Storm of the Marro
For weeks now a strange storm has been ravaging the land surrounding the castle. The once lush land has been washed away leaving naught save bare rock & sticky clay ground. Finally the rain lessens & through the remaining showers can be seen something entirely unexpected; the land is changing. Not far from the castle gatehouse the land has become somehow poisoned. Mus-qeg, some veterans call it; creeping swampland that gradually smothers everything in its path. But this patch is moving much too fast, covering acres in a few weeks instead of the few feet per year as is normal.
Surveying the blighted land from the door of the castle, Major Q-10 spots what he believes to be the cause of the strange growth...Marro!
But there are only 2 of them, along with a strange looking....building? Siege machine?
WTF???
___________________________________________________________
___________________________________________________________
Getting the Marro on the Map
Play starts with only Ne-Gok-Sa, Tor-Kul-Na (placed on green starting spaces), & the Hive (represented by the large glacier) present for the Marro Player (MP). However, ALL Marro units that MP has access to (including multiple unique squads, but discounting multiple unique heroes) are available for use as the game progresses.
Roll 6 combat Dice to determine additional Marro units to begin play with, being placed one die's worth per round. Skulls = full squad, Shields = single unit, Blanks = sucks to be you.
Roll D20 & consult the Spawning List to determine which units are spawned. Units must be placed on a swamp water tile NOT adjacent to the Hive.
Marro Rebirth
At the MP's discretion, he may play the Rebirth power as stated on the card, or roll D20 & place a SINGLE unit adjacent to the Hive as determined by the Spawning List. Rolls indicating units entirely in play (no reserves left) = sucks to be you. Double spaced units must have both spaces adjacent....no fit/ no get.
Basic Spawning List
1-6 Nagrub
7-12 Drudge
13-18 Stinger
19 Warrior*
20 Hero
Expanded Spawning List
1-4 Nagrub
5-8 Drone
9-12 Drudge
13-15 Stinger
16-18 Hound
19 Warrior*
20 Hero
* Warriors may only be spawned singly ('cuz they can clone themselves, anyway)
_____________________________________________________________
The Good Guys
The Good Player Starts the game with Major Q-10 (placed on blue starting spaces), 2 Zettian Guards (serving as turrets/ movement 0), & 500 points to spend (including at least 1 additional Hero). Army must NOT include any forces aligned with Utgar, & must be placed within/ on the castle at the beginning of the game.
______________________________________________________________
The Land
Sand tiles are to be treated as sticky mud, costing 2 movement/ hex
______________________________________________________________
The Goal
Total annihilation.
_______________________________________________________________
2X RotV, 1X SotM, 1X FotA, 15X 2-hex filler tiles, & a bunch of paper clips
2 MS section of Map Downloads