The Whyte Revolt
On this page you can find the parts of an adventure arc for Flintloque called ‘The Whyte Revolt’ which was left out of the print edition of the Barking Irons magazine due to space constraints and to make room for other game systems to get their own coverage. This ain’t to say this adventure arc is not as good as the material in print, just that we could not do it justice over the number of issues needed to get it all in print. So to make sure it ain’t wasted we are giving it to you free here on the blog. If you enjoy it let us know and keep in mind there is plenty more in print in the Barking Irons magazine.
The Whyte Revolt is set in the Witchlands region of the World of Valon. It is an adventure arc of several parts including background, character, scenarios and such building up the picture of a very strange and disturbing revolt among the ranks of the re-animated dead against the Dark Czar and his Vampyre nobles. All the while the war against the retreating Grande Armee du Norde continues apace. The Whytes have retained their memories of their once lives and now the Vampyres must be made to pay for their crimes!
We intend to publish parts of the adventure arc in order from first to last at the rate of one every few weeks.
We will let you all know when the next part us up on the blog.
Note that only the MOST RECENT part of the arc will be on this page as text and images. Previous parts of the arc are presented as IMAGES which you should click on and then zoom in upon using your browser or saving it to your machine and then using an image programme to zoom in on it to a level which is comfortable for you to read. You can also request the pages as a free PDF by emailing me at enquiries@alternative-armies.com and asking. Enjoy!
We will let you all know when the next part us up on the blog.
Note that only the MOST RECENT part of the arc will be on this page as text and images. Previous parts of the arc are presented as IMAGES which you should click on and then zoom in upon using your browser or saving it to your machine and then using an image programme to zoom in on it to a level which is comfortable for you to read. You can also request the pages as a free PDF by emailing me at enquiries@alternative-armies.com and asking. Enjoy!
Part Two
The
second part of the Whyte Revolt arc is a scenario entitled 'Escape
from the Makers' which sees the rebelling whytes trying to get out of
the re-animation / prison that the agents of the Dark Czar have
created for them. Will they break free into the vast snowy landscape
of the Witchlands or will the Zombie garrison stop them 'dead'....
Escape
from the Makers – A Flintloque scenario
He
bit through the paper casing of the musket cartridge and then holding
the ball in his mouth poured the power into the musket, its stock
bedded firmly into the frozen soil. His mind told him the powder in
his mouth would be bitter and so dry it would cause a raging thirst
but no sensation came to him. His mouth and lips seemed unaffected
as he spat the ball into the barrel of the musket. It more fell than
was spat from his mouth and he wondered how he knew how to load the
firelock, but then he let it pass from his thoughts; there were other
more pressing problems ahead. A few more seconds passed and he
finished ramming the bullet home and then raised and cocked the
weapon ready for action.
Sighting
along the long barrel he brought a shambling heap some thirty yards
away into his view. This Zombie was on the verge of being dead once
more, its flesh was grey and mostly gone from bones that were in many
places chipped and even shattered into jagged, ragged ends. Am I to
be like this he thought. The Zombie saw him, how he did not know,
as its face was a crusted blood filled hole with a few teeth and a
tongue hanging from it but no eyes were visible. It had no firelock
with which to shoot him but it lofted a worn and wickedly sharp
bayonet in its one remaining hand and lurched forward towards him.
He pulled on the trigger gently and then harder.
With
a flash the powder in the pan of his musket ignited and then the
whole gun recoiled greatly, a plume of grey smoke blasted forth from
the barrel. A fraction of a second later the heavy lead ball
impacted with the Zombie and through whipped away smoke he saw that
the head and upper chest of his target had been split open and the
whole Zombie was rapidly coming to pieces and collapsing. It must
have been rotten right through like an ancient worm feasted ship. It
crunched to the snow never to move again. Would he end up like that?
Around
him other whytes were firing and loading as the other Undead advanced
at a slow and staggering pace. He realised with some effort that
they needed to escape, to flee, not just to stand here and shoot. He
had been an...officer. A commander of...what, he did not remember,
but it was his place to give orders to these 'soldiers'. He and the
other whytes would have to escape, get away from this horrid place of
debased science, formulate a plan. A plan for the future and for
revenge on those who had done this to them.
There
was a wall ahead with a few gaps in its mighty structure, more
Zombies were passing through the gaps and advancing all the time.
Those gaps were the way out. He went from one whyte to the next and
shook them by the shoulders and pointed to the gaps in the wall and
then began running towards the nearest hole which must once have been
a gateway. With relief he realised the others were following him and
that they would continue to do so.
SCENARIO
FORCES
This
is a scenario for two players (or solo play). The first player takes
the role of the Savant type Undead characters (the Whytes) while the
second player has a larger section of typical Undead commanded by a
Vampyre and a Liche. Its the task of the Whytes to flee and for the
other Undead to prevent this.
Garn
Whychwoode's Whytes (No Allegiance)
Use
the 5026 Death in the Snow book to generate a section of eight savant
type Undead. One of them (Whychwoode) is a Bog Orc Savant Zombie,
two others are Dwarf Savant Zombies, one is an Ogre Savant Zombie
(Fleschenstale) and the others are standard Savant Zombies. Unless
using set character profiles from part three of this arc or the
unique Whyte rules from part three, use the normal creation rules
from pg65 etc with troop type NCO for all savants. You may allocate
five standard muskets / Dwarf MkI muskets (all with bayonets), one
standard grenade, two swords and one standard pistol among your
section at your discretion. There are no points in this scenario.
In all events your section is led by Whychwoode and his second in
command is Fleschenstale.
Count
Vladimir's Entourage (Witchlands)
Use
the 5026 Death in the Snow book to generate a section of fourteen
Undead. They must be led by a Vampyre (Count Vlkadimir) and have one
K.G.B Liche (Average) in their ranks. The other twelve characters
are the normal mix of Fresh, Decayed, Rotten Zombies that make up an
Undead section. The Vampyre is Regular / Average status and has no
Blood Magicke, he is armed with a sword. The Zombies are armed with
a total of eight standard muskets, five bayonets, two standard
carbines, a standard blunderbuss and a Dwarf Musket MkI to allocate
as you see fit. Add special rules as desired for the Undead and the
Liche character. There are no points in this scenario.
SCENARIO
MAP AND SET UP
You
will need a standard playing area of six foot by four feet (though if
space does not allow feel free to change this, but keep the length
and width in the same ratio). The terrain required is outlined as
follows and it along with the forces on all sides of this scenario
should be laid out as per the map for this adventure. The surface of
the playing area has one building at its centre south west and a high
stone wall (cannot be climbed), which is broken down in several
places to the north and east, some distance from the building. It is
normal going for the most part but there are deep snow drifts (see
map) and also some loose piles of dead wood and crates. Beyond all
this its a clear run to the edge of the playing area.
Whychwoode
and his section set up within 5cm of any side of the central building
and within 5cm of each other. The forces of Count Vladimir begin
within 10cm of the northern table edge and within 10cm of each other
(make sure all Undead are within range of the Liche!).
SCENARIO
OBJECTIVES AND GAME LENGTH
Here
are the objectives for the two sections in this scenario:
Garn
Whychwoode's Whytes (No Allegiance)
To
know what you once were and now what they have made you become.
These are the ultimate questions for you but for now you must content
yourself with a loaded musket and a dash for freedom from the vile
clutches of Doctorov and the Vampyres. Along with some of the other
'Whytes' you have broken out of the dark room used to contain you,
luckily it seems as those assigned to destroy you have just arrived
at the re-animation site. Raiding the tiny armoury and handing out
what little there was you and your motley lot have broken out into
the open air. With the enemy approaching you will have to get
through them and away before more of the Dark Czars minions realise
you have escaped. You were once a soldier...you will be one again!
Your
objective in this scenario is escape pure and simple, other things
can wait. You must leave with as many of your section as possible
from any point on the northern or eastern edges before time runs out.
It is a total victory if more than 50% of your section is off the
table in time. It is a partial victory if 25% or more of your
section escapes from the table edge.
Count
Vladimir's Entourage (Witchlands)
It
seems that trouble is brewing and if something troubles the K.G.B it
will not be long before it troubles the great Vampyre houses of the
Witchlands. You are not a powerful Vampyre but you hope to make a
name for yourself in the coming war and this is your first chance to
impress and hopefully gain some influence. Your master has ordered
you to go to that sticking creature Doctorov's hovel outside Moksova
and to dispose of his failed creations locked up there. Taking your
own entourage and that cursed Liche that seems like it is always
watching you, you have just arrived outside the re-animation site.
It seems that the creatures you were sent to destroy have already
managed to escape the clutches of that fool Doctorov and are outside
loading a few rusty muskets. But no matter, they will have to pass
you though, through the breaks in the high wall to get away. Bloke
the gaps and use your superior numbers to grind them down!
Your
objective in this scenario is to prevent the whyte creatures from
escaping the grounds of the re-animation site. Using the section at
your disposal you will gain a total victory if you prevent ANY enemy
from leaving the northern or eastern edges of the playing area before
the end of the game. Any other result will be seen as a failure in
the eyes of your nefarious masters.
This
scenario is time sensitive and will last for twelve turns only. This
is the length of time the Whytes have to escape before so many more
additional Undead arrive that it will be impossible to scarper! At
the end of the twelfth turn look to the scenario objectives for both
sides and determine the winner using them.
SPECIAL
RULES FOR THIS SCENARIO
You
can play both Undead sides as normal as laid out in the Flintloque
'Death in the Snow' game book or you can add in the special bolt on
rules for Whytes which can be found in part three of the Whyte Revolt
arc to the normal rules. Here are the other special rules for this
scenario which must be adhered to at all times.
Tall
Wall: The wall around the re-animation site is made of thick stone
and cannot be broken down or climbed over by any character without
magicke means. Characters may only exit or enter the walled area
through existing gaps in the wall. Each gap is roughly 5cm to 10cm
wide.
Doctorov's
House: The building on the table is the re-animator site. After the
Whytes escaped the one door was barricaded by Doctorov and his
Dwarven aides. No character may enter or leave the building during
play. The building cannot be damaged or set alight.
Fool
a Zombie: Lets face it most Undead are not that smart; in fact they
are really pretty dense. This works in the Whytes favour in this
scenario. The FIRST time any of the normal Undead characters (not
the Vampyre or the Liche) is ordered by their player to fire at or
melee any whyte character roll a D10. On an even result (2,4,6 etc)
the Zombie refuses thinking the Whyte is one of its own. Otherwise
the attack proceeds as normal. In this scenario this will happen
only once for each Undead character.
EXPANDING
THE SCENARIO
This
scenario is not really suitable for expansion, though it is still
possible. If you wish to make the prison break and escape happen on
a much larger scale then this can be done. Create three Undead
sections on the template of the one belonging to Count Vladimir and
add in his as well. Break the stone wall surrounding the building in
a few more places in the northern and eastern sides. Triple the size
of Whychwoode's section of Savant Zombies (24) keeping the same
balance of composition, to create one huge section of whytes.
Objectives remain the same. You are now set for a really massive
Undead fist fight to escape.
SOLO
PLAYING THE SCENARIO
This
scenario is perfect for being a solo play game. You take the part of
the Whytes and allow the solo play engine to control the other Undead
section. Look to page 90 in 5026 Death in the Snow. The Undead are
handled as Undead as per the rules on that page. Their objective is
to block and stop all attempts to flee from the northern and eastern
edges of the table. If possible the solo play section will attempt
to place itself evenly into all the gaps in the wall to box in the
whytes.
SCENARIO
REQUIREMENTS
In
order to play out this scenario you will need the following wargaming
items. Some are essential and others can be exchanged for items you
have in your collection. Just make sure that you and any other
players are aware of what miniatures represent which forces in play.
5026
Flintloque 3rd Edition – Death in the Snow.
Flintloque
Game Book will all needed rules and background.
You
will need some Undead miniatures. You can refer to part three of
this adventure arc for suggestions or you can choose from and mix up
codes such as these for your Undead forces. Refer to the Alternative
Armies website or our stockists for pricing and pack sizes.
55508
Zombie Line Infantry
55516
Krautian Flesched Legion
55518
Pavlova Grenadiers
55005
Latrinislav Command
55014
Zombies with Axes
55509
Undead Command
DESIGNERS
COMMENTS
Undead
facing off against one another, now that is something you do not see
every day even on Valon. In many ways this was the reason for
creating the whole Whyte Revolt arc for Flintloque, that and my own
interest in the Russian Revolution of 1917. As the plot developed
and the arc grew it soon became apparent that there was no way that
it was going to fit into the pages of 'Death in the Snow' so I
decided not to mention it at all and to make it the exclusive
property of Barking Irons instead. Though again it fell prey to its
own success as an idea and it grew too large to fit easily into the
magazine a few pages at a time. So here it all is on the Barking
Irons blog broken up into parts of equal length. For free mind...how
good is that!
The
Escape from the Makers scenario gets players into the idea of
fighting with Zombies against others of their kind before we head
into larger frozen pastures and bring in the Whyte special skills,
traits and flaws and characters followed by artillery and even join
operations with mortals! But more on that later. In this scenario
the more experienced player should actually take the part of the
Vampyre and his Undead as these characters require more to remember
on the players part.
It
has to be kept in mind that some of the tactics and tricks that the
Undead use in play will not work well against Whyte Savants. For
example when a Liche is using DREAD points the 'Abject Terror' or the
' Aura of Horror' power to place Shaken Tokens will simply not work
as Savants feel no fear and cannot be shaken. Also keeping to the
letter of the rules for accumulating DREAD the Liche will only gain
DREAD for killing Whytes as they are not mortal and will not count
towards the total for outnumbering for example. This lessening of
DREAD can put the blinkers on some players as it limits their
options.
Vampyre
Blood Magicke can also be made impotent as well when fighting against
the Whytes. For example the magickes titled 'Vampyric Undeath Bite'
and 'Mass Deceit' and 'Phantom in the Skies' simply will not work on
Savants. However as it was pointed out to me (to painful effect) the
spell 'Essence Drain' will work just fine on enemy Whytes while
preserving your own troops and they will not resist!
On
to the job in hand though. How to succeed in this scenario. While
playing as the Whytes it is vital to keep on the move and to try and
get through the gaps in the wall quickly. We found in testing that
there is not much in the way of musketry in this scenario, its all in
movement and melee. Keeping all your savants together and loosing
one volley to clear one gap and all going through it is a good idea.
You have the edge in movement, melee and firing over normal Undead.
If you are playing as the Vampyre and his entourage then it seemed to
me that the use of a common Albion Orc tactic was the right way to
go, that of the volley. You might well outnumber the Whytes but they
have the edge on your in most areas. Hover around the outside of the
wall until it becomes clear which gap the enemy are going to try and
use. Then, having split your section into two lines of four
(including the Vampyre) and eight (including the Liche) block the gap
with the smaller section and fire a volley into the enemy with a
ragged line from the second larger line. This will hopefully soften
up the Whytes and gives you a fall back position if any get through.
Its
an odd feeling firing on Undead with other Undead but it makes for a
unique and interesting version of Flintloque which is highly
entertaining and keeps you coming back for more. I have personally
played this scenario four times and won as both sides in it. Happy
Gaming!
Next
Time....
In
part three of the Whyte Revolt we give you the character profiles and
special skills / traits / flaws of Whytes including those of the
important characters from the escape scenario which formed part two
of the arc. We will also present a short article which gives you a
guide to creating your own force of Whytes from Alternative Armies
range of 28mm Flintloque range miniatures.
I have finally got around to reading part two right through, with visitors and 'other' project I have found that even if I start the story, something has come up!
ReplyDeleteI've really enjoyed this unusual Undead on Undead story and scenario - very well done.
Tony
http://dampfpanzerwagon.blogspot.com/