Events
and Battle Reports
Spring
Offensive
"Armies
with Character" lists <> "AwC" Battle Summaries
<> Ozone Scorpions <>
"Bug
Hunt" special scenario <> Photos <>
Why SO is better than Games Day
Spring Offensive:
“The Bug Hunt” special scenario
by Michael Lietzke
The Bug Hunt
is intended to be a fun, intense, paranoid event for the players, and is
also a great way to learn what Bugs can do for the hosts (Game Masters)
and players. The goal is to generate the same feelings and reactions as
from watching Alien, Aliens, Starship Troopers, etc. The
players are essentially landing on a planet that has been almost completely
been consumed by the Swarm; there's Bugs EVERYWHERE. You can't emphasize
that enough.
Player units
Each player
is allowed to create a hunting party, using 200 points of Troops. In addition,
each player may also spend up to 100 points on Squad Characters, Independent
Characters, and their Wargear. For example, this was the Fighting Tiger
Hunting Party:
-
Tiger of Varuna
Talwar Chakram: 100 points (Chaplain with crozius arcanum, storm bolter,
rosarius, Terminator armor)
-
Tigers of Rudra,
Jatis Mahaduyana: 91 points
-
Sergeant with
bolter
-
2 Tactical Marines
with bolters
-
1 Tactical Marine
with flamer
-
1 Tactical Marine
with heavy bolter
-
Tigers of Rudra,
Jatis Ghuyarashtra: 96 points
-
Sergeant with
bolter
-
2 Tactical Marines
with bolters
-
1 Tactical Marine
with flamer
-
1 Tactical Marine
with missile launcher
No vehicles,
transports, etc., allowed. Just infantry (bikes, cavalry, and jump packs
are OK, since they’re expensive).
Above:
Our beloved heroes, the Fighting Tiger hunting party. Go, Team Stripey!
Bug units
Here are the
groups of Bugs available to the GM:
-
Broods of 10 Hormagaunts
-
Broods of 10 Termagants
-
Broods of 4 Genestealers
-
Broods of 3 Warriors
-
(Hive Tyrants)*
*When
we played Bug Hunt, we used Hive Tyrants, but they clobbered everything
in their path, so I recommend you don't use anything bigger than Warriors.
Carnifixes might be okay, since they only get 2 or 3 attacks, but still
unadvisable.
Use the stats
straight out of the Codex, and play WYSIWYG (What You See Is What You Get)
Set-up
To set-up
the board, first place 100 Gaunts or half of all your available Gaunts
on the table. Also, pick four terrain features for Genestealer Entry Points,
and two or three large terrain features for Swarm Entry Points. Entry Points
can be almost anything: boulders (the Bugs are crawling out from under
their hiding places), hillsides (coming out of caves), pools and rivers,
warp portals, whatever. At Spring Offensive, we had the Genestealer Entry
Points around the middle, and the Swarm Entry Points near short board edges
and dead center). Any board edge may be used for Nid deployment.
Player deployment
Each player
Deep
Strikes their force, placing them anywhere on the table they want.
Player units may not be more than 6" away from their own units at deployment,
but are free to split up after landing. The players go first. The goal
for each player is to score as many points as possible until that players’
hunting party is completely wiped out (don’t worry, they will be).
Above:
Fighting Tigers begin the "Bug Hunt" during Spring Offensive
Scoring
Players score
points for each Bug that they kill. They also receive a 100% kill bonus
for hand-to-hand kills. The easiest way to keep score is to give each player
a scorecard, with a section for each species. The player just tallies every
Bug they kill, then multiplies the total by the appropriate multiplier.
For HtH kills, just tally twice for each kill.
-
Gaunts (x1)
-
Genestealers (x2)
-
Warriors (x5)
-
Tyrants and Carnifexes:
If you use these, give them a x20 multiplier. Or maybe x5 for every wound
a player inflicts.
Running the Hunt
This game
is intended for lots of players, so I suggest a 4' x 8' table, and a GM
for every player. We started with 5 players and three GMs, but that got
out of hand quick. We dropped it to 4 players ASAP, and that was much better.
If you can get one GM per player, it’ll run much smoother and faster.
Above:
It's a nice change to be on the offensive against Bugs...
Controlling the
Swarm
When the Hunt
starts, there are no Hive Nodes on the board, so ALL Gaunt swarms will
be making Instinctive tests. This is intentional, to boost each players’
confidence, since the table’s already (literally) crawling with Nids. Each
player will face growing waves of Bugs every Bug turn. Use some discretion
in unleashing each wave; nothing upsets a player more than being wiped
out in one turn. If a player has plenty to chew on at any given moment
(perhaps because they’re dealing with a dead player’s leftovers) don’t
give them more.
Wave
1: The player gets a new Gaunt brood in their immediate vicinity. The
brood may not move, shoot, or assault when they first appear.
Wave 2:
The player gets two new Gaunt broods in their immediate vicinity. The brood
may not move, shoot, or assault when they first appear.
Wave 3:
The
player gets two new Gaunt broods and one Warrior brood in their immediate
vicinity. The broods may not move, shoot, or assault when they first appear.
Note: Most players will be dead after facing Wave 3. If they aren’t, each
subsequent wave is allowed to move, shoot, and assault freely.
Wave 4:
The player gets two broods of Warriors, and either two broods of Gaunts,
or a brood of Genestealers.
Wave 5:
No
one at Spring Offensive made it to Wave 5, but two Warrior broods and four
Gaunt broods should suffice for this and subsequent waves.
Above:
Killing
'gaunts is easy, but wait 'til the big Bugs arrive...
Unleashing Genestealers
Anytime a
player has a unit within 6" of a Genestealer Entry Point terrain piece
during the Bug turn, roll a d6. On a 4+, a Genestealer Brood pops out.
They are free to move and assault.
Once a player
activates a Genestealer Entry Point, tell him (and only him) the rules
for why they showed up. Do not tell him where other Genestealer Entry Points
are. Also, on a roll of a 6, Genestealers will still show up and attack
that player from any Entry Point they have activated.
Once a player
is eliminated, tally up their score, and let a fresh player deploy anywhere
on the board. If they want to land near a large swarm of Gaunts and Warriors,
that’s their problem.
Additional notes
and rules
Genestealers:
Originally, Genestealers were supposed to “sneak in” from a board edge,
using the terrain to hide their location. To keep them a surprise, we would
not place them on the board until a player had LOS to them, where we would
then place them on the board. However, the Desert Table at Borderlands
didn’t look too conducive to that kind of deployment so we pretty much
made up this new rule on the fly. In fact, we made lots of stuff up on
the fly. We hadn’t hosted a game like this before.
Genestealers
were supposed to show up whenever a player moved within 12" of an Entry
Point, allowing the player to shoot them before being attacked. Since the
Genestealers were starting in cover, they would receive a 5+ cover save.
Unfortunately,
one of our GMs got a little excited when the Tigers deployed right on top
of an Entry Point, and had them attack right away. We decided to stick
with his way of deploying them for fairness. We also cut it to 6". In the
end, it seemed ok, since a small brood of Genestealers can’t absorb casualties
very well. Heck, they can easily be outnumbered, flee from hand-to-hand,
and get cut down in a Sweeping Advance (just ask Micah, who gets the “Ultimate
Survivor” award—his lone Hero on a bike outlasted everyone else).
Also, in hindsight,
we should have replaced the Swarm Entry Points with a few more Genestealer
Entry Points, since the players at the edges rarely got to play with Genestealers,
and we rarely used the Swarm Entry Points. We compensated instead by giving
them more Bugs to play with in each wave.
Missions:
Another idea that didn’t make it to the actual Bug Hunt was player missions.
I had toyed with the idea of giving each player a secondary objective apart
from killing Bugs, like survive for 6 turns, kill 40 Gaunts, kill a Warrior
in hand-to-hand combat, even hunt another player’s character. However,
we decided to leave missions out, since we figured we’d have our hands
full enough without them.
I even thought
of making race specific missions, but decided against that because I thought
generic missions would be plenty. With some adjustments, missions could
make “The Bug Hunt” even more enjoyable.
Hunters
hunting Hunters: When I first thought of the Bug Hunt and proposed
it to the Gate’s Forum,
one of the immediate questions was whether or not the players could shoot
each other. My initial answer was “NO!”, but people kept bringing it up.
So I gave it some thought.
One idea was
that each player could only keep their points if they "teleported" off
the board with at least one survivor. Thus, a dastardly way for someone
to win would be to get a few safe kills, then kill off the player with
the highest score (Editor’s note: Try the “player vs. player option” if
you dare, but it’s a guaranteed way to start arguments).
The issue was
pretty much decided for us, when over a dozen people signed up to play
in The Hunt. We had a hard enough time getting everyone in to play. However,
missions and player killing could work if you turned the Bug Hunt into
a scenario with 3-4 players. That might also work better if you gave each
player a slightly larger force. Also, it would add yet another element
of paranoia, since you could never know when a player might decide to shoot
you instead of Bugs.
Spring Offensive
"Armies
with Character" lists <> "AwC" Battle Summaries
<> Ozone Scorpions <>
"Bug
Hunt" special scenario <> Photos <>
Why SO is better than Games Day
Related Pages
Other
Events at Borderlands
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© Copyright Michael
Lietzke, April 2001. Used with permission. Photos by Kenton Kilgore
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