The following are the rules and scenarios for a campaign set in the Marvel Universe. One player, heretofore referred to as the Villain, will use the Sinister Syndicate and some generic goons to carry out his plot to kidnap and brainwash the president. His opponent—the Hero—plays Nick Fury, SHIELD and an assortment of superheroes and government agents racing to save their leader. In one scenario, the Hero will actually field a team of bad guys that the Sinister Syndicate have reason to attack.
WARNING: This campaign requires owning or borrowing a lot of generics, mostly the various SHIELD operatives, Checkmate agents and Doombots.Also, this campaign uses the “mix & match” style of campaign design, where figures from the DC and/or Indy sets are used to represent specific types of characters in the Marvel Universe.
MAPS: Each scenario in the campaign has a specific map designated. If that map is unavailable, the players should be able to decide on a viable alternative. Resolve any disputes with a dice roll.
BACKGROUND: Doctor Octopus has been foiled by that accursed insect Spider Man for the last time! This time, his plan is sure to succeed! Doc Ock has learned that Doctor Doom has designed a new mind control device—something that can be used to gain permanent control over another human being. Ock now plans to steal that device and use it on…. the President of the United States!
Phase one of the plan: Kidnap the President.
Phase two: Steal Doom’s mind control device
Phase three: Use the device on the President, then allow him to “escape” or be rescued.
Then Doctor Octopus will rule the most powerful country in the world—pulling the strings of his mind controlled puppet!
TEAMS: In each scenario, the Villain MUST play a Doctor Octopus, using the same version each time. He may also use any other figure with Sinister Syndicate TA. He may not play duplicates of these characters and MUST use the same version of any one character throughout the campaign. Other than Doc Ock, the Villain has complete freedom regarding which of these figures to use in each scenario. (For instance, he can use Sandman in Scenario #1, then choose not to use him in Scenario #2, then use him again in Scenario #3, etc.)
Also, the Villain MUST use at least three Checkmate agents in each Scenario. (These represent mercenaries that Ock has recruited and supplied with battle suits and weapons.) He may use more if he wants.
Finally, Doc Ock has found two damaged Dreadnaughts in an abandoned Maggia hideout. He’s repaired and reprogrammed them. The Villain must announce at the beginning of the campaign what level of Dreadnaughts he has available, but always has the option of whether to include either or both on his team in any scenario.
The Hero will have different characters available in each scenario. See the scenario descriptions for more information.
Neither player may use the ICWO or Lazarus Pit Feat cards. Otherwise, both players may freely use Feat Cards as desired.
CAPTURED: At the end of the first three scenarios, roll one die for each KO’d Sinister Syndicate member. If a 6 is rolled, he’s been captured by the authorities and is permanently removed from the campaign. Doctor Octopus is immune to capture.
DESTROYED: At the end of the first three scenarios, roll one die for each KO’d Dreadnaught. If a 6 is rolled, then the Dreadnaught is irreparable or its remains were not recovered. Remove it permanently from the campaign
SCENARIO #1: Assault on Camp David.
BACKGROUND: The president is spending a quiet weekend at Camp David—a weekend about to be shattered when the presidential retreat is assaulted by Doc Ock and his band.
TEAMS: The Villain gets a 400 point team.The Hero gets a 200 point team (only 200 points?) made up of any combination of SHIELD agents/troopers/snipers, HDC troopers, DEO agents and Gotham Undercover agents (These last two represent plainclothes Secret Service). The Hero is not required to use all these types of figures, but simply has the option of using them. He also uses the Politician pog, but does not include this in his point build.
MAP: Use the House map that came with the Inside Adventure kit.
SET UP: The Villain announces which side will be his starting area. Both players then place objects normally.The Hero then sets up first, placing the Politician pog anywhere inside the house. At least one figure must be placed at each entrance, either immediately inside or immediately outside that entrance. All other figures are set up inside the house.The Villain then sets up his figures in his starting area. The Villain moves first. There is NO first-turn immunity in this scenario.The DARKNESS battlefield condition card is in effect for this scenario.
THE PRESIDENT: The Villain must kidnap the president (the Politician pog). To do so, he must make a close combat attack against the pog, adding two to the pog’s defense. If successful, the pog has been captured by the attacking figure. That figure now carries the pog with him and can move at whichever of them as the slowest speed value.The President can be rescued if the figure carrying him is KO’d. He can still be kidnapped by another figure.The President cannot be damaged in any way. He may not be targeted by any damage dealing attack. He may not be Incapacitated if he already has an action token. Neither player may use Energy Explosion or Pulse Wave if there is a chance the President will take damage as well. (Both sides, for their own reasons, will avoid putting the President at risk.)
Unless the President is currently captured, the Hero may move him as a free move each turn providing this does not push the pog into a KO.
VICTORY: The scenario ends as soon as the Villain carries the captured President into his starting area.The Hero is not expected to win this scenario, but the better he does, the more advantages he’ll gain in the final scenario. These advantages represent clues he gains from forensic examination of the crime scene and interrogation of prisoners. He gains one “clue” for each of the following accomplishments:
1) For each “named” figure he KOs.
2) For every two Checkmate agents and/or Dreadnaughts he KOs.
3) For every five turns the scenario lasts without the Villain escaping with the prisoner.
If the Hero actually manages to pull off a win by wiping out the Villain’s team before the President is taken away—then he wins the campaign. Stop here and (if you’re the Villain) give him all your Heroclix because he obviously deserves them.
SCENARIO #2: Villian vs. Villain
BACKGROUND: Doctor Doom has smuggled his mind control device into Manhattan where he’s planning on eventually using it to carry out his own plan for world domination. But Doctor Octopus has found out about it and wants the device for himself.
TEAMS: The Villain forms a 400 point team.The Hero, in this case, is not using heroes. He forms a 400 point team. He’s required to use Doctor Doom (any version) and may use any number of Doombots. Doom has brought in some supervillains for added security, so the Villain may also use any one version of each of the following: Klaw, Taskmaster and any member of the Serpent Society.
MAP: The Hero picks the map. He may use the Factory map that came with the Inside Adventure kit, the Factory map that came with Armor Wars, or the Chemical factory map that came with the Icons starter set.
SET-UP: The Villain is first player. Choose sides and set up normally.
VICTORY: This scenario runs for 12 rounds, with normal victory conditions applyingIf the Villain wins, he gains control of the mind control device free and clear. If the Hero wins, then Ock must take extra time to design and build his own mind control device. This allows the Hero time to acquire more clues. Roll one die and add this amount to the number of clues earned in the first scenario
SCENARIO #3: A Narrow Escape
BACKGROUND: Meanwhile, SHIELD and the Avengers (with the help of Spider Man—recruited because of his experience fighting Ock) have been trying to locate the missing President. Close on Doc Ock’s trail, they nearly catch him at one of his hideouts, located near an abandoned construction site. They are too late to rescue the President--who Ock has already sent on to his main base—but they might be able to recover some more clues before Ock destroys all the evidence.
TEAMS: The Villain forms a 400 point team.The Hero also forms a 400 point team. He may use Nick Fury, any SHIELD LE, and any number of SHIELD agents/troopers/snipers. He may use one SHIELD medic. He may use any one version of Spider Man. Finally, he may use any figures with the Avengers key word. Remember—no named duplicates. He may use Clay Quatermain, Gabe Jones, Dum Dum Dugan, and/or Sharon Carter.
MAP: The Villain picks the map. Use the Construction Site map that came with the Outdoor Adventure kit, the Starro harbor map or the convention-exclusive Carnival map.
VICTORY: This battle goes for 10 rounds, with normal victory conditions. If the Hero wins, he manages to drive the bad guys off before they can destroy or remove any evidence still at their old hideout. Roll 1 die and add this to the number of clues earned.If the Villain wins, then he does destroy all clues before retreating. The Hero gains nothing.
SCENARIO#4: Mind Control Mayhem
BACKGROUND: Doctor Octopus is about to start the mind control process on the President—but it may be too late. That accursed webslinger and his allies have already arrived!
TEAMS: The Villain forms a 600 point team.The Hero forms a 500 point team, but can add to this by spending “clues” he’s hopefully earned from the first three scenarios. He may use Nick Fury, any SHIELD LE, any number of SHIELD agents/troopers/snipers, and one SHIELD medic. For this scenario, he may also use up to three Mandroids. He may use Clay Quartermain, Gabe Jones, Dum Dum Dugan and/or Sharon Carter. Also, he may still use any figures with the Avengers key word and any one version of Spider Man. (If he repeats any named characters from Scenario #3, he must use the same version.) Once again, don’t forget the “no named duplicates” rule.
The Hero may spend 1 clue to add 25 points to his team build. He may not spend more than 4 clues on this. (In other words, he can’t get his team build over 600.)
In addition (or instead of) spending clues to add to his team, he may buy the following advantages. Each advantage costs 2 clues:
• Once during the game, a character may perform a legal close combat attack or a ranged combat attack as a free action. This is in addition to taking a regular action that turn
.• Once during the game, a character that normally has to roll for breakaway may do so automatically.
• Once during the game, at the beginning of your turn, a character may heal one click.
• Once during the game, at the beginning of your turn, you may assign one of your characters the Poison power for the duration of that turn.
• Once during the game, any time during your turn, you may outwit any power on the board for the duration of one action.
• Once during the game, any time during your turn, you may “teleport” one figure (yours or your opponent’s) 6 squares in a straight line in any direction of your choice. You may buy multiple “copies” of each advantage.
MAP: Use the Underground Base map that came with the Indy starter kit.
SET-UP: The Hero is first player. Choose sides and set up normally.
When setting up, the Villain places the politician pog in one of the corner squares on his side of the map. This is the President, currently trapped in a stasis tube. While in the stasis tube, the President is immune to attack or damage.
SPECIAL: Unknown the Doc Ock, the stasis tube containing the President is malfunctioning. If the battle lasts longer than five rounds, the President mutates into a hideous monster and begins to rampage around the lab.
At the beginning of round 6, replace the President with a veteran Swamp Thing. This is the President-Monster. At the end of each player’s turn following this event, the player may take any legal action he desires with the President-Monster. (The players basically take turns using the monster.) The President-Monster is not given action tokens and is immune to Incapacitate and Mind Control. It may be attacked normally otherwise by either player. If the President-Monster is KO’d, then he reverts to normal and falls unconscious, to be recovered by the victor of the overall battle.
NOTE: The President-Monster’s phasing works normally in every way EXCEPT that he must always roll for breakaway when given a move action while adjacent to any of either player’s figures.
VICTORY: The battle is to-the-death. If one side is wiped out while the President-Monster is still active, then the Monster is automatically subdued and cured by the surviving team.If the Hero wins, the President is saved.If the Villain wins, Doc Ock is able to finish his brainwashing before the President “escapes.” Doctor Octopus secretly rules the United States.
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