Armies of Darkness Scenario
Armies of Darkness Scenario
Armies of Darkness Scenario
You responded to Ranger Launius' urgent summons and arrived at the Old Diner shortly before dawn. "Thank
you for coming," Ranger Launius said. "During my time back east in Arkham, an evil book called the
Necronomicon came into my possession. I took it west, hoping to keep the book far away from those who
sought to use it. I was attacked by a gang of Road Riders, and while I dealt with them, a young Techie girl made
off with the Necronomicon. It seems both factions are still hurting from their last defeat, and they agreed to
work together to use the book to bring their leaders back from the dead. Nothing good can come from the
Necronomicon. The book raised their leaders as undead, and they in turn, made their gangs undead. The
undead leaders plan to punish Last Stand for killing them. Bramble and Puke see this as an opportunity, and
they've thrown their lot in with the undead leaders. They might even be controlling Bama and Krank if one of
them holds the Necronomicon. Will you help me get the Necronomicon back, and put an end to all this?"
Players that don't want to mix the supernatural element of this mission into the post-apocalyptic setting of
Defenders of the Last Stand should feel free to change the macguffin driving this mission. For example, the
Leaders could have an old biological weapon instead of the Necronomicon. The container leaks and it makes the
Techies and Road Riders sick; sharing the same location with them at the end of the turn inflicts damage on the
Rangers. The ritual is replaced with a search for an old research lab with the cure for the bio weapon. Krank and
Bama (who were never dead) agree to call off their attack in exchange for the cure. Instead of reading from the
Necronomicon, Rangers make the terrible decision to use the bio weapon, which rallies more Raiders to the
cause.
Scenario Setup
This scenario uses a similar setup to Scenario 3, the only difference is the number of Oil & Ammo Depots set
aside.
Rangers begin with 1 Ranger Mission Card, 1 Karma Token, and 2 Defender Cards.
1. Each Raider Card drawn must show 2 locations; if not, discard it and redraw. Overruns may occur
during setup for this scenario. If you draw a card that would cause an overrun during setup, you may
use the card that was drawn or discard it and redraw.
2. Draw 1 Raider Card that reveals two placement locations. Discard the card and redraw if it does not
show two placement locations, or if one location placement is for a Monstrosity. Ignore the number of
figures shown on the card and place 3 Raiders of the type shown on each of the two locations stated on
the card.
3. Draw 2 Raider Cards that reveals two placement locations. Discard the card and redraw if it does not
show two placement locations, or if one location placement is for a Monstrosity. Ignore the number of
figures shown on the card and place 2 Raiders of the type shown on each of the two locations stated on
the card.
4. Draw 3 Raider Cards that reveals two placement locations. Discard the card and redraw if it does not
show two placement locations, or if one location placement is for a Monstrosity. Ignore the number of
figures shown on the card and place 1 Raider of the type shown on each of the two locations stated on
the card.
5. Place 1 Monstrosity on Red River (#32).
6. Place 5 Earther, Techie, and Road Rider miniatures in the box. They are not used in this scenario.
1
Draw a Raider Card and place 1 Karma Token on the first two locations revealed on the Raider Card. Redraw
as needed until 2 Karma Tokens are placed.
Take 2 Nothing, 1 Common Artifact, and 1 Special Artifact tokens. Shuffle them face down and place 1
Scavenge Token on each Leader board. Return 2 of the remaining Special Artifact tokens to the box. Set aside
the remaining Special Artifact token face down, add 7 more face down Scavenge Tokens, and shuffle this
pool. Draw Raider Cards and use the locations to place Scavenge Tokens in the first 8 locations revealed.
Shuffle the remaining 4 Scavenge Tokens to form the pool.
Arrange the Stage Cards in the following order: 1A, 2A, 3A, and 4A.
Scenario Rules
The Leaders can be defeated normally; however, the Road Rider and Techie Leaders, Bama and Krank, may also
be defeated by banishing the Necronomicon. Rangers must recover the Necronomicon from the Leader holding
it. Then they must perform a ritual in the correct location on the game board, with success resulting in the
immediate defeat of Bama and Krank.
Undead Raiders
The Road Riders and Techies are undead. Rangers ending their turn on a location with Road Riders and/or Techies
suffer 1 additional Wound from the aggregate figures due to fear. Rangers that are concealed from Road Riders
and Techies don't suffer from this effect because they are safe from the undead.
Leaders Appear
The first time a Raider Card reveals that a Leader moves to any location, instead place the specified Leader's
miniature on their starting location on the game board. They will remain in their starting location and not move
until all Leaders are placed on the game board:
Bama starts on Cacti Forest (#17). Add Road Riders to Bama's location to bring the total to 3 Road Riders.
Bramble starts on God's Eye Forest (#33). Add Earthers to Bramble's location to bring the total to 3 Earthers.
Krank starts on Death Maze City (#1). Add Techies to Krank's location to bring the total to 3 Techies.
2
Leader Movement
Set aside all drawn Raider Cards until all 4 Leaders are on the board.
Do not reshuffle the cards if the Last Stand card is drawn and all 4 Leader aren't on the game board yet. Set it
aside as well.
If all the Leaders are not yet on the game board after 14 Raider Cards are drawn, place the remaining Leaders
on their starting game board position and advance to stage 2A.
Reshuffle all drawn and set aside Raider Cards back into the deck when all 4 Leaders are present on the game
board.
The Rangers must recover the Special Artifact Scavenge Token held by one of the Leaders in order to complete
their Group Mission. Once per player turn, when a Ranger is on the same location as a Leader, they may exhaust
an Action Token to Scout that Leader. The player rolls 3 dice and may reveal and flip the Scavenge Token of the
Leader for any 5+ rolled. Regardless of success, the Ranger suffers 1 Wound for each failed die of 4 or less.
When the Necronomicon is recovered, once per turn a Ranger holding the Necronomicon may discard a Karma
Token to read from the book and remove all Raiders from two locations on the game board, then roll a die and
discard all Raiders from a third location on a 5+. The dark magic comes at a price though, and using it attracts evil.
Draw and resolve a Raider Card immediately, adding Raiders and moving Leaders as required, but ignoring
Events.
Ash may continue to use his special Karma ability as written on his Ranger board. Ash knows most of the words to
the spell already, so he can eliminate Raiders without possessing the Necronomicon, but he gains no additional
benefit from possessing it. Ash still needs the book when searching for the ritual site to avoid taking damage, and
the Necronomicon must be present during the ritual.
Rangers must perform Scavenge Tests on the Scavenge Tokens to find the ritual location. The correct site to
perform the ritual is noted by the Special Artifact token. Do not discard the Special Artifact token when it's
revealed, instead leave it face up on the location. The token never leaves this location once it's revealed. If the
Ranger revealing the Special Artifact token did not pass the Scavenge Test, they take 1 Wound for each failed die
roll unless the Necronomicon is in the same location when the Special Artifact token is revealed; the book is
drawn to places of power and it guided the Ranger safely to the ritual site.
Continued…
3
If the ritual site has not been discovered when players are instructed to reassign unrevealed Scavenge Tokens on
the game board, make sure the Special Artifact token is present in the pool being distributed before reassigning
the tokens.
Once per turn, a Ranger on the ritual location with the Necronomicon present at the same location may attempt
to banish the book by exhausting an Action Token. The ritual is difficult to cast, and the Ranger rolls a number of
dice equal to their lowest attribute score. The ritual succeeds on a 6+. The Ranger takes 1 Wound for every 1 or 2
rolled, but this damage may be mitigated by spending a Karma Token for each Wound avoided. If the ritual is
successful, Bama and Krank are immediately defeated if they are still present in the game. The Ranger receives
the Slayer title and 3 Defender Cards for each Leader they defeated. Consult the Stage Cards and advance to the
appropriate Stage as specified on the cards.
Victory Conditions
The players win when all 4 Leaders are defeated. Ranger Launius thanks you for your efforts, and resumes
possession of the Necronomicon. "Give my regards to the Autoduelist and Mad Maxwell if you run into them,"
he says, with a tip of his cowboy hat. "Last Stand wouldn't be the same without them." You can't help but agree
as Ranger Launius departs for new adventures in places unknown.