The Scorpion Men of Dragon Pass
There are 2 units of Scorpion Men in hex 1623, where they may be
approached (separately) as minor allies. Their nature is chaotic, and
remains unknown until they are tested in combat. At the beginning of
their first round of combat, roll 2d6 and consult the table. Unless
otherwise noted, the Scorpion Men are 6-2-5/3-1-3 units, and cannot
enter fortifications; they (and units stacked above them) are always
assumed to be outside a fortress or stockade. If the first unit rolled
is a magician, the second cannot be (re-roll if another 5 appears).
(These units predate the Scorpion Men in Nomad Gods.)
Chaotic Feature Table
- 2
- Suicidal Charge Announce in the chaotic magic step
that this ability is being used. The Scorpion Men then have an MgF of -2,
but are eliminated at the end of the combat phase. This ability cannot be
used if the Scorpion Men are disrupted.
- 3
- Demoralising Howl In the chaotic magic step, 1
adjacent opposing unit may be disrupted. Immune: herds, treasures, physical
agents, units with MgF = oo, all units (if a dragon is among them),
units protected by a superhero, disembodied spirits. If opposed by a dragon
the Scorpion Men are eliminated. (This can be thought of as an MgF of
-½.) This ability cannot be used if the Scorpion Men are
disrupted.
- 4
- Spell Reflecting Unit is 6-2-5-0/3-1-3.
- 5
- Magicians Unit is 6-4-5-3/3-2-3-0 and has a bound
spirit X-4-X-3/X-2-X-3.
- 6
- Treacherous The Scorpion Men change sides. Roll
again for a chaotic feature, counting another 6 as ``no useful chaotic
feature´´. If stacks of more than 1 defending player are adjacent, the
Scorpion Men join the defender. The Scorpion Men immediately enter a stack
belonging to their new owner (at the choice of their new owner). If there is
no such stack, they are ignored for the remainder of the combat phase; they
must be separated at the next opportunity from the stack they occupy (by
moving it or them). If the first hex of this movement is to enter a ZOC,
this will have the usual effect of halting movement.
- 7
- Berserk Charge Announce in the mêlée step of a
battle in which the Scorpion Men are attacking (and not withholding) that
this ability is being used. The Scorpion Men then have a CF of 12, but are
disrupted at the end of the combat phase. This ability cannot be used if the
Scorpion Men are disrupted.
- 8
- No useful chaotic feature.
- 9
- 10 metre leaping ability The Scorpion Men can be
moved freely within their stack at any time.
- 10
- Dwarf Scorpion Men Unit is (6)-2-5/(3)-1-3 and can
enter fortifications.
- 11
- Explode on Dying When eliminated, 2 adjacent units
are also destroyed. The player who controls the Scorpion Men chooses, but
may have to choose friendly units. The destroyed units are not made
available as replacements (they are blown to bits, rather than being
scattered before a superior force). Immune: treasures, disembodied spirits,
units with MgF = oo, units stacked with a dragon, units protected by
a superhero.
- 12
- Educated The Scorpion Men are highly respected in
Dragon Pass for their culture and learning. Receive 10 DP´s next turn.
These units were not invented with physical production in mind---they
would require the following counters
| 2 × 6-2-5/3-1-3 |
| 2 × 6-2-5-0/3-1-3 |
| 1 × 6-4-5-3/3-2-3-0 |
| 1 × X-4-X-3/X-2-X-3 |
| 2 × (6)-2-5/(3)-1-3 |
which is rather a lot for 2 units of a minor independent. All should have a
white silhouette on a black background, except the spirits (black on
white).
Acknowledgements
Dragon Pass is by
Robert Corbett and Greg Stafford; Nomad Gods is by Robert Corbett,
Greg Stafford and Stephen Martin. Dragon Pass, Nomad Gods
and ``Issaries, Inc´´ are the trademarks of Issaries, Inc, and are used with their
permission.
Jonathan Coxhead and Michael Abbott, c
1984