A few years ago, I posted the write-up for Mike Lung's Cult of Urinatiuss, an evil organization, a "yellow peril" if you would, poised to usurp the Gnomish order with the worship of their own dark god.
The influence of the cult has been reduced to a trickle, but as an early Christmas present, I provide the research material Mike used, plus UNOFFICIAL write-up of the Brotherhood of Urinitas.
Even rival cults will admit the Brotherhood is number one!
Statues of Urinatius:
The Rite of Micturition (aka., The Ritual of the Golden Purge)
Unofficial Gnome Wars Card
Brotherhood
of Urinatius
Infantry Movement
Maximum movement allowance for all Gnomes is 12 inches per turn.
Firing
Weapon
|
Target
Distance
|
Roll
For Hit
|
No. 6
Sided Die per shot
|
Shotgun
|
1” to
6”
7” to
12”
13” to
24”
|
2, 3,
4, 5, 6
3, 4,
5, 6
6
|
2
|
Pistol
|
1” to
6”
7” to
12”
|
3, 4,
5, 6
4, 5, 6
|
2
|
Light Cover: -1 on firing roll to hit. Hard Cover: -2 on firing roll to hit.
Any Gnome that fires during their movement must pay 6” of movement
allowance. So a figure may fire and then mover 6”, or move 6” and then
fire. The figure may not move 3”, fire,
and move 3”.
Hand-to-Hand
Figure
|
Die for Melee
|
Cultist
Leader
|
8 sided
|
Cultist
with Shotgun
|
6 sided
|
Cultists
with One Handed Sickle
|
8 sided
|
Cultists
with Two Handed Sickle
|
10
sided
|
Thing
from the Cellar…Spuddgoth
|
3d8
sided*
|
The player who initiates the H-to-H combat determines which
figures engage which.
Figures must match 1-1 before matching them 2-1; you cannot have
greater than 2-1.
Hand-to-Hand combat will occur when opposing Gnomes move within 2”
of each other. All Gnomes within 3” of the melee are ‘sucked in’ and will join
the fight.
*May attack up to 3 opponents, or use up to 3 dice per opponent
choosing highest score.
Special Rules
Supplication of Urinatius (aka. PeeWeeing)
Individual
members of the Brotherhood may attempt an act of supplication to his god once
per turn. To do this, the cultist must not move this turn or take any
other action (firing, melee and etc.)
Roll 1d8 per supplicating cultist. On a 5, 6, 7, or 8, the prayer
has been answered and Urinatius has sent a servitor (Spook) to aid cultists for
the rest of the game. If successful, the
spook is placed next to the cultist that summoned it. The next turn it is
free to act. There can be no more than 1
spook per cultists. Spooks must remain
with 12” of the cultists if given no specific mission. However, if the spook is given a specific
mission, that mission must be simple and written down on a piece of paper or
told to the game master. The spook will do everything in its power to
accomplish that mission. Upon
completion, the spook is released and may continue its afterlife journey.
Spooks
Figure
|
Die for Melee
|
Spook
|
8 sided
|
Spooks
are non-corporeal bodies that haunt the material world. They generally
mean spirited and relish pain and suffering of its victims. Spooks move
up to 18” and may move through objects like walls or trees. They may only cross moving water at bridges
or on boats. If for some reason, the spook comes in contact with moving
water (rivers, lakes, oceans and etc).
The spook is destroyed.
Spooks
are almost invulnerable to material missile weapons. Only a roll of a
natural “6” will hit them.
However, magic
has double the effect on them. I.e., the Wizard would roll 2 dice instead
of one when attacking them.
In melee,
Spooks may be harmed as normal. Some special weapons can be deemed to be
especially effective against them, i.e., Cultists with Golden Sickles get a +1
to their melee attack against all undead including Spooks.
The Ritual of the Golden Purge
Cultists who begin their
turn next to a Fountain of Urinatius, may participate in the infamous Ritual of
the Golden Purge. Prior to the ritual, the cultist must prepare himself
by drinking copious amounts of beer. The
Game Master may deem if this requirement is met. If it is, the cultist
may not move during the turn the ritual is being performed or take any other
action (firing, melee and etc…except perhaps filling up on more beer!)
Spooks under the control of the cultist may act as normal. The Game Master will roll 1d6 per turn per
cultist involved in the ritual. Cultist leaders count as 2 dice per turn.
When the cumulative total is equal to or greater than 30, a gate has open
up between the material world and the void through which the souls of the dead
(znombies) pour through. When the gate
is opened, cultists involved in the ritual may get 1 free move 12” away from
the fountain. The fountain then erupts spilling forth hordes of znombies.
Znombies are not controlled
by any player. They are driven only by their desire to eat living gnomes and
other creatures in a vain attempt to satisfy their insatiable hunger from being
cooped up in the void for so long. Znombies may only be controlled by
players under certain circumstances (vampires, witches, and etc.). Otherwise, they are controlled by the Game
Master and following rules:
Znombies should be grouped
in packs of 10 or so figures. Each pack will move 8” towards the nearest
live creature that it can see with in 24”. If the pack cannot see a
target, then it will move 8” in a random direction. Znombies are a bit hard to kill since they
are already dead. Bullets and other missile fire only kill Znombies on a
roll of a natural “6”. Artillery and
Fire attacks are effective as normal.
Magic is twice as effective as normal (see Spooks). Znombies are
immune to cheese attacks accept they will get stuck as normal. Znombies can cross bodies of water with no
penalty. They are immune to all morale
rolls and any other type of psychology.
Znombies
Figure
|
Die for Melee
|
Znombie
|
6
sided*
|
*Znombie mob attack:
for each additional znombie up to 2 attacking a figure, add plus 1 to the
znombie melee roll.
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