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"Defense of the Teletubbies" Scenario by David Jackson
Alright, I know I'm going to get lynched for this, but me and my mates were
sitting around, when suddenly I came up with a bizarre scenario idea. It
involves the Teletubbies...we thought it was funny, and it turned out to be
really amusing, as well as a fairly interesting scenario to play.
Let me know what you think...if anyone likes this scenario, I'll post the
"Barney Hunt" mission...
DEFENSE OF THE TELETUBBIES
ATTACKER'S OVERVIEW
Recently, you've received reports that on the Planet Tubbicus, an alien life
form has been identified. Although the life form seems to be benign, it's
endless frolic and mayhem have caused serious problems with your mining
facilities there. The life forms exudes a powerful tranquilizing psychic
aura, apparently some method for capturing it's prey. Exterminate the alien
menace.
DEFENDER'S OVERVIEW
A benign life form on the Planet Tubbicus, peaceful in nature and existing
quietly for centuries is in danger of being attacked by hostile forces.
Defend these aliens and repel the hostile attackers.
SCENARIO SPECIAL RULES
"Defense of the Teletubbies" uses the "Victory Points",
"Teletubby
Wandering", and "Teletubby Overmind" special rules.
TERRAIN
The board should be laid out in a woodland scheme. In the center of the
board should be the Teletubby "house".
SETUP
1. The Teletubbies should be deployed in the center of the board, no
further than 6" from the Teletubby "house".
2. The Attackers should deploy their entire force in one quadrant of the
board, no closer than 18" to their opponent, or a Teletubby.
3. The Defenders should deploy their entire force in one quadrant of the
board, no closer than 18" to their opponent, or a Teletubby.
MISSION OBJECTIVES
The attackers must move forward and eliminate the Teletubbies, while the
defenders must move forward and defend them. If the attackers kill all the
Teletubbies, then the defenders will immediately withdraw and retreat on
their next turn - the attackers have won. By the end of turn 5, if all of
the Teletubbies are still alive, then the defenders have won. If one (or
more) of the Teletubbies is killed, then the attacker receives 200 victory
points for each Teletubby killed, and the Defender recieves 200 victory
points for each Teletubby that survives.
GAME LENGTH
The game will last for 5 turns, at which point the Teletubbies will be
recalled by the Teletubby Overmind automatically. Refer to the Mission
Objectives for additional rules.
LINE OF RETREAT
Troops forced to fall back will do so, heading directly for the Teletubby
house.
"TELETUBBY WANDERING"
At the start of EACH PLAYER'S TURN, roll a d6 and a scatter dice for each
Teletubby. The Teletubby moves in that direction a number of inches
determined by the d6. Teletubbies are halted by impassable terrain.
"TELETUBBY OVERMIND"
At the beginning of each turn, the Teletubbies may be recalled by the
Teletubby Overmind, and will vanish from the board. This begins on turn 2.
On turn 2, roll a d6. If the score is 5 or higher, then the Teletubbies are
recalled. On turn 3, 4+. On turn 4, 5+. On turn 5, do not roll - the
Teletubbies will automatically be recalled at the end of turn 5.
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Teletubby |
2 |
2 |
2 |
2 |
4 |
2 |
2 |
9 |
3+(invulnerable) |
Teletubbies never attack, and if engaged with assault, they just wander
away. They are not bound by the same rules as other models. Essentially,
they are giant walking targets, which are particularly hard to kill.
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