During the American Revolution, one of the key political figures was Ben Franklin. But many people do not know that Ben’s son William remained loyal to the crown even after the war began.
William served as the colonial governor of New Jersey and fled to England after the fledgling United States won its independence. The embittered William had inherited much of his father’s genius. Swearing vengeance on the United States, he began to form a secret conspiracy to bring the new nation to its knees.
When he realized that his plans would take decades to come to fruition, he used his vast scientific knowledge to prolong his life—replacing parts of his body with mechanical apparatus.
200 years later, the cyborg that was once William Franklin still plots to destroy America.
When Ben learned of his estranged son’s evil plans, he dedicated his life to stopping him. He also “cyborgized” himself to gain near immortality. Both Ben and William have upgraded their mechanical parts through the years, including a stun-ray implanted in Ben’s left eye and a mini-rocket launcher in William’s right-hand fingertips.
Both men recruited equally immortal assistants. William tracked down Benedict Arnold, who had been turned into a vampire not long after his infamous act of treason. Arnold appears to be a normal human, but in combat his hands transform into long talons and he can change his shape to appear to be another person.
Ben, in the meantime, had an encounter with the ghost of Aaron Burr, who was cursed to wander the Earth until he somehow redeemed himself for having killed Alexander Hamilton and for having later plotted against his country. Aaron has the ability to briefly possess and control others.
For many years, Ben and William clashed. Ben always managed to prevent the worst of William’s plans from being successful, but William’s subtle machinations were responsible for the assassination of President Garfield in 1882, the sinking of the battleship Maine in 1898 and the stock market crash of 1929.
The centuries-long battle continues…
WARNING: This campaign requires either making pogs or digging up some sort of appropriate figures to represent Ben Franklin, William Franklin, Aaron Burr and Benedict Arnold.
Their respective stats:
BEN FRANKLIN:
Move—8 (Leap/Climp)
Attack—10 (Incapacitate)
Defend—17 (Willpower)
Damage—2 (Choose either Outwit or Probability Control before each scenario)
Range—8 (1 target)
WILLIAM FRANKLIN:
Move—8 (Flurry)
Attack—10 (Energy Explosion)
Defend—17 (Willpower)
Damage—2 (Choose either Outwit or Probability Control before each scenario)
Range—8 (2 targets)
AARON BURR:
Move—8 (Phasing & Mind Control)
Attack—10
Defend—18 (Super Senses)
Damage—1
Range—6 (1 target)
{Aaron Burr may mind control 100 point+ figures without taking the normal damage.)
BENEDICT ARNOLD:
Move—10 (Leap/Climb)
Attack—10 (Blades/Claws/Fangs)
Defend—17 (Super Senses)Damage—2 (Shape Change)
Range—0
There are no point values for these figures because they are assigned to players in specific scenarios at no added costs to their teams.
MAPS: Each scenario will have a specific map assigned to it. If a particular map is not available, players should be able to mutually agree on substitutes. Roll dice to resolve any disputes.
HEROES & VILLIANS: The player controlling Ben and Burr will be referred to as the Hero. The player controlling William and Arnold will be referred to as the Villain.
FEAT CARDS: Neither player may use Lazarus Pit or ICWO. Otherwise, Feat cards may be assigned freely in each scenario. The special pogs detailed above are always free, but Feat cards can be assigned to them at normal cost.
THEME TEAMS: The inclusion of the special pogs on the team does not prevent either player from getting the usual Theme Team bonuses if they are otherwise applicable.
VICTORY POINTS: Add up Victory Points normally at the end of each scenario and keep a running total. The player in the lead at the end of the campaign is the winner.
“THEY GOT BEN!!”: Keep track of how many times one of the special pogs are KOd. Whichever player is ahead on pog KOs at the end of the campaign gets 250 bonus points.
Example: During the campaign, Ben is knocked out twice and Burr once. That gives the Villain 3 pog KOs. But William was knocked out once and Arnold 3 times. That gives the Hero 4 pog KOs. So the Hero gets the 250 bonus points.
BFC CARDS: After set-up is complete for each scenario, but before play begins, each player rolls two dice. If one player rolls higher AND rolls an even number, he may play one BFC card of his choice to be in effect for this scenario only.This BFC may not be cancelled.
SCENARIO #1: South Pacific Throwdown
In early 1945, William begins supplying secret help to guerilla fighter Ho Chi Minh, who is fighting both the French and the Japanese in the steaming jungles of French Indochina. His motive involves complex political machinations designed to weaken the U.S. after World War II ends. Ben learns of his plans and recruits the Invaders to help stop his son.
THE MAP: Use the Swamp Map that came with the Hellboy Starter set.
TEAM SIZE: 400 points
THE HERO: The Hero uses the Ben Franklin pog. He may use any characters with the Invaders keyword. He may use the duo Cap and Bucky figure instead of separate figures for those two characters. He may also use any number of Easy Company troopers borrowed from the DC Universe to represent regular soldiers assigned to help. (No named figures like Sgt. Rock or Little Sure Shot are allowed—just generics.)
The Villain uses the William Franklin pog. The composition of his team takes a little explanation:He has made allies among the Axis forces. He many use TWO of the following figures: Baron Strucker, Baron Blood, Baron Zemo, or Red Skull. He has recruited a team of Martial Arts assassins. He may use any number of Hand Ninjas, plus any one version each of the following Indy figures: Arashi, Kabuki, Shi, Boon, Death Dealer. He may use any number of Major Maxim figures--here representing genetically-enhanced Nazi soldiers.
William has also managed to gain control over a race of monstrous “swamp demons” that inhabit the area. He may use any number of the following figures: Ultimate Abomination, Hecate, Man Thing, Abe Sabian, and Man Bat.
SET-UP: Roll for 1st player and set up normally.
LENGTH: The Scenario runs for 10 rounds.
SCENARIO #2: CONGRESSIONAL CHAOS
Years later, William resurfaces, sending his minion Benedict Arnold to recruit a team of supervillains and assassinate a particular congressman. A battle in the streets of Washington DC ensues when Aaron Burr arrives with some heroic help.
THE MAP: The first player chooses any Urban map setting (except for the Metropolis street map).
TEAM SIZE: 400 points
THE HERO: The Hero uses the Aaron Burr pog. He may use any one version of each of the following figures: Spider Man, Daredevil, Shang Chi, Iron Fist, Power Man, Black Widow, Black Cat, Firestar, Iceman, Angel, Wolverine, Doctor Strange, Clea, Nighthawk (may not use Sinister Syndicate version), Valkerie, Blade, Two Gun Kid, Hawkeye, Mockingbird.
THE VILLAIN: The Villain uses the Benedict Arnold pog. He may also use any number of Vampire Lackeys as well as any one version each of any figure with the Sinister Syndicate Team Ability or the Serpent Society Team Ability. (Exception: He may not use Nighthawk.)
THE TARGET: The Hero places the Politician pog from the Marvel Map set with his team. The Politician may be given a free Move action every turn and does not push (so may move every turn). The Politician is immune from direct attack as long as it is adjacent to one of the Hero’s figures. He may still be KO’d indirectly via Energy Explosion or Pulse Wave.If the Politician is KOd, the Villain gains an extra 50 points. If he’s still around at the end of the scenario, then the Hero gets the 50 points.
SET-UP: Roll for 1st player and set up normally.
LENGTH: The Scenario runs for 10 rounds.
SCENARIO #3: AWKWARD FAMILY REUNION
Ben makes an attempt to reconcile with his son. The two meet at the Museum of Natural History in New York. But the Avengers learn that William is double-crossing his father. They arrive in the nick of time to try to save Ben.
THE MAP: Use the Museum map
TEAM SIZE: 300 points
THE HERO: The Hero uses the Ben Franklin pog. He may use any figure with the Avengers keyword.
THE VILLAIN: The Villain uses the William Franklin pog along with any one version each of any figure with the Sinister Syndicate Team Ability or the Serpent Society Team Ability. (Exception: He may not use Nighthawk.)
SET-UP: Roll for 1st player and set up normally.
LENGTH: The Scenario runs for 10 rounds.
SCENARIO #4: DEAL WITH THE DEVIL
William allies himself with Hydra. With other hero teams busy on their own missions, Ben turns to the X-Men to put a stop to this.
THE MAP: Use the Underground Base map.
TEAM SIZE: 400 pointsTHE HERO: The Hero randomly picks either the Ben pog or the Aarron Burr pog. He may also use any one version each of any figure with the X-Men Team Ability.
THE VILLAIN: The Villain randomly picks either the William pog or the Benedict Arnold pog. If he uses the Arnold pog, he may use any number of Vampire Lackeys. He may use any number of Hydra generics (exception: no more than one medic) and any number of Dreadnaughts. He may also use any number of figures with the Masters of Evil Team Ability, whom William has recruited as another cog in his current plan.
SET-UP: Roll for 1st player and set up normally.
LENGTH: The Scenario runs for 10 rounds.
SCENARIO #5: THE NEGATIVE ZONE
William travels to the Negative Zone to obtain a new power source he’s discovered. Ben comes to Reed Richards to ask for help in stopping him.
THE MAP: Use the Space map, here representing the Negative Zone
TEAM SIZE: 500 points
THE HERO: The Hero uses both Ben and Aaron Burr. He may use one version of figures with the Fantastic Four or Inhumans keyword.
THE VILLAIN: The Villain uses both the William and Benedict Arnold pogs. He may use either Annihilus OR Blastaar. He may use any number of Vampire Lackeys, as well as any number of Parademon scouts/warriors borrowed from DC and Saurian Troopers from Indy to represent Negative Zone aliens. He may also use any one version of figures with the Masters of Evil Team Ability or the Serpent Society Team Ability.
SET-UP: Roll for 1st player and set up normally.
LENGTH: 12 rounds
FINAL VICTORY: Total all victory points earned. If the Hero is ahead, then William is finally defeated. He’s lost in the Negative Zone forever, Aaron Burr is released from his curse and Ben can finally turn his now immortal genius to peaceful pursuits.If the Villain is ahead, then it’s Ben who is lost in the Negative Zone. William’s complex plans finally come together and American society disintegrates into chaos
Game For Heroes
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