Professional Documents
Culture Documents
Authors
Nigel Atkinson and Sam Catterall
1
John Fletcher (order #4845012) 6
Turn Sequence
Each turn is broken down into four phases.
1. Maintenance Phase
Completed simultaneously by each player.
2. Initiative Phase
3. Action Phase
4. Combat Phase
Resolve any combats as described below.
2
John Fletcher (order #4845012) 6
Movement
The ‘Movement’ attribute is the If the attack is successful, roll
model’s base move rate in inches. A model to wound. Calculate the target number by
may move up to this value (walk) and cross referencing the weapon’s strength
complete an action. A model may run at against the target’s ‘Fortitude’. Roll a d10.
twice this rate but then cannot complete If this equals or exceeds the target number
any action. A model may charge at twice then a wound has been inflicted.
the base movement rate into combat.This
is the only time that a model is allowed to
move within 1” of an enemy model. A charge
should follow the most direct possible route
to its target.
Actions
These Quick Start rules have two types of
available action, Missile Attack and Arcane
Power (Jack the Ripper only). Either of
these actions may be taken if a player has
either remained stationary or moved at a When a model loses its last wound, roll on
walk. the wound effect table.
Missile Attacks
Models are considered to have a 360 degree
field of vision and Missile Attacks, must be
targetted against the nearest visible enemy
unless, that model is engaged in combat or
is ‘Down’ (see wounds below).
To hit roll a d10, add your ‘Marksmanship’ Flesh Wound - An insignificant wound has
attribute and any relevant modifier. If the been received - carry on as normal.
total is 10 or more then you have hit.
Discombobulated – Dazed and confused.
You may only stagger 2” and may make no
other action. You automatically recover in
the next ‘Maintenance Phase’.
3
John Fletcher (order #4845012) 6
Combat
The player who has initiative decides on
the order in which combats are fought.
4
John Fletcher (order #4845012) 6
Introductory Scenario
Arcane Power
Mesmerise
Range -12”
A single enemy model may be targeted. If
successful the enemy model is moved up
to its base movement in any direction. To
invoke this Arcane Power roll a d10, add
the Ripper’s ‘Arcane’ (6) and deduct the
target’s ‘Arcane’ value. On an eight or more
the target is mesmerised.
6
John Fletcher (order #4845012) 6
HOLMES & WATSON
Sherlock Holmes is armed with a pistol and
has the skill ‘Pugilist’.
Unusual Occurrence
Skills
7
John Fletcher (order #4845012) 6
Peelers
Peelers are armed with truncheons
(+1 ‘Strength’, included in stat line).
The Public
The Public move in a random direction, as
described in ‘the Game is Afoot’ and are
considered to be unarmed. They will only
fight to defend themselves once attacked.
8
John Fletcher (order #4845012) 6
terrain
We recommend playing on a 4’x 4’ table,
use plenty of terrain to build a network of
streets or a dockland environment.
Deployment
Starting with the Ripper, each player takes it in turn to place a total of ten models representing
members of the public on the board. These should be no further than 15” from the centre of
the table and at least 4” away from one another.
Again starting with the Ripper each player alternately places a Peeler on the table until a
total of three have been deployed. They must also be within 15” of the table centre and
must be at least 10” away from a fellow Peeler.
Jack the Ripper then deploys within 6” of the centre of any table edge, followed by Holmes
and Watson, who are placed within 6” of the opposite table edge.
9
John Fletcher (order #4845012) 6
The Game is A foot
The scenario is set at night and as such line The Peelers are moved by the player that
of sight is limited to a maximum of 18”. The has initiative for the current turn, at their
Ripper automatically has the initiative for base movement rate in the ‘Action Phase’.
the first turn. Once the alarm has been raised, the
Peelers may run and charge into combat.
At the end of the Maintenance Phase the
Public are moved in a random direction. Neither the Public nor Peelers may be
Place the scatter template so the centre moved off the table, if they come into
is over the head of a model with the ‘1-2’ contact with the table edge they should be
pointing towards the table edge on which moved as if they have come into contact
the Ripper deployed. Roll a d10 and move with a solid object, as described above.
the model 4” in the direction indicated on
the template. Should the model’s move be
obstructed, by a wall for example, move the
model in a direction as close possible to the
one rolled for.
Triumph
Jack the Ripper wins if he has managed to harvest the organs from four or more members
of the public.
Holmes and Watson win if the Ripper Fails to harvests the organs from 4 members of the
public before the end of turn 10.
10
John Fletcher (order #4845012) 6
QUICK PLAY SHEET
Turn Sequence
Each turn is broken down into
four phases.
1. Maintenance Phase-
Completed simultaneously by
each player.
2. Initiative Phase
3. Action Phase
4. Combat Phase
Resolve any combats as
described in combat section.
Mv-Movement, C-Combat,
Mk-Marksmanship,
S-Strength, F-Fortitude,
A-Attacks, W-Wounds,
B-Bravado, Ar-Arcane.