Dr. Victor von Doom has tried many plans to achieve world domination. His latest scheme is more awesome in scope. The Latverian monarch plans to use a new device to gain control of Ego, the Living Planet. With the power of Ego at his command, Doom can easily gain control of the entire planet---nay, the entire galaxy!!!!
In this campaign, one player will control Dr. Doom and his minions and allies as he completes the steps of his plan to control Ego. The other player will control the Fantastic Four and their allies, as they race to stop Doom. Heretofore, the two players will be referred to as the Villain and the Hero respectively.
MAPS: Each scenario will require a specific map—or give the players a choice between several maps. If a specific map is not available, then players should be able to agree on a reasonable substitute. Roll dice to resolve disputes.
VICTORY POINTS: Players should keep a running total of victory points throughout the first three scenarios. The player with the most points going into the last scenario will be given a build-point advantage. The winner of the 4th scenario will win the campaign.
TEAMS: The Villain chooses one version of Dr. Doom to use throughout the campaign. He may use as many Doombots as he wishes. Also, Doom has allied himself with both the Frightful Four and the Red Ghost and his Super Apes (with plans to betray them all after he achieves his goal, of course)—so the Villain chooses any one version of the following figures: Wizard, Sandman, Trapster and EITHER Hydroman or Electro. He also includes the Red Ghost and all three Super Apes.
When building a team for each scenario, the Villain must always use Doom. He must always use at least two members of the Frightful Four and/or the Super Apes team. Otherwise, he may change his team and re-assign Feat Cards freely between fights.
The Hero picks one version each of the original FF. He may also use any other character that has either Fantastic Four or Inhumans as a key word. He is also given a scenario-specific guest star for each battle.
When building a team for each scenario, the Hero must use at least two of the original FF. Otherwise, he may change his team and re-assign Feat Cards freely between fights.
ARCH-ENEMIES: Regardless of what versions of Doctor Doom and Mr. Fantastic are used, they are considered Arch Enemies throughout the campaign.
FEAT CARDS: Neither player may use ICWO or the Lazarus Pit. Otherwise, Feat cards may be freely assigned.
SCENARIO #1: RUMBLE IN THE JUNGLE.
Doom has designed a device that, if set up on Ego’s equator, will suppress the Living Planet’s consciousness and allow Doom to control him. But Doom lacks two key ingredients. He must have a newly designed Anti-Matter Generator invented by a Wakandan scientist. Also, he must have a sample of Savage Land Vibrinium. (Unfortunately for Doom, Wakandan Vibrinium has the wrong properties, complicating his logistics.)
Doom assaults a factory hidden in the Wakandan jungle to obtain the generator. The Fantastic Four, assisted by the Black Panther and some other allies, move to intercept him.
MAP: Use the Armor Wars factory map.
TEAMS: 400 point teams. The Hero must include any one version of Black Panther on his team.
SET-UP: Roll for first player and set up normally.
LENGTH: 10 rounds.
VICTORY: Calculate victory points normally. If the Villain wins, then Doom has made off with the generator. If the Hero wins, Doom fails to get hold of it. His back-up plan, bribing a low-level tech to download the information that allows Doom to build his own anti-matter generator, is successful, but this takes more time and allows the accursed Richards to continue pursuing him.
SCENARIO #2: RAPTOR ATTACK
Doom next travels to the Savage Land, where he attempts to steal some Vibrinium. He once again encounters the accursed Fantastic Four, this time allied with Ka-Zar.
MAP: The first player chooses either Park map (from the Marvel Premiere set or the Danger Room set), the Swamp map from the Hellboy starter set or the Japanese Gardens map from the Indy starter set.
TEAMS: 400 points again. The Hero must include Ka-Zar on his team.
SET-UP: Roll for first player and set up normally.
SPECIAL RULES: A pack of velociraptors charge in just as the battle begins, creating headaches for both Hero and Villain.
During set-up, right after placing objects, players take turns putting a total of ten small plastic dinosaurs on the map. Place them on the map using the same rules as placing objects, except that they may not be placed adjacent to either player’s starting area.
At the end of each player’s turn, after he had completed ALL other actions, that player may move and/or attack with one of the dinosaurs.
1. The dinosaurs affect LOF and force breakaway rolls just as normal figures do.
2. The dinosaurs are neutral. They must always make breakaway rolls themselves in order to move if they begin their turn next to either player’s figures.
3. The dinosaurs are immune to Incapacitate and Mind Control. They are not given action tokens and never push.
4. The dinosaurs have a movement of 12. They’re fast little suckers.
5. The dinosaurs have Charge, Blades/Claws/Fangs and Super Senses. They also have the Armor Piercing Feat Card assigned to each of them.
6. The dinosaurs have no attack, defense, or damage numbers. 7. If a dinosaur attacks, roll two dice. On a 2, the dinosaur panics, runs away and is removed from the game. Any other number is a hit, with a die roll for Blades/Claws/Fangs to determine damage. Knockback for rolling doubles and critical hits for rolling 12 still apply.
8. Any damage-dealing attack targeting a dinosaur hits on any dice roll other than a critical miss. If the dinosaur misses its Super Senses roll, it is destroyed. Remember that if a dino is caught in a Pulse Wave, he doesn’t get his Super Senses roll. He’s simply a goner.
9. Dinosaurs may be TK’d. No attack roll is necessary to do this.
LENGTH: 10 rounds
VICTORY: Calculate victory points normally. If the Villain wins, then Doom has stolen the Vibrinium. If the Hero wins, Doom flees from the Savage Land in defeat, but later obtains the Vibrinium on the international black market. This slows him down, though, causing him to once again lose valuable time.
SCENARIO #3: STAR WARS
Doom now has what he needs to build and implant the control devise in Ego. He heads into space, only to be intercepted part way there by Richards and his foolish followers. Doom’s route took him near Shi’ar space and Richards contacts them to obtain help.
MAP: Use the Supernova Space map. All the special rules for this map apply.
TEAMS: 400 points again. The Hero must use at least one of the following figures (and may use more than one): Corsair, Hepzibah, Raza, Binary, Gladiator, Shi’ar generics, Lilandra.
The Villain has the option of including Deathbird on his team for this scenario only.
SET-UP: Roll for first player and set up normally.
LENGTH: 10 rounds.
VICTORY: Calculate victory conditions normally. If the Villain is victorious, then he reaches Ego quickly. If the Hero wins, then Doom must fall back and take an alternate, longer route to reach Ego, once again losing time.
SCENARIO #4: “I AM EGO!!!”
Doom finally reaches his goal and begins to set up his device. But first he must battle both the Fantastic Four and the planet itself.
This scenario includes Ego creating “anti-bodies” to fight off the invaders. These are man-sized beings formed out of dirt and rock, able to either blast targets at range with Ego’s living energy or pound away in close combat. These creatures can be represented by Special markers, but if the players are able to make up pogs, that would look better. Small plastic figures of some sort might also look good.
Since players will be obligated to randomly choose figures for some of Ego’s attacks, they should prepare a method for doing this beforehand (dice rolls, picking names out of a hat, etc.)
MAP: The first player chooses either one of the Park maps, the Swamp map or the Japanese Gardens map.
TEAMS: 500 points. Whichever player is ahead on points, though, gets a 20 point build bonus. (The player still gets the 5 base actions per turn.) This represents how quickly Doom was able to carry out his plan and how much time Richards had to prepare a strike against him. The Hero must include one (and only one) of the following figures on his team: Captain Mar-vel, Binary, Warbird, Silver Surfer, or Quasar.
SET-UP: Choose sides and set up normally.
SPECIAL RULES: At the end of each player’s turn, after he has completed all his regular actions, he goes through the following steps:
A. Roll 1 die
1-3: Place an “anti-body” in any open square. There may be a maximum of 5 “anti-bodies” on the board at any time. If there are already 5, perform the lightning strike option described below.
4-5: A lightning strike attacks a figure. Choose a figure randomly (including both yours and your opponent’s as possible targets), then roll for a Psychic Blast attack against that figure. Attack Value is 9 and Damage is 1.
6: Roll two dice. On a 2 or 3, carry out the effects of the Earthquake BFC card immediately. “Anti-bodies” are immune to the effects of Earthquake.
B. Give any one “anti-body” an action. If the chosen “anti-body” is able to attack, it must do so, even if the only available target is a friendly figure. If there is more than one target, the player decides which to attack. If no targets are within range, the player may move the “anti-body” however he wishes.
“ANTI-BODY” STATS:
Move: 7
Attack: 9 Range: 6 (one target)
Defense: 16 (toughness)
Damage: 1 (Armor Piercing)
“Anti-bodies” effect LOF and breakaway just as normal figures do.
LENGTH: 12 rounds.
VICTORY: This is it. If the Villain wins, then Doom gains personal control over the most powerful being this side of Galactus and eventually conquers the galaxy. If the Hero wins, then Doom has been foiled yet again—he returns to Latveria to brood.
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