. The samples are boxed up in five crates that he takes with him, being hauled by the five bearers. He aims to meet up with the German soldiers and then to continue on to where they have transportation waiting to make for the coast. But blast his luck, Von Ziltch has chosen to make off just before the entire camp is roused by the abduction of Mrs. Patty Wach. His treatury has been discovered and now the race is on.
The German soldiers will not carry the samples. Only Von Ziltch and the loyal metis can port their loot. All combat while porting is at -1.
Any bearers killed or run off will leave their crates behind.
The Oonunatmi have no interest in Sir Harry's crates and will ignore them.

Movement in Forest
Natives move at normal speed. Scientists and greys lose their high die. Scientists and greys can move in close, column, or open order in forest, but cannot form knots.
Firing in forest is limited to 3", unless firing out from edge. Tree groves on plain block line of fire for all weapons (including lightning guns).
Natives win all ties in close combat when either figure is in forest.

Fording the River
Where the path crosses the river are natural fords. Movement through the fords is limited however, and parties must stop at the water's edge and move through at a reduced rate (1D). This reduction applies to all parties, including natives.

Encounters

Use the standard charts with the following additions:
Catastrophic Encounters
  1. In a trap prepaired beforehand, Sir Harry or Nick are injured. Dice for which character, draw a card for damage result.
  2. The bearers get careless and some of Sir Harry's specimens are lost/damaged beyond repair. Dice to see how many cases are lost: 1-2 one, 3-4 two, 5-6 three.
Mystic Encounters
  1. One member of the party is transfixed by a beam of light, lifted off the ground and either disappears (1-3) or is knocked unconcious for 2 turns (4-6). At the end of two turns, the character awakes or is found stumbling in the forest. Their movement is a -1 dice but they fight at +1 for the remainder of the game.
  2. Suddenly looking up, everyone in the party sees the shilloette of a strange figure on a bicycle crossing the moon. All natives/metis in the party take this as bad medicine and move back 1D inches immediately.
Wildlife Encounters
  1. Sasquatch! A great hairy beast leaps from the trees, roars to the sky and attempts to run off with a member of the party under their arm (dice for which). 1-3 the beast makes it away with the hapless victim, 4-6 the beast escapes empty-handed.
  2. A moose takes a shine to one of the figures in the party... All movement ceases this turn and that figure cannot fight this turn while attempting to shoo away the amorous beast.
Terrain Encounters
  1. The path you're currently on gets very narrow and seemingly disappears. Next two turns, treat all movement and combat as if in forest.
  2. False trail. The group moves 4" in a random (dice for which) direction.
Character Encounters
  1. The party encounters a "star treker" out to defeat the greys in their schemes. He will assist the party for the next three turns and the disappear in a mysterious shimmering of light.
  2. The party discovers some alien technology. It is an intelligent device that will direct the party toward the mothership. On each turn that the party spends playing with it roll 1d6. On a 1-2 they discover how to make it point to whatever else they want. On a 6 roll again, with a second 6 the device is now broken.

Victory Conditions

Sir Harry
- rescuing Patty: 25 pts
- rescuing Big Mountains: 10 pts
- saving his samples: 20 pts
- capturing Von Ziltch: 10 pts

Von Ziltch
- escaping with the samples: 10 pts per crate
- killing Sir Harry: 20 pts

Oonunatmi
- rescuing Big Mountains: 25 pts
- rescuing Patty: 15 pts
- killing Von Ziltch: 15 pts
- killing Sir Harry: 20 pts

Greys
- getting Patty to the ship: 20 pts
- getting Big Mountains to the ship: 20 pts
- not leaving any grey bodies behind: 10 pts
- per body left behind: -10 pts

Adventure Report


Sir Harry Palms and the Little Men

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