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The Summer Of Beerlifaux Presents!: The Unusual Suspect Part 1


Obscure_Ref

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Credits:

Tournament Organizer and Judge: Josh Caldwell

Story By: Antonio Martinez and Josh Caldwell

Proof Read By: Mark Handford

Tournament Packet by: Josh Caldwell and Ellie Beebe

Thanks to Guardian Games for allowing us to use their venue. And thanks to Joel for supplying the beer.

Rules:

• Single Faction (Does not have to be the same each weekend, but it could make the story better)

• System M1.5

• All games Standard Deployment

• Game sizes will vary from game to game.

• Models do not have to be fully painted, but it will make the story more fun. Also, bonus points will be given for fully painted crews towards becoming the “Master of Beerlifaux.”

• Schemes will be Unique throughout ALL THREE EVENTS.

• Beer Baubles are in effect

• Have fun!

Game Setup:

Before the start of the encounter you will need to determine who will be the attacker and who will be the defender. To do this each player will flip a card. The player who flips the highest will be the attacker and will play the Attacker strategy and/or gain the Attacker benefits. The other player will be the defender and will play the Defender strategy and/or gain the Defender benefits. Shuffle your deck and continue setup as normal.

Prizes: Prizes will be raffled off like normal at Beerlifaux.

The Master of Beerlifaux: This summer you will have the honor of battling it out to become The Master of Beerlifaux! During each event, you will be able to earn Story Points. These story points will cumulate and will be counted during the last event, where the person with the most Story Points will be named The Master of Beerlifaux (with a plaque and a special prize). Points will be awarded as thus:

• Play with a Fully Painted Crew (awarded per night)- 3SP

• Play the same Faction during all three events (awarded at the end of the event)-3SP

• Play the same Master during all three events (awarded at the end of the event)-5SP

• Buy the TO a beer (Once per event)- 1SP

The Unusual Suspect

“Nothing is as it seems…” The Malifaux Master

A lone lantern softly swings from the ceiling in a otherwise dark room. In the center of the room, just behind the light, is a wooden chair. You find yourself strapped to this chair, beaten, bloodied, and broken.

It is a small room. No windows, just a single barred door. You can hear water dripping from the ceiling. Clearly this is a lower cell in the Guild prison. This fact is made even more evident by the two Guardsmen standing in the shadowed corners. You don’t know how long you have been here, or how you got here. All you know is that your jaw hurts and that things probably could, and will, get much worse.

The last thing you can remember is jumping off of the train heading towards the breach. As you hit the ground whistles rung out and Peacebringers were fired. You can remember dodging around the corner of a rundown building before darkness set in. And now, you’re tied to a chair.

Encounter 1- The Job

An officer walks in and nods to the guards. The guards nod back and leave the room. The officer looks at some files briefly and looks at you.

“So, how about we start at the beginning?” he ask.

“Ok. In the beginning, there was a breach, people went through the breach, and found an old town called Malifaux”, you calmly state. The officer frowns.

“Real smart, wiseguy. Do the words ‘supply wagons’ mean anything to you?” the officer replies, pointing the file in your face.

“Oh. You mean like supply wagons carrying illegal stuff for the guild? The type of supply wagon that the guild don’t want people to know about?” you state with a calm look on your face. The officer starts to show signs of getting angry, but cools off a little as he walks away to the other side of the cell. “Sure, I can tell you about supply wagons. Goes a little something like this.”

• Game size: 35ss

• Round length: 120 minutes

• Strategies: Modified Shared Supply Wagon

• Special: During setup, the Defender will have two Supply Wagons. The Attacker will have none. The Defender sets up the Supply Wagons like normal. The Supply Wagons will act like normal. A model may only defend one wagon during the turn.

• Attacker Benefit: One minion, 5ss or less, has the “From the Shadows” ability.

• Defender Benefit: One minion, 5ss or less, gains “Immune to Influence.”

• Attacker Victory: 1vp per Supply Wagon Damaged. +1vp per destroyed Supply Wagon.

• Defender Victory: 1vp per Supply Wagon within 3” of the center of the table at the end of the encounter. +1vp per wagon if it is undamaged.

“And that is what happened.” you finish your story and calmly look at the guild officer. You cough a little. “My throat is a little dry, could I get some coffee or water?”

The officer looks hard at the files and then to you and then back at the file. He closes the files with disgust and walks over to the cell door.

“Get me two coffees, I think we are going to be here for a while.” he shouts out the door. He then closes the door and leans on the wall of the cell rubbing his eyes.

Encounter 2- The Ballad of Carl

A young lady guardsmen enters the room and hands the officer a cup of coffee and then walks over, unties one hand, and gives the other cup to you. She leaves the cell as the officer drinks a large gulp of the coffee and then opens the file and flips through a couple pages.

“So what did Carl have to do with all this?” the officer asked as he looks up from the files and then you.

“Carl? I knew a Carl. He was pretty good at making coffee. This coffee taste like [big bad swear word], but it is guild coffee and what do the guild know about doing things right.” you state as you take another drink of coffee. The officer just stares at you blankly.

“How about Carl with the case, not the coffee.” he ask.

“The case? The case. What was in the case? What did Carl have to do with the case?” you ask, a puzzled look upon your face. “I remember now. Carl didn’t need that case, or what was in it. Yes, as I remember it…”

• Game Size: 40ss

• Round Length: 120 minutes

• Strategies:

• Attacker: Modified Destroy the Evidence- Place one 30mm “Carl” marker (Stats: Wk0/Cg0, Ht 2, Wp5, Ca3, Df5Mask, Wd5, “Squeal” Defensive Trigger, “Give me the Case- This model may only be targeted by melee strikes or Melee Spells” “Little Fear- Insignificant models and models engaged in melee may not target this model”) completely within your opponents deployment zone. Place two “Bodyguard” (Wk0/Cg0, Ht 2, WP5, Ca3, Df4Mask, Wd5, “Squeal” Defensive Trigger, “Give me the Case- This model may only be targeted by melee attacks or Melee Spells” “Little Fear- Insignificant models and models engaged in melee may not target this model”) markers completely within 10” of your opponents deployment zone.

o Attacker Victory: 2vp if “Carl” marker is removed from play. 1vp per “Bodyguard” marker removed from play.

• Defender: Modified Treasure Hunt- Place a 30mm “Case” marker in the middle of the table. The case must first be picked up by the Defender, but afterwards may be picked up by either side. Models in base contact with the “Case” marker may take a (1) Interact action to pick up the case. A model carrying the “Case” can drop or pass it to another model in base contact as a (1) Interact action. Models changing position on the table by an effect other than the Walk action or leaving play drops the “Case.” While carrying the “Case,” reduce the models walk to 4, and cannot have its Wk increased by any means. Spirits lose the ability to move through other models, and the ability to ignore terrain penalties while carrying the “Case.” Models lose the Flight and Float abilities while carrying the “Case.” Insignificant models may not pick up the “Case” marker.

o Once during the encounter, the model who is holding the “Case” marker may use a (1) Interact action to open the case. Flip a card:

 Black Joker- Boobytrapped! Take a damage 1/3/4 flip ignoring armor.

 Weak- Empty! You have been tricked. Nothing happens, for now…

 Moderate- A Gun! One Melee Weapon or Ranged Weapon of your choice gains +1Cb until the resolve effects step.

 Severe- Money! The Models controller may draw two control cards.

 Red Joker- Gems! Your crew gains a additional Soulstone to their cache.

o Defender Victory: At the End Step of the second turn, if one of your models has the “Case” marker, score +1vp, to a max of 4vp.

“And that was the last I heard of Carl and the case. Never got to find out what was in the case. Maybe something else the guild would not like people to know about.” you finish your story and take a drink of your coffee, looking at the officer as if it was his turn to speak. The officer closes the files and start to walk toward you, but just as he starts the cell door opens and the lady guild guard looks into the room. The officer stops and looks back.

“What is it Samantha?” he says holding back the anger in his voice will little success.

“We found something you need to see.” she stated.

**************

Thank you for participating in part one of The Summer of Beerlifaux Story Encounter: The Unusual Suspect. Please join us again Saturday, July 27th at 5pm.

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