BACKGROUND: After a tough Danger Room session, the X-Men are sent out to find a new mutant detected by Cerebro. Little do they realize that they are in a race to reach this powerful mutant before Magneto does.
TEAMS: One player will be using figures with the X-Men keyword, while the other player will be using various bad guys in each scenario. Heretofore, the two players will be referred to as the Hero and the Villain respectively.
Players may use only one version of any named character on his team. The Hero must use the same version throughout the campaign. (So if he uses the Experienced Cyclops in Scenario #1, he must continue to use that version in the following scenarios.)
EXCEPTIONS: There are, of course, a number of characters who have a version with the X-Men keyword and another version with the Brotherhood keyword. Only one version of the character can appear in the game. If there is any conflict about which player gets to use whom, settle the matter with a dice roll.
FEAT CARDS: The Hero may play ICWO (option 1) in any scenario. This represents a telepathic link with Professor X.
The Villain may use ICWO (option 1) in Scenarios 1, 3 and 4. In the first scenario, it represents the Danger Room computer’s tactical control of the holographic opponents. In Scenarios 3 and 4, it represents an evil telepath that Magneto has recruited to help direct tactics during battle.
Neither player may use Lazarus Pit.
Otherwise, Feat cards may be freely assigned and players need not use the same feat cards in each scenarios.
SCENARIO #1: DANGER ROOM SESSION
The X-Men go up against a new program that randomly generates simulations of their many opponents.
Map: Use the Danger Room map that came with the Danger Room starter set.
Teams: Both players form 600 point teams. The Hero should keep in mind that he will be using these exact same figures to form two 300 point teams for the next two scenarios. (Though he will be able to change feat cards if he wishes.)
The Hero must include both Cyclops and Storm on his team. (These will be his team leaders in the next scenario.)
The Villain may use any one version of each of these characters: Any allowed figure with the Brotherhood keyword; Sauron; Juggernaut; Sabertooth; Calisto; Black King; White Queen; Black Queen; Brood Queen.
The Villain may also use as many of the following figures as he wishes: Sentinels; Morlocks; Hellfire Club guards; Brood Warriors; Multiple Man/Madrox.
Set-Up: Roll for 1st player and set up normally.
BFC: The Danger Room is set to randomly change environmental conditions half-way through the program. At the end of round 6, roll one die. The following BFC card goes into effect:
1-2: Low Gravity
3-4: Astral Plane
5-6: Radiation Leak
Length: 12 rounds
Victory Conditions: Calculate victory conditions normally.
CONSEQUENCES: If the X-Men lose, then it lowers their morale slightly. The Villain then gets a 10 point build bonus in either Scenario #2 or #3. The Villain chooses which one. (So the Villain may build a 310 point team for one of these battles. He still gets the base 3 actions per turn, though.)
If the X-Men win, then their morale is high. In this case, the Hero gets to pick either Scenario #2 or #3 and take the 10 point build bonus.
INTERLUDE:
Soon after the Danger Room session, Cerebro detects two new mutants. The available X-Men are divided into two teams to investigate.
Using the same characters used in Scenario #1, the Hero builds 2 300-point teams. He need not use the same feat cards.
One team must include Cyclops, the other team must include Storm. These are the team leaders.
The Hero then secretly notes which team will be used in Scenario #2 and which will be in Scenario #3. He does not reveal this information to his opponent until after the Villain has built his own teams for these scenarios.
SCENARIO #2: HIGHER EDUCATION
One of the new mutant signals is actually a decoy, set by Magneto in order to lure at least some of the X-Men away from the real mutant. The decoy leads one of the X-teams into a building being used by Taskmaster for the latest version of his Henchmen-training school. Magneto could care less about Taskmaster—he justs wants to keep the X-Men distracted.
Map: The Villain will choose the map, picking either the Chemical Factory from the Icons starter set, the convention-exclusive Castle Ruins map, the Warehouse from the Marvel Premiere set, the Starro harbor map or the Underground Base map from the Indy Starter set.
Teams: 300 point teams. The Villain must use any one version of Taskmaster, plus any one version of any figure with the Serpent Society or Sinister Syndicate TA. (These represent villains either hired as teachers/security or who are there to hire some newly graduated minions.
To represent his students, Taskmaster MUST use at least 50 points of figures consisting of any number of Checkmate Agents (minions who have completed Advanced Weapons and Body Armor classes) and/or any number of Henchmen, Thugs, Criminals and Lackeys (representing minions still in the early stages of training.)
Set-Up: Roll for 1st player normally. The Villain picks the map whether or not he’s first player, but otherwise the normal set-up procedures apply.
BFC: No BFC card is in effect.
Length: 10 rounds.
Victory Conditions: Normal victory conditions apply.
CONSEQUENCES: If the Hero loses, randomly choose one of his KO’d figures. This figure is not available to use in Scenario #4.
In the unlikely event that the Villain wins without KOing anybody, randomly pick one figure from the Hero’s entire team.
If the Hero wins, he avoids this unpleasant consequence.
SCENERIO #3: THE RACE FOR RECRUITMENT:
The second X-team encounters Magneto and the Brotherhood near the home of the real mutant. The two factions battle for the chance to recruit him.
Map: The mutant was doing some shopping, unaware of the violence that is about to enter his life. Use the shopping mall map.
Teams: 300 points. The Villain must use any one version of Magneto. He also uses any allowed character with the Brotherhood keyword. (Since any Brotherhood characters who appeared in the Danger Room session were just holograms, the Villain is not obligated to use the same version of these characters in this scenario.) He also managed to recently recruit some disaffected Morlocks—he may use any number of these.
Set-Up: Roll for first player and set up normally.
BFC: No BFC card is in effect.
Length: 10 rounds
Victory Conditions: Normal Victory Conditions apply.
CONSEQUENCES: The winner gets a chance to talk to the new mutant and recruit him to their side.
The mutant has the ability to inhabit someone else’s body for one hour. During this time, his body and the mind of the person he’s possessing are teleported to a small subspace pocket.
The mutant jumps into the body of an opposing team member. Randomly choose one NAMED character from the losing team. This figure then switches sides and becomes a member of the other team for the final battle. This figure is assumed to have the X-Men keyword if he joins the Hero 0r the Brotherhood keyword if he joins the Villain.
Scenario #4: Final Battle
The two sides regroup. Magneto calls in reinforcements while the two X-teams join together.
Map: Use the shopping mall map again AND keep any debris markers from Scenario #4 in place. (Objects will be replaced, though)
Teams: 500 point teams. The Hero forms his team out of the two X-teams used in the previous two scenarios. If he won the previous scenario, he MUST use the body-swapped character taken from the Villain.
The Villain must use the same version of Magneto he used in Scenario #3. If he won the previous scenario, then he MUST use the body-swapped character taken from the Hero. He also uses any allowed figure with the Brotherhood keyword (he need not use the same characters again, though he must use the same versions of any characters he does reuse.) He may also use any number of Morlocks.
Set up: Roll for 1st player and set up normally.
BFC: The Debris BFC card is in effect for this scenario.
Length: 12 rounds.
Victory Conditions: Calculate victory points normally. The winner of this battle wins the campaign, sending his enemy down to ignoble defeat and recruiting/capturing the newly discovered mutant.
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