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!
Sir Harry's Search Party
All are armed with rifles, Sir Harry and Nick also have pistols. |
Von Ziltch
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
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Aliens
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). |
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.
Use the standard charts with the following additions:
Catastrophic Encounters
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Mystic Encounters
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Wildlife Encounters
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Terrain Encounters
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Character Encounters
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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
Sir Harry Palms and the Little Men