| AN ONGOING NEWSLETTER | September 2005 |
Even a man, pure of heart And sleeps in prayer by night, May become the wolf when the Wolfsbane blooms, And the winter moon is bright. This article was inspired by the Combat zone Yahoo group and the movie Dogsoliders. The Werewovles in this article are loosely based on the ones in the film. Werewolves have secretly plagued mankind for thousands of years. The chaos of the combat zones allows these supernatural hunters to hunt freely without fear of being discovered. The reports of strange hard to kill half man half wolf creatures by hardened combat veterans is starting to worry the Corporations. Are the reports the result of confusion and shell shock? If the reports are true just what are the beasts? Why is their hunting limited to just a few days every month? Why do the survivors disappear soon after? It has also been noticed that the gangs in the CZ’s go to ground around every full moon. Are these beasts something to do with them, or do they know something the corporations don’t? One thing is for certain, the corporate captains refuse to believe that these creatures are supernatural. The Werewolves: There is no way to identify a werewolf when he/she is in human form. At the full moon, they morph into fearsome half-man half-wolf creatures, and prey upon humankind. Hunting as a solitary beast or as a pack, they have the wolf's cunning and senses plus human dexterity and intelligence. Werewolves are extremely hard to kill. A were will barely notice a wound that would put a human out of action. They feel the pain, but it only makes them fiercer. Only silver bullets, decapitation or a direct hit by a HE missile can kill them. No matter what wounds a werewolf takes, they are immediately cured when they morph to their other shape. (If they are dead, they remain dead.) If you survive being wounded by a werewolf's claws or bite you too will become a turnskin...
The following rules apply:
Hunter Squads: It didn’t take the Corporations long to realise that if these creatures exist they would make handy weapons. Pretty soon they set up specialist Hunter sections (nicknamed the Dogcatchers!) to capture werewolves dead or alive for the labs. They are equipped with tranquiliser guns, and large bore hunting rifles.
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Exterminators: Exterminators are often Hero level characters who take it upon themselves to rid humanity of werewolves and other supernatural/undead beings. They are often dressed oddly, are creepy looking and are prone to eccentric behaviour. Clothing varies from Exterminator to Exterminator, but one thing in common is religious and occult jewellery and amulets. Generally equipped with the tools for the job on hand. swords and silver bullets are common equipment for werewolf extermination. Such characters are often attached to some cult or other. Those with cult attachments may also have some squads from the Cultist gang lists of page 54 of the battle book.
Silver Weapons: Silver bullets: Silver has very poor ballistic properties. Therefore any weapon loaded with silver bullets halves all range characteristics with the exception of point. A silver bullet fired at an ordinary target gets a -1 to the wound dice to simulate silver's poor ballistic properties. Such a bullet hitting a werewolf will do double damage. E.g. a heavy pistol shot hits a werewolf. The shot does 2D8 of damage. In this case the shot rolls a 12. As it’s a silver bullet the damage is doubled, so it does 24 points of damage. When using silver bullets the player must state so, and which weapons they are loaded into before the game. Silver bullets cost no extra points. Silver Dagger/silver stake: Silver is very soft and difficult to put an edge on and because of these factors it is a one use weapon. In ordinary hand to hand it is pretty useless, however against werewolves these weapons give the exterminators a last chance. In ordinary hand to hand a -1 modifier is added to all wound rolls. Against werewolves the wound roll is as normal, however like silver bullets it is doubled. Silver daggers/stakes have a points cost of 1. Gaming Ideas/scenarios: Dogsoldiers: A military patrol has been caught out in the combat zones. The werewolves are closing. They make it to a building and barricade themselves in. Can they make it to dawn? This can be a typical CZ game with lots of urban terrain. However if you fancy a change, you could try the game like the movie with the troopers caught out in a remote forest. The Dogcatchers: A hunter squad has been sent out to capture a lone werewolf. Can they achieve their mission objective? My name is Van Helsing: Darkness falls, the howling begins. Gangs tremble in their hideouts. Corporate troopers flick off the safety catches on their weapons. Into the arena strides an Exterminator, ready to do battle with the forces of evil. The Running Man: Captain John Pendle has been caught by werewolves. As there isn’t much game around on this night, they decide to opt for some sport. They strip Captain Pendle of his weapons. The pack leader then informs our hero that if he can make it past a certain point he will live. If they catch him, he is dinner. The good Captain is under no illusion that the werewolves will keep their side of the bargain, but it’s the only chance he has. The captain agrees, with a few flip comments to annoy the werewolves (in this case trying to fit “walkies” and “bath” into the conversation as often as possible!).
Set the captain up 30cm from a short table edge. The werewolves setup 15cm from the same table edge. The Captain has two free rounds (this can be shortened depending on table size) in which to run for his life. Can he outrun and outwit the hunt? It may be helpful if some useful bits and pieces are lying around the buildings. Further Inspiration: As stated earlier, the main inspiration for this article is the movie “Dogsoldiers”. There are plenty of werewolf films and novels out there for further inspiration. Photo credits: Kenneth Greening
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