You are on page 1of 5

CIVILIANS UNDER FIRE

POINTE DU HOC
HEROES AND GOLD

1
NIGHT OF HORRORS...
So far we thought this war, the destruction, the deprivation and the occupation were the absolute worse things that could happen
to us. Then, out of the shadows, those abhorrent creatures appeared... We were absolutely horrified as we caught glimpses of
them. Aghast, in total disbelief, we barricaded the doors of our houses as we hid inside. They invaded our village, our houses did
not protect us... women and children disappeared. All were overcome by fear... anger... panic... madness... despair... STOP! NO
MORE!!! And no more crying... no more whining... We simply cannot give up like this... We MUST pull ourselves together. We must
get organised, and fast. We cannot abandon our fellow villagers. No imagining what terrible faith awaits the taken if we do nothing.
DEATH, I tell you! DEATH! Its the best thing that can happen to the victims, in the clutches of those monsters. At least, thats
what the town elder keeps sermonizing incessantly. We never paid heed to his rants, disregarded them as an old geezers drivel.
That old fool! We were the fools, every single one of us! We rally around the mayor and the priest. The local band of resistance
fighters answered our cry for help. They could teach us how to fight... but there is no time... We have gathered every speck of
courage that could be found within us but all are still terrified... Its the unshakeable determination to save those dear to us that
gets us going. We move out into the murky swamp. Not much later we discover an assemblage of primitive looking huts. How could

2 PLAYERS/2 SIDES
we have lived so near and not know about this. The captives are locked up over there. No monsters to be seen. Maybe we chose
the best time to act. We are given quick instructions then take up positions. None of us are heroes, were not even soldiers... but
we shall do this...

X4 X2
1- BATTLEFIELD SET UP AND DEPLOYMENT
S3-A S6-A
ZONE 3

ZONE 3
S4-B
P S1-A

P P

ZONE 2

2
2-RECRUITMENT OF THE ARMIES

3-PREPARATION 4-GAMEPLAY
This game lasts for 8 turns.
Prepare the bag of madnesses.
A P hut without prisoners has open doors.
Place the prisoners in the huts marked with a P. Even though Only the huts where captives are detained have locked doors and
there is no stacking limit for civilians, captives must be placed in at as long as these are not opened, the prisoners cannot act.
least 2 of the 3 prison huts.
Deep Ones are not allowed to attack locked up prisoners.
The prisoners :
- Sister Neither FFI nor Deep Ones can enter huts with locked doors.
- Altar Boys
- Teacher To open a door, any FFI or character, except the priest,
- Children must stand on a corner square of a hut where blue arrows
- Waitress denote a passage.
- Civilians x2 Take a Shoot action, treating the door as having a yellow
Defense value of 5.
If the shot succeeds, the door of this particular hut is
opened and the FFI player gains control over any prisoners
that may be inside.
The bigger 2-square prison hut has two doors. If its doors
are locked, only one of these must be opened to allow
entry or passage through either doorway.

Once freed, prisoners are not allowed to attack or use


special abilities. They can only take movement actions.

During turn 3, Deep Ones group 2 (ThPyeh tile)


enters anywhere from zone 2.
The Deep Ones deploy first in their zone.

5-VICTORY CONDITIONS
Only group 1 (Deep Ones Militia tile and Totem) is placed. During turn 5, Deep Ones group 3 (Bargh Myeh
No unit may be positioned in a hut with captives. and Garth Lyeh) enter anywhere from zone 3.
The FFI deploys next.

The FFI player has initiative and uses the Majestic


turn marker, order tokens and card deck. Victory : The FFI player must exfiltrate the freed captives
through the FFI deployment zone before the end of turn 8.
Each player draws 4 cards.
- Major FFI victory : 6 or 7 prisoners moved off the board
- Minor FFI victory : 4 or 5 prisoners moved off the board
- Minor Deep Ones victory : 2 or 3 prisoners moved off
the board
- Major Deep Ones victory : 0 or 1 prisoners moved off

3
the board
HUNTING SHRIMP... IE F ? )
A N F IS H ING , CH
(DONT YOU ME
Rumor has it that Joseph Legalec, the lighthouse keeper, caught a shrimp in his fishing nets. Actually it was a lobster... well a
crustacean of some sort anyway... but an unbelievably humongous one. So big, it could well bring a fortune to any fisherman who
captured such a prize. Could there be any truth in this or is it a tall tale the size of the aforementioned shrimp? No indeed, Joseph
did not catch this sea dwelling Arthropod... he found it...
It had washed up on the beach beneath the lighthouse, wounded and in shock. Joseph speculated this was the result of an encounter
with a mine still afloat in the channel. One of many left behind by the Germans in their attempt to hinder or prevent an invasion.
Ilda and Von Kamptz got wind of this story. They rush on towards the house of Legalec along with their crew to claim the fishy find.
Clint and his gang have no knowledge of the creatures existence, but being hot on the trail of Von Kamptz, they too approach the

3 PLAYERS/ 3 SIDES
lighthouse.
Meanwhile, sensing their distant cousin needs help, out from the open sea, Deep Ones hit the beach...

1- BATTLEFIELD SET UP AND DEPLOYMENT


S5-A S4-A

German
deployment
zone

PdH-2B PdH-1B

4
2-RECRUITMENT OF THE ARMIES 3-PREPARATION
Prepare the bag of madnesses.

The house of Legalec is depicted by the


Kommandantur tile.
Place the Creature in the prison cell of the
Kommandantur.

The Germans deploy first in their deployment zone.


The Germans draw a Search token at random and place it
on the ground floor of the lighthouse.

The Rangers enter from the land side (green arrows).

The Deep Ones enter from the sea side (blue


arrows).

Rangers and Deep Ones enter on Turn 1 but they


are not compelled to send in all units during this
turn. They can enter during the Activation phase
with an order or during the Supply phase.

Determine initiative at random Rangers and


Deep ones.

4-GAMEPLAY
Each player draws 4 cards.

This game is played in 8 turns.

It is impossible to throw a grenade through the


window of the cell.

The Deep Ones must open the cell door


and liberate the Creature.
The cell key location is denoted by a
search token, on the ground floor of the
lighthouse.
A unit adjacent to the Search token must make a
successful search test to find the key.

The Rangers must kill Von Kamptz.

The Germans have to keep the Creature in


custody and Heinrich Von Kamptz must
survive.

If the Deep Ones kill Heinrich Von Kamptf, the


Rangers gain the corresponding points.

5-VICTORY CONDITIONS
The Germans gain 2 points per eliminated enemy unit.

The Rangers gain 1 point per eliminated German unit, 2


points per eradicated Deep Ones unit, and 5 extra points
if they exterminate Heinrich Von Kamptz.

The Deep Ones gain 1 point per eliminated German unit,


2 points per eradicated Rangers unit and 5 extra points if
they liberate the Creature.

The side with the highest score wins the game.

If all scores are equal the game ends in a draw.

You might also like