This is a campaign set in the Marvel Universe. One player will control HYDRA, the other AIM. These are their “home teams.” Both players will be taking turns using other, different groups against their opponent’s home team during the first four scenarios. In the fifth and last scenario, the two players will match their home teams against one another.
WARNING: This campaign requires owning or borrowing a lot of generics—most specifically HYDRA and AIM agents, as well as Dreadnaughts & Ninjas. Also, the Bat Sentry will play the part of an ancient alien robot in the last scenario. This campaign also assumes that the players have access to certain maps. If a map designated for a scenario is not available, then the players should be able to mutually decide on a good substitute. Otherwise, the players should fight a duel to the death to decide which map to use. (This can be messy, but gets you in the proper frame of mind to play a terrorist organization.)
DC, ULTIMATES & INDY FIGURES: Figures from the DC and Indy sets will be used to represent various characters & monsters in the Marvel Universe for this campaign.
Players may use Ultimate versions of named characters ONLY if both players agree to this.
MAPS: For each scenario, a specific map is designated. If that map is not available to the players, they should be able to mutually agree on an alternate map. Settle disputes over what map to use in any one scenario with a die roll.
FEAT CARDS: Neither player may use the “In Contact with Oracle” or “Lazarus Pit” cards. Otherwise, both players may use feat cards freely and do not have to include the cost of feat cards in their 600 point pools.
BACKGROUND:
AIM—a terrorist group that began its existence as the scientific arm of HYDRA. The two groups broke away from each other, pursuing different paths towards world domination. Since the break-up, HYDRA & AIM have occasionally worked together but just as often clash with one another.
In this campaign, the two groups are gradually heading towards yet another battle with one another. This time, the winner could very likely go on to rule the world!
Scientists for both groups have learned of the existence of a large, super-powerful robot hidden on Earth by alien explorers many centuries ago. The aliens visited several different cultures around the globe and left clues to the robot’s exact location. Both groups send out teams frantically searching for these clues. Recover of the robot will finally give you THE POWER YOU NEED TO CONQUER THE WORLD! BWA-HA-HA-HA-HA-HA-HA!
TEAMS: Each player now creates a 600 point pool from which to form home teams for the individual scenario.
AIM: The AIM player gets Modok for his leader. He must use as close to 150 points of AIM agents as his collection allows. He may include 1 or 2 AIM medics. He may include up to 5 Dreadnaughts. (Any level) No terrorist organization worth its salt is without a squadron of battle robots.
He may include up to five Sentinel Troopers (Representing AIM agents in battle armor and jet packs.)
He may include any number of Hand Ninjas (AIM has subcontracted the services of a secret assassination cabel.)
AIM has also hired any or all of the following supervillains (The player may include any ONE version of each of these):Abomination; Absorbing Man; Titania; Rhino; Wrecker; Klaw; Taskmaster; Yellowjacket; Moonstone; Beetle; Thunderball; Goliath: Armin Zola; Piledriver; Bulldozer; Stilt Man; Super-Adaptoid
HYDRA: HYDRA chooses EITHER Red Skull, Baron Strucker, or Viper (or the Madame Hydra LE) for his leader.
He must use as close to 150 points of HYDRA agents, footsoldiers, technicians and officers as his collection allows.
He may include 1 or 2 HYDRA medics. He may include up to 5 Dreadnaughts. (any level) Once again, if you’re a self-respecting terrorist, you need your battle robots.
He may include up to five Sentinel Troopers (Representing HYDRA agents in battle armor and jet packs.)
He may include any number of Hand Ninjas (Like AIM, HYDRA has also hired out the services of a super secret assassination cabals. There’s a lot of super secret assassination cabals out there. )
HYDRA may hire any or all of the following supervillains (The player may include any ONE version of each of these):Sandman; Kraven; Hobgoblin (or Jack-o-Lantern in place of Hobby); Boomerang; Blizzard; Mysterio; Vulture; Whirlwind; Mr. Hyde; Sabertooth; Scorpion; Silver Samurai; Electro; Baron Blood; Living Laser
SCENARIOS:
The AIM player MUST include his leader on his team in either Scenario #1 or #3. He may use him in both scenarios if desired. The HYDRA player MUST include his leader on his team in either Scenario #2 or #4. He may use him/her in both scenarios if desired. (There no sense in being the leader of a terrorist organization if you don’t get to personally see your minions throw their lives away at your whim from time to time.)
CAPTURES: Whenever a figure of either player’s home team (other than the leader) is KO’d, roll one die. On a six, the figure is removed permanently from the campaign.
SCENARIO #1:
AIM researchers discover that hieroglyphics carved into ancient Olmec ruins in the jungles of Mexico contain information regarding the location and operating procedures of the robot. Modok sends a 300 point team to investigate.
But agents of SHIELD have learned about the operation. Though he doesn’t yet know AIM’s motive, Nick Fury dispatches a 300 point team to intercept them.
The AIM player forms a 300 point team out of his pool. He must use at least 50 points of agents.
SECRET WEAPON: One AIM agent (identified by keeping a Special marker underneath him) is carrying a prototype weapon. Known as M.E.L.T.S (Multi-barreled Emitter LeThal Spraygun), the weapon emits a powerful gas that eats victims away from the inside. To use the weapon, the agent carrying it must perform a power action. All enemy figures within two squares take one click of damage, which (like pulse wave) ignores all powers and team abilities. Friendly figures (equipped with nose filters) and Mandroids (equipped with an internal breathing system in the armor) are immune. The weapon is lost when the agent carrying it is KOd.
The HYDRA player takes the part of SHIELD for this scenario, using a 300 point team. He may use Nick Fury, Dum Dum Dugan, Gabe Jones, Clay Quartermain and/or Sharon Carter; any number of Shield generics; 1 SHIELD medic; 1 or 2 Mandroids. He may also use up to 2 of the following 3 heroes: Captain America, Black Widow, Hawkeye, Mockingbird.
SECRET WEAPON: One SHIELD agent or trooper (identified by keeping a Special marker underneath him) is carrying a prototype weapon. Known as the SCREAMER, it emits a high-pitched whine that disables opponents by affecting their inner ear. To use the weapon, the figure carrying it must perform a power action. All enemy figures within two squares receive an action token and take appropriate push damage. (IMPORTANT NOTE: If a figure already has two action tokens—he STILL takes another click of push damage). All powers and team abilities are ignored when this weapon is used. Friendly figures (who all have special ear plugs) and Dreadnaughts (who don’t have inner ears) are immune. The Weapon is lost when the figure carrying it is KOd.
MAP: Use the Japanese Garden map that came with the Indy set. Here it represents Olmec ruins in the jungles of Mexico. (Use your imagination, for heaven’s sake.)
SET-UP: Choose sides and set up normally, with the AIM player moving first.
VICTORY: The Scenario runs for ten rounds. Normal victory conditions apply. If the AIM player wins, he gets a clue to the robot. If not, he doesn’t. (This will affect play in the last scenario.)
SCENARIO #2:
Meanwhile, HYDRA has learned of a clue carved on a stone buried beneath what is now a shopping mall in Sioux City, Iowa. A 300 point team is dispatched to get it. Police respond to the initial alarms and a call to the Avengers is also placed.
The HYDRA player forms a 300 point team out of his pool. He must use at least 50 points of agents/footsoldiers/techs/officers.
The AIM player forms a 300 point team of cops and Avengers. He must use at least 100 points of cops--employing any number of Gotham PD and/or SWAT; and up to two Gotham undercover agents (representing plainclothes detectives). The rest of the team is made up of any of the following figures with the Avengers key word: Wasp, Vision, Scarlet Witch, She Hulk, Hercules, Quicksilver, Thor, Iron Man, Black Panther, Black Knight, Ant Man (or Giant Man), Swordsman, Mantis, Machine Man.
MAP: Use the Shopping Mall map. There’s a sale on Nike sneakers, but it is not recommended that either player expend actions trying them on.
SET-UP: Choose sides and set up normally, with the HYDRA player moving first. Also, set up twelve bystander tokens. Any tokens may be used. Each player places six of the tokens, placing them at least 4 squares from each set-up area and at least two squares away from each other.
BYSTANDERS: The tokens represent panicky shoppers. Each player, at the end of his turn, may move one token in any direction up to its full movement value. Tokens do not need to make breakaway rolls, but still force other figures to make breakaway rolls normally. They may not be targeted for attacks, though can be KO’d via splash damage or pulse wave. {The idea here is for players to use the tokens judiciously to block line-of-fire or force inconvenient breakaway rolls.}
VICTORY: The Scenario runs for ten rounds. Normal victory conditions apply. If the HYDRA player wins, he gets a clue to the robot. If not, he doesn’t.
SCENARIO #3:
The AIM player sends a team to a frozen lake in the Artic Tundra. A slab with another clue to the robot is located beneath the ice. This time, though, they will have to face off with the X-Men in order to get their prize.
The AIM player forms a 300 point team out of his pool. He must use at least 50 points of agents.
The HYDRA player forms a 300 point team of figures with the X-Man key word. (The HYDRA player may opt to make a team with figures that have the Alpha Flight key word instead of the X-Men.)
MAP: Use the blank side of the Armor Wars map. The two factions are battling on a frozen lake. The terrain works identically to water---it is hindering terrain for movement only.
SET-UP: In addition to placing objects, each player places three rubble markers on the map. Otherwise, set up normally, with the AIM player moving first.
VICTORY: The Scenario runs for ten rounds. Normal victory conditions apply, with the AIM player earning a clue to the robot if he wins.
Scenario #4:
The HYDRA player learns that the last remaining clue to the robot is located in a subterranean cavern. In order to obtain this clue, he must fight his way past the minions of Mole Man.
The HYDRA player forms a 300 point team out of pool. He must use at least 50 points of agents/footsoldiers/technicians/agents.
The AIM player uses Mole Man (any level) and at least 50 points of moloids. He can also use any of the following figures from the Indy and DC sets—all of whom in this case represent subterranean monsters under Mole Man’s control:
Ultimate Abomination; Hecate; Swamp Thing; Solomon Grundy; Fury; Man Bat.
Only one Ult. Abomination, Hecate, Swamp Thing and/or Solomon Grundy can be played, but Fury and Man Bat represent the females/males of a mutant bat species and the player may field multiple figures of them.
Also, it’s not impossible for some Morlocks to have gotten down deep enough below their subway tunnels to meet up with Mole Man, so up to 5 Morlocks may be used.
He can also use up to five Vampire Lackeys.
He may also use Giganto.
MAP: Use the park map from the DC Premiere set. This represents a vast underground cavern lit by phosphorescent walls. The trees are actually giant mushrooms.
SET-UP: Choose sides and set up normally.
VICTORY: The Scenario runs for ten rounds. As usual, if the HYDRA player wins, he gets a clue to the robot.
THE FINAL SCENARIO:
Now it is time to decide who will rule the world and who will be crushed under the boot of their opponent like the worm he is!!
In the best comic book tradition, both players learn the location of the underground base where the robot is located at the same time. They enter the base from opposite ends at the same time, both with the object of acquiring the robot.
Both players make 500 point teams out of their pools. If a player has had enough figures captured so that he can’t field 500 points, then he should either come as close as possible OR run home crying and hide in a dark closet. Both players get 5 base actions per turn regardless of the size of the team.
Both players MUST field their leaders in this scenario.
MAP: Use the secret underground base map that came with the Indy Set. Place the Bat Sentry in one of the four center squares—determining the exact square randomly.
SET-UP: Roll dice for determining who moves first, then pick sides and set up normally.
GETTING CONTROL OF THE ROBOT: Both players are attempting to gain control of the robot. To do so, the player must have his leader or one of his agents/footsoldiers/technicians/officers on/adjacent to one of the computer terminals on the map. Then follow this procedure:
The figure performs a power action. This represents him trying to hack into the ancient alien computer system and program the robot to be a willing slave.
After performing the action, roll two dice. Add 1 for each clue gained during the initial scenarios. If the result is 12 or higher, that player gains immediate control of the robot. It becomes a member of his force.For each successive attempt to control the robot after the first, add 1 more to the dice roll.
EXAMPLE: The HYDRA player has two agents on/adjacent to a computer terminal. He had gained one clue during the initial scenarios. He has one of the agents perform a power action, then rolls two dice and adds 1. He rolls a 6, so he does not control the robot.He has the second agent perform a power action. He rolls 2 dice and this time adds 2. (One for the clue and one for one previous attempt.) He rolls an 8. 8+2=10, so he still does not control the robot.
One his next turn, he has the two agents plus his leader next to terminals. One of the agents pushes to take another power action. Two dice are rolled, adding 3 to the result.(1 for the clue and two for two previous attempts.) But he rolls a 4—still not good enough.
His leader takes a power action, rolling two dice and this time adding 4. The dice come up 10. 10+4=14 and HYDRA now controls the robot.
Computer terminals may be destroyed as per normal destroying terrain rules to prevent them from being used.
THE ROBOT: The robot has the Fortitude feat card assisgned to it. Also, he has Super-Imperviousness throughout his dial. (Replacing Toughness whenever that power is showing). Super-Imperviousness works just like regular imperviousness except that it ignores damage done on a roll of 1-4. This baby is hard to hurt. The robot is also considered to be a giant figure for the sake of this scenario.
VICTORY: This scenario is to-the-death. Last man standing wins. Obviously, the player that gains control of the robot is more than likely going to win. The loser of the campaign should be taken to the nearest disintegration chamber immediately. If no disintegration chamber is available, simply drop him in a pit of acid.The winner will—in theory—go on to rule the world, squashing all opposition under his iron fist. In reality, of course, his mad plans will be stopped in the nick of time by those annoying superheroes. Enjoy the fruits of your victory while you can. BWA-HA-HA-HA-HA-HA-HA-HA!!!!
Game For Heroes
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