Brave, brave, brave kindreds !

The Kindred are a race of harmless little mutants originating in a place known as the Jolly Forest. Although some of them have left the Jolly Forest and gone great distances to seek high adventure, most Kindred have never seen the outside of their homeland, which explains that their experience of warfare pretty much sums up to fighting salad-stomping wild boars.

Therefore, when their druids advocated intervention in the Negromnium crisis to protect their forest from the dangers of pollution, hardly any Kindred knew what they were up to.

Used to building houses, and even entire villages underground to protect themselves from most savage beasts, Kindreds are great tunnel-diggers. Bravely, the bold Kindred scouts dug forth to the Negromnium mine’s area – much to their surprise, the place was not what they expected. The village was deserted, and there was not even an inn-keeper to serve them sausages and cider, and tell them where the Negromnium was.

But what displeased them most was the horrible smell of those creatures going “agnagneu la cébéééé”.

In that scenario, a squad of Kindred encounters some horrible hydrocephalic zombies for the first time, as they were scouting the mining village in which they dug out. The objective of the scattered squad is to regroup, and operate a careful retreat into their tunnel.

Victory conditions : All tournament participants are offered to try this scenario as the Kindred player. Their aim is to bring as many Kindred as possible to safety. Freddy Bagshot and Stan Gammage must survive.

Deployment : Game can be played on a 48”*48” table. Stan Gammage and Pvt. A. Grubb are deployed by the tunnel’s entrance. Two groups of two kindred are scouting the area, and are deployed 20” away from the hole, and 20” away from each other. The kindred player chooses which of those two groups Cpt Freddy Bagshot joins at the beginning of the game.

The stinking muties are deployed in 3 groups (2 groups of 2, and one group of 6 emerging from a building to cut their retreat), as shown on the scenario map.

Note : though deployed separately, the kindreds are all part of the same squad, and the zombies are all considered part of the same squad as well.

Special rules :

  • Because of the particular situation, of their spirit of sacrifice, and because it works better that way, Kindreds are allowed to ignore the target priority rule, and may therefore shoot any zombie in line of sight.
  • Zombies will not take a rout test, regardless of casualties.
  • Kindreds can enter the tunnel as soon as they wish – simply move over it, and you’re safe !
  • The game lasts 6 turns. At the end of turn 6, big trouble happens to all kindreds still on the board, and they are all considered lost because of a napalm strike, a herd a marauding monsters crossing the village, or simply a zombie they didn’t hear coming in their back.

Cast of characters

Captain Freddy Bagshot
Renowned for his self-control and leadership values, Captain Freddy Bagshot was assigned the difficult mission to scout the area with the best troops the Kindred could offer, and possibly fill up the entrance of the Negromnium mine if he has the opportunity.

Qty PP Description T Mv Df Mn CR
1 18 Captain Freddy Bagshot E 6" 2k1 3k2 5"

Captain Freddy Bagshot Arsenal
  WP Description   R AV AE AET
  4 Close Combat   0" 1k1 - -
  23 Kindred carbine   24" 3k2 - -
Move or Fire
  10 Kindred pistol   12" 3k2 - -
One Shot

 

Stan Gammage & Private A. Grubb
Stan Gammage is Cpt Bagshot’s 1st sergeant. His role in the scouting mission is to secure the tunnel's entrance while the squad checked the area. To that purpose, he is assisted by Pvt. A. Grubb.

Qty PP Description T Mv Df Mn CR
1 14 Stan Gammage T 6" 2k1 3k2 4"
1 12 Pvt. A. Grubb T 6" 2k1 3k2 0"

Gammage & Grubb Arsenal
  WP Description   R AV AE AET
  4 Close Combat   0" 1k1 - -
  23 Kindred carbine   24" 3k2 - -
Move or Fire
  33 Gammage's light machine gun   24" 3k2 2x Bu
Move or Fire, Fragile

 

Privates McGrew, Dibble, Yew & Yew
Brave privates McGrew & Dibble are the ones spotting the hideous zombies going “agnagneu” and giving the alert. The Yew brothers, who are at a greater distance from the enemy may be able to give them covering fire in good conditions.

Qty PP Description T Mv Df Mn CR
4 14 Pvt. Dibble, McGrew, Yew & Yew. T 6" 2k1 3k2 0"
Poorly trained

Dibble, McGrew, Yew & Yew Arsenal
  WP Description   R AV AE AET
  4 Close Combat   0" 1k1 - -
  23 Kindred carbine   24" 3k2 - -
Move or Fire

 

The Stinking Hydrocephalic Zombies Going "Agnagneu la cébééé"
A hideous leprous furuncle defacing the fauna of Negromundheim, the stinking hydrocephalic zombies going "Agnagneu la cébééé" instinctively attack the little creatures that smell of meat.

Qty PP Description T Mv Df Mn CR
10 8 Stinking Hydrocephalic Zombie Going "Agnagneu la cébééé" T 9" 2k2 2k2 0"
Poorly trained, Ballsy, Coup counter, Sole survivor

Zombies Arsenal
  WP Description   R AV AE AET
  6 Agnagneu Karate   0" 2k1 - -

 

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