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Post Info TOPIC: A Hunting We Will Go - An Apocalypse D Adventure


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A Hunting We Will Go - An Apocalypse D Adventure


A Hunting We Will Go by Bill Knight

An Apocalypse D adventure

Apocalypse D is a copyrighted game by Exploding Goat Games

http://www.explodinggoatgames.com/

 

 

What you Will Need:

 

The Apocalypse D rules (full set or demo set)

Dinosaurs, about 20 raptors and 10 t-rexs.

Figures or tokens to represent 20 characters.

Figures or tokens to represent 9 specimens.

 

 

Summary/Synopsis:

 

The outbreak of dinosaurs and beastmasters across the United States has sparked a panic.  Where did these creatures come from, how did they get here, and how can the be stopped or at least contained?  The government has responded quickly with what available military and governmental forces it has at hand.

 

 

The U.S. military is stretched thin already, with many of its troops deployed overseas for the ongoing war in the Middle East and is not able to respond as well as the government  would like.  Initially turning down most offers for help, the American President has relented and authorized the United Nations to formulate and dispatch research teams to help investigate the new phenomenon.

 

 

Dozens of teams, with security units, have forged ahead into the primeval jungle to gather what information they can.  Will it be enough?  Only time will tell.

 

 

Player Background:

 

You have been contacted by the University to provide certain, special, personal security functions.   The University has been requested by the United Nations to provide top notch research assistance for the recent dinosaur event.  While the UN will provide their own security people, the University has decided that they should employ their own to ensure the safety of their people.  You are to be that safety.   Guard the researchers and assist the UN security people when needed.

 

 

Objective:

 

 

Safe guard the team as they collect 9 specimens before being evacuated.  UN/US satellites have taken pictures of the area and indicated certain specimens they are interested in examining.  It will be your job to get the team to those spots and collect the objectives, as safely as possible.

 

 

For a big win, the players need to collect all the specimens and get to the Evac point.  For a little win, at least one player figure and 3 specimens need to reach the evacuation point. 

 

 

It takes one action to pickup a specimen.

 

 

For each specimen collected, place a token with a figure or with his or her player.  A single figure can carry no more than 3 specimens.  If a figure holding a specimen is killed, place the specimen token/s where the figure died.  Any other figure can pick it up, spending one action to do so.  

 

 

 

 

The Players:

 

The adventure is designed for 1-4 players.  At least one of the playable characters is a researcher, bodyguard, and UN security forces.  To make things more manageable, the player and GM can choose to alter the number of figures by using the guidelines listed below:

 

 

For 3-4 Players there will be (if possible, one player will secretly play as the Parasol figures):

Reggie, Ziggie, 3 Parasol soldiers, 1 Parasol Sergeant, 2 Researchers (Julian & Marcus), 4 Player security people, and 8 porters. = 20 figures

 

 

For 2 Players there will be:

Reggie, Ziggie, 1 Parasol soldier, 2 Researchers (Julian & Marcus), 4 Player security people, and 3 porters. = 12 figures

 

 

For 1 Player there will be:

Reggie, 1 Parasol soldier, 1 Researcher (Julian), 2 Player security people, 2 porters. =  7 figures

 

 

The Opposing Forces:

 

 

Dinosaurs and Beastmasters, Oh my!  In the newly developed jungles, there lurk sweaty, and swarthy Beastmasters.  Alongside them run packs of many toothed reptiles.  Both do not like you.

 

 

Initially there are no dinos set up on the board.  Each turn, the Dino player will roll on the table to determine the amount and type of creatures appearing.  They will then be placed in any of the legal spots by the Dino player, or using the random placement numbers (agree upon this before the game starts) listed on each of the spawn points. 

 

 

 

 

                       1-2 Players                          3-4 Players

Dice roll       1-   None                              None

                  2-   1 Velociraptor                  2 Velociraptor w/Beastmaster riders

                  3-   None                              1d10+1 Beastmasters

                  4-   1 Velociraptor &1 T-Rex   2 Velociraptor/2 T-Rex

                  5    1 Velociraptor                  3 Velociraptor w/Beastmasters

                  6    1 T-Rex                          3 T-Rex w/Beastmasters

 

 

Random spawn location

Dice roll       1-   1/2

                  2-   3/6

                  3-   4/5

                  4-   1/6

                  5-   2/3

                  6-   4/5

               

            Each spawn roll has two numbers.  The dino player or GM is free to use either number or both.  So if you have a two-player game and roll for spawn you might get a 4. and get a raptor and a rex.  The dino player rolls again and gets a 4.  You could place the dinos on the #1 spawn point, or the #6 spawn point.  Or 1 on the 1, and one on the 6. Or both on the 1 or both on the 6.  This allows a lot of variety.

 

 

Velociraptor (thanks to Chickengoat for this info)

Size  Move   Close Combat         Target     Armor      Kill
   1        6          2d6                 4+/5+       5+         7+
Traits:
Living, Alpha hunter, Bushwhack, Instinct (hunter), Leaping Attack (1), Pack Tactics, Piercing 1, Untamable, Wounds 2, Ambush Predator, Night vision, Dodge.

 

 

Tyrannosaurus Rex

Size  Move   Close Combat       Target     Armor     Kill
   8        6         4xD10+1           6+         3+         13+
Traits:

Fierce Charge, Instinct (hunter), Monstrous Beast, Piercing/4, Relentless, Untamable, Wounds/6.

 

Neanderthal Beastmasters

Size  Move   Close Combat       Target       Armor      Kill
   1        5          1d6                  5+           6+         7+
Traits:

Beastmaster, Pathfinder

 

 

The Twist:

 

 

With the discovery of all things dinosaurs, many people and governments around the world have taken a keen interest in events.  A few have taken a personal desire in obtaining a dinosaur, or dinosaur egg.

 

 

Requests by most parties are being re-buffed while the U.S. Government strives to come to grips with events and get a better grasp on how to contain the outbreaks of pre-historic beasts.  The few exceptions are UN research teams of paleontologists, paleozoologists, anthropologists, and other related fields.

 

 

That has not deterred some from making attempts; one in particular.  The Parasol Corporation has contracted several big game trophy hunters in conjunction with a phony UN research team.  Parasol, behind the front of a phony corporation, has produced fake governmental papers granting their security team and legitimate researchers, from several well known universities, access to the new Restricted Zones.

 

 

The paperwork is copied from authentic documents and will pass inspection and the university people have been fooled completely.  The researchers have been advised they are there to collect specimens; be it living animals, plants, eggs, or remains.

 

 

Once the specimens have been collected, if the Parasol team can, they will kill the researchers and their security team.  Failing that, the Parasol team will wait until they get to the evacuation point and try there.  The dino player/GM will control the Parasol team if there is not an extra player to control them.

 

 

--------------------------------------------------------------------------------------------

 

 

Dr. Julian Siddig and Dr Marcus Grant

Type           Size   Move    Close Combat    Target    Save    Kill    Traits

Scientist       1           5             1d6                5            5         6       Research

Equipment

Laptop w/satellite hookup, specimen packs.

--------------------------------------------------------------------------------------------

Reginald "Reggie" Asterberry II

Type       Size   Move    Close Combat    Target    Save    Kill    Traits

Hunter       1           6             1d6+2            5           6         7       Fearless, Quickshot, Pathfinder

 

 

Weapon                  Range    Damage    Traits

Remington 700         36          1d6        +3 damage vs. size 1 targets, +2 vs. size 2, +1 vs. size 3 and bigger, Accurate, Piercing/1

 

 

.357 Magnum x2       8            1d6       

(in holsters)

--------------------------------------------------------------------------------------------

Klumy "Ziggie" Zietkriest

Type       Size   Move    Close Combat    Target    Save    Kill    Traits

Hunter       1           6             1d6+1            5           6        7       Ambush, Brave, Pathfinder

 

 

Weapon                              Range    Damage    Traits

Remington 7600                   36         1d6             Piercing/1

Remington 870 Shotgun       12         1d6          Shotgun shells

(cutoff barrel)

 

 

Bowie type knife                       1           1d6+1     Piercing/1

--------------------------------------------------------------------------------------------

 

 

Parasol Soldier

Type       Size   Move    Close Combat    Target    Save    Kill    Traits

Hunter       1           5      1d6+1                 4           5         6      Countercharge, Covering fire

 

 

Weapon                              Range    Damage    Traits

MP5 SMG                             18          1d6        Selectable fire

--------------------------------------------------------------------------------------------

Porters (Day laborers)          

Type       Size   Move    Close Combat    Target    Save    Kill    Traits

Locals       1           5             1d6               4           5         6

Equipment packs, specimen containers

 

 

These unfortunate souls were hired as day laborers and given the promise of a big payoff once the search is over.  Most of these men are homeless, with a dependency problem, and weak of nerve that the Reggie and Ziggie have exploited by keeping them fixed or by intimidation.

--------------------------------------------------------------------------------------------

 

 

 

 

 

 

A Hunting We Will Go

-- Edited by Armydillo978 at 14:48, 2008-09-20

__________________
-Bill

-----------------------

Armydillo978@gmail.com
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