"I Stregone"
Freejfreeza,
Overlord of Wol Ziskrim
For
three passages of the Moon you have been digging out the Mylaakrimm crystals
from the caves. You have maintained
absolute secrecy with a ruthless policy of elimination of all who approach.
You have found that the local sentient beings, Oomans if you remember
your briefing, are not unlike your warriors in form and are equally repulsive.
From no great distance they are almost indistinguishable.
They suffer from their smaller lung capacity and are feeble by
comparison. They are totally
lacking in the rich colours of the Martian skin and not one of the males has the
ear crests of the Martian warrior giving them a most feminine appearance.
It
is now time to evacuate the mine and get to the landing site.
The ether craft will return there tonight.
It is not far but secrecy must be maintained to the last.
You intend to seal the cave by setting off the fuel in your disabled
walker (hidden inside). You will
need to leave behind at least one artificer to do this.
Your
two scouts have proved invaluable in hunting down any intruders.
None of your warriors can speak the local language but Minzzaa Maagnoom
has mastered the difficult tongue.
The
damp weather of the region has affected your guns making them less powerful than
they are at home. Added to this is the increased amount of cleaning needed to
keep them in action. After a mere 4
rounds the accuracy falls away unless the weapon is cleaned. Your swords and lances are not affected at all!
Sunstroke:
The strong sun of this planet affects your skin.
After a short exposure (4 turns cumulative) dice each turn on the mystic
dice for effect. Just after arrival
you had to recover for three days. So
you have chosen to make the most of the coming night. You will ride in a wagon until nightfall.
Secret
Weapon:
You have removed the smoke projector from your disabled walker.
You have found that the smoke is not very effective at screening in the
heavier Earth air but it has a narcotic effect on the Oomans.
It seems to render them helpless after a short while.
A product of their weak lungs, no doubt.
The projector creates a screen 9” long and 4” wide at the far end.
It moves like a normal smoke cloud.
It has no harmful effect on Martians but renders Humans and horses
unconscious. It has a strike of
–4. A wound = drowsy &
nauseous –2 off fighting, shooting and morale, -2” move.
A cripple = unconscious d6 turns and Dead = comatose.
The first time you use it - it will work, then next fails on a 1, then a
1-2 etc. Once it fails it is useless.
Your soldiers have requested that they be
allowed to wash in the free water of the river.
It is a religious observance for them.
Their home lands lack free water outside the canals.
You
have –
Freejfreeza
– smoke projector.
Count
Maalikaa Eeskrim – pistol,
sword.
Priest
Raazbarri Reepool – no
weapons but healer.and +2 morale to any unit he is with
Princess
Chokeese Foormiah –
dagger.
Maid
– Minzzaa Maagnoom –
dagger
Captain
of Escort Joostaa Wooncornettoah
– pistol, sword + Sergeant + 6 troopers – rifle, sword, lance.
Captain
of the White Meentaand
Chokoolaat – sword and pistol + Sergeant + 10 soldiers – Rifle and bayonet
Captain
of the Yellow Leemin
Soorbeet – sword and pistol + Sergeant + 10 Soldiers - Rifle and bayonet
Captain
of Swords Zdrooburi
Peestaasyo – sword & pistol + 10 swordsmen – sword & dagger
Captain
of Artificers Vaaneelah
Chokasheep – sword
4
Drivers & 2 Artificers - dagger – 4 earth wagons.
The
wagons may move at up to 5” on the road and 3” cross-country.
58
porters and women. They must be escorted. One
escort is needed for each 6 males or 8 females.
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