The game was a solo game, I tweaked the "Escape into Danger" scenario with added difficulty.
While the core scenario remained the same, to escape off the opposing table edge guarded by Lurkers I added a small random event with additional Lurkers appearing.
This worked as follows: Starting on turn 3 the Lurker player receives one additional random Lurker model. He rolls 1D6, on 1-4 the new model is a regular zombie. On a 5 it becomes a Bloated Zombie, on a 6 a Flayed Horror.
Stats for the later two which I made up look like this:
Bloated zombie (M3, Dex6, Con6, A2, W2, Res5+, Tough)
Combat stats and weapons like a regular zombie
Flayed Horror (M 1D3+2, Con7, A1, W2, Res5+, Tough, Fear)
Claws CCB +2 , Dam D+2, Parry, AP1
Once a new Lurker has been generated it has to be placed 12" away from a Threshold model. There can only be one Flayed Horror or Bloated Zombie on the board at any one time. If you roll to include more of these monsters a regular zombie is placed instead.
Beside the added stream of Lurkers the Threshold player also has to make sure that the drunken old guide, Nelson Bessnet, makes it out alive. He is the only one who knows the way and the local area.
........................
The Threshold team
Character Hugh Hopwell [skill +1 wound)
.45 pistol
Double barreled shotgun
Tight boots
Agent Clayton Tibbits (skill +1 Dexterity)
.45 pistol
Bolt action rifle
Dynamite
Remote detonator
Old timer Nelson Bessnet
(Civilian profile from the Threshold list, but no weapons)
Lurkers
Demonic Cult leader (based upon Cult Leader)
.22 handgun
Skinsaw CCB +1 Dam D+2)
+1 wound
+1 constitution
Conglomerate
............
.22 handgun
Skinsaw CCB +1 Dam D+2)
+1 wound
+1 constitution
Conglomerate
............
The game lasted 9 turns and turned out be a lot more difficult than usual. This time around the Threshold team had to really shoot their way past the Lurker waves, the additional Lurkers also proved to be of good use to block off any escape attempts too soon. Up to turn 6 the Threshold team was pretty much tied up with keeping zombies and other monsters at bay. Once Agent Tibbits had died against the Bloated Zombie, which managed to land a blow and score a critical hit on top of that - there was little else to do but to run like crazy counting on the longer movement of the Threhold agents.
Towards the end another Flayed Horror spawned and intercepted the escape but luckily the character, agent Hopwell managed to handle that situation as well and save the old timer and himself.
Beside the black and white video I also thought it might be fun to see the pictures in color so I attached them to this post as well.
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