Fan2Figs

Fan2Figs

Two Hour Wargames : the Beast of Gevaudan

I'm preparing few scenarios for a campaign on the theme of the Beast of Gevaudan, with the rules of Chain Reaction, here is a small foretaste. The objective is also to include an adaptation to play the campaign in solo. A program ...

Feel free to contact me for the end of the campaign, already available in French : fan2figs @ bigfoot.com

Equipment needed

Some miniatures of the eighteenth century: villagers, nobles ... Wolves and bears can find their place in this scenario.


Regarding to the royal troops who organized the hunts, I advise you to go take a look on the site of Front Rank, in their range Seven Years' War.

Characteristics of weapons

I have the following characteristics for weaponry. The Beast prowling for a long time in the country, we consider that the characters always have a knife or an improvised weapon (stick, club, large stone he had picked up ...)

Type

Range

Targets

Impact

Outgun Rating

Improvised weapon, knife

Melee

1

1

1

Sword, bayonet

Melee

1

2

1

Sling

12 "

1

1

1

Hunting bow

18 "

1

1

2

Blackpowder pistol

12 "

1

2

2

Blunderbuss

12 "

3

1

2

Musket

18 "

1

2

3


Reloading blackpowder weapons (rules from supplement "Muskets & Zombies" ATZ):
Reload pistols, muskets and blunderbuss use the following procedure:
1 - Fire weapon. Place two cotton balls or white poker chips in front of the figure to signify that the weapon is now unloaded.
2 – Immediately roll 2D6 vs. figures REP and consult Reloadinf Table.
3 - If the test is not past (0d6), the miniature can not reload his weapon at the second activation if it moves at the next activation (it must remain motionless during the next activation).

Reload Table (2d6 vs. REP)

Pass 2d6
Weapon reloaded, remove both cotton balls and may fire next activation or in reaction.
Pass 1d6
Weapon reloaded next activation. Remove one cotton ball. At the start of next activation, the other is removed and figure may fire.
Passe 0d6 Passe 0d6
Argh! Fumble procedure. Leave both cotton balls on figure. Remove one at the start of any activation until both are gone. In which case may then fire when last one is removed.

Bestiary

The Beast has a REP 5 and a protection. In addition, the Beast is "Frenzy". We consider that it has claws and fangs, only used in melee, target: 1, impact: 3, and for the panic effect it generate, Outgun Rating is 4.

The wolves are REP 3, using their fangs, only in melee: 1 target, impact 2, outgun rating: 1 (the wolf is fearful...).

The bear is REP 4, it uses its claws only in melee: 1 target, impact 3, outgun rating: 3 (the bear is impressive!).

The hunt


Can be played solo!

The game requires a densely wooded area. It is divided into 9 sections.
Use a deck of 54 cards. Take all the cards of heart color, mix them and assign one card to each section of the gaming table. Remaining cards will not be used immediately, so they are drawn back into the deck.

Player(s) take 8 characters. A character is REP 5, two REP 4, three REP 3 and two REP 2. He (they) choses two opposed corners of the gaming table and deploy in each one half of his (their) staff.

One group will play the role of pullers, the other group are hunters, player(s) choses what is the role of each group. Propriety is that pullers are commoners while hunters are part of the nobility... At least, pullers should be less reputable and less well equipped than the hunters, but maybe a little more numerous.


Movements

The phase of movement is amended as follows:
The group of hunters receives the red colors, the pullers black colors. A player mixes the deck of cards and takes two cards on the top of the deck.

- If both cards are the same color, this group can move and hound out (see below), then the other group could do likewise. Tour will then be completed and cards are drawn out for later.

- If the two cards are different colors, then that's the highest value (As is stronger than the King), which determines which group can activate first, then the other group can make even. Tour will then be completed and cards are drawn out for later. If the two cards are of equal value, pick two new cards without taking into account the previous.

- The game continues until the Beast has been hounded out and shot (in this case, the shooter inherits an international reputation!) or until ten cards (5 pairs) have been drawn. If the Beast is hounded out even though all the cards were drawn, one more turn can be played on the same terms, but the night beginning to fall and all test suffer a penalty of +1 to dice rolls (except for the Beast, who sees very well at night also ...)


Hounding out

At their movement phase, groups may try to look after the Beast in the section of table where they are. To do so, the player choses a figure and tests its reaction. If he gets 2 successes, the player can return the card corresponding to the search section. The card indicate which figures are placed within a radius of 8" of the character who passed the reaction test. This character must pass a first sight test.

Jack: group of bandits (1 REP 4 and 2 REP 3)
Queen: group of wolves (1D6 wolves REP 3)
King: 1 bear (REP 4)
As: the Beast
Other card: nothing

Note that a deck of 54 cards has 13 cards of the same colour. That means that it is possible, after exploring the 9 sectors, to not having met the beast, the ace of hearts have been restored to the deck...

Behavior of hounded groups

Hounded groups are always activated after the group of pullers, regardless if this group had activate first or second. A third player can take control of hounded groups freely, if not, the following rules can predetermine their behaviour:

- The bandits and the bear attack the group which has hound them out. For this, they charge the closest figure into melee (in the idea that robbers want to steal their compatriots, close combat is required). If no figure is in the same section than the hounded group, this one disappear from the gaming table during its next activation.

- Wolves always fleeing the group that has hound them out. For this, they deviate from 8" to the corner of the table opposite to that which is entered the group that has hounded them out. This movement is repeated during each activation of hounded groups. If this leads the wolves to enter in the same table section than another group (hunters or pullers) or if they are caught up by the group that has hound them (movement bringing a figure to less than 8"), they feel trapped and pass to the attack by engaging the closest figure into melee. Wolves are removed from the game if they are eliminated or if a movement leads them to leave the table. Wolves do not attack other hounded groups (and these do not attack wolves) .

- When the Beast is hounded out, the player rolls 1D6. On a score of 4 or more, the Beast attack the group that has hounded it, charging the closest figure into melee. If a score of 3 or less, the Beast follows the same behavior in his movements and reactions than wolves (see above). If no figure is in the same section than the Beast, it disappears from the gaming table ( "Sus to the Beast Messire!").




Goodies!

As a bonus, I give you an idea for the beast of Gévaudan.

You can find more information about the Beast and its story on the Phil Barnson's website (english version) and on Wikipedia, as a starting point for your search.

I suggest you also read the book by Louis Michel, the beast of Gévaudan , in french, but which could give to you undoubtedly full of ideas on the subject!

Alternatively, in french also, you can view online the excellent work of Alain Bonet.

And some pictures that may be inspired decorate your gaming tables.





04/09/2008
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