View Full Version : Mid-Season Scenarios!
Well, as indicated during the draft period, during our Mid-Season draft, I thought we have a two week period where we would stray a little from our normal games.
During this "All-Star Break" you the player will have the opportunity to play an extra game. You can earn STATs in this game, but will not have the chance to upgrade after it.
Anyways, I asked for you the player to submit some scenarios for us as a league to play.
So I'll be posting these scenarios below. You can read them now, and then I'll be sending around a ballet for you to vote which you like the best.
Also, it's not too late to send in a scenario suggestion. Just shoot me a PM. Thanks for looking and I hope everyone finds these ideas as fun as I did.
Between the Ticks of the Clock
By Peers
Reality as you know it has come to a stop... except for your team. Following a trail of cryptic clues, you believe you've discovered the reason... another team of individuals, the only other living things not frozen in time.
It's time to beat some answers out of them, before the Timefreeze begins to stop you, too.
Setup: Normal
Team Build: 400 points
Map: Marvel 2
Special Rules:
1) Terrain created by powers (via Barrier or Smoke Cloud) does not go away at the end of the turn.
2) At the end of turn 3, total up the value of your remaining figures. If it is greater than 350, select a friendly figure to be KOed (if the figure is undamaged, your opponent does not receive victory points for it; otherwise they get victory points as normal). Repeat this every three turns, lowering the total value by 50 points each time (IE, turn 8: 300 pts, turn 12: 250 pts, etc).
Playing in Space
by feluwelt
Setup: Normal
BFC: Low Gravity
Team Build: 400 pts
Map: Any
Special Rules
1) All characters are either fying and are in soaring or grounded figures are in space suits and are considered soaring. There is no blocking terrain on the map. Hindering terrain is considered asteroids and you only gain bonus for standing on it, hindering does not effect LOS purposes. Objects can only be used by super strength figures that are alowed to start by carrying an asteriod. When they lose superstrength there asteriod floats away at 1D6 squares oponents choice. If the object is used it is destroyed as normal.
2) Space is 3d so no characters can block LOS to each other. Any character can target any other character as if they were Colossal sized figures. Range still apllies and characters can still be based in close combat to prevent them from using ranged attacks but there is no hiding in space
3) Knockback damage = 0 at all times
Custody Battle
by Melkhor
Setup: After both players have set up, but before the first turn is taken, each player rolls a die, the winner places a randomly determined child pog (either Franklin Richards or Lian Harper) in one of the four center squares of the map in a space that it can legally occupy.
Team Build: 400 pts (No pogs allowed)
Map: Any
Special Rules
1) "I'm taking you home kid/Let go of that kid!"
Any figure can attempt to capture the child following the normal sentinel rules. The child may not be transferred. Should the character carrying the child be KO'ed, place it in the square your character occupied. An opposing character can attempt to free the kid as per the normal rules. Note that the kid cannot be dropped off in your deployment area during the game, unlike normal captives.
2) "I can see my house from here...."
If a character carrying the child goes into soaring mode at any point during his action, the kid will struggle out of his hands, fall to the ground and be KO'ed by the falling damage. This will count as "child abuse" (see below).
3) "Child abuse!"
If the child should be KO'ed as a result of an action taken by any player, the opponent is considered to have captured it at the end of the game.
4) "Stranger - Danger!"
If, after both players have taken their turn, the child is adjacent to one or more figures and has no tokens, give the child a move action. If the child successfully breaks away, it moves its full movement value, trying to get as far away from all figures as it possibly can. If the child is not based, but has an action token, remove it. The player who decides this move should rotate.
5) "If you can't take care of it, the government will!"
If the child is still on the map and not currently captured by any figure at the end of the game, both players loose 100 victory points (to a minimum of zero)
6) "We'll take good care of you kid"
If, at the end of the game, the child is held by either player, award that player an additional 100 points
7) "There's no place like home"
If at the end of the game, Lian Harper is held by either Roy Harper (Legacy R Speedy, Legacy EV Arsenal or Legacy LE Roy Harper Jr.) or Cheshire (Unleashed REV Cheshire or Unleashed LE Jade), that player gains an additional 100 points.
Likewise, if Franklin Richards is held by Reed Richards (Clobberin Time REV Mr. Fantastic) or Susan Richards (Clobberin Time RE Invisible Girl, Clobberin Time V Invisible Woman or Clobberin Time LE Susan Richards) that player gains an additional 100 points.
NINJA-SLAYING DERBY
by mbauers
Set-Up: 10 hand ninja figures start in the middle of the board (close combat ninjas). Can be, 3 Vet, 3 Exp, and 4 Rook.
Team Build: 400 pts
Map: Any
Special Rules
1) Turn order goes player 1, player 2, enemy.
2) Every enemy turn, all ninjas can make one move. They must move as far as possible towards the nearest figure for the two players. If they start adjacent to a player's figure, they must attack.
3) Every turn, 2 more ninjas appear. For every ninja that is killed, there is a 50% chance that an additional ninja appears. Roll 1 six sided die. On the result of evens, a new ninja appears. On the results of odds, no new ninja appears. All new ninjas materialize at the end of the ninja turn, in the middle of the board.
4) Newly appeared ninjas are Rook for turns 1-5, Exp for turns 6-10, and Vet for turns 11-15.
5) Scenario lasts for 15 turns. At the end of the 15th round, whoever killed the most ninjas wins.
Invasion!
by rouge2
The Dominators have invaded Earth in the middle of the Fantasy Tournament, setting off their Metagene Bomb! All participants have been affected and have been stripped of their Powers and Abilities. Can the heroes (and villains) prevail without the use of the attributes that set them apart from everyday Joes?
Set-up: Normal
Team Build: 400 points
Map: Any
Special Rules:
1) All clixs begin the game with all Powers, Team Abilities and Feats countered.
2) At the beginning of Player One's third turn, and every third turn after that (i.e turn 6, 9, 12, etc). the player rolls one die. Based on the die roll, all characters on the board have the following "activated":
1. Powers in the Speed Slot
2. Powers in the Attack Slot
3. Powers in the Defense Slot
4. Powers in the Damage Slot
5. Team Abilities
6. Feats
3) If a player rolls a number that had previously been rolled, then the power, Team Ability or Feat indicated is once again countered.
Infinity Gauntlet Rumble
by WakandaMan
Set-up: Place a special token in the middle of the center four squares in the map to represent the guantlet.
Team Build: 400 points
Map: Any
1) Players roll two dice for initiative. To pick up the Gauntlet, figures must take a move action while adjacent to it at the start of their turn. Regardless of the character's powers and abilities, if at least one other character is adjacent to the Gauntlet, they must roll a normal break away roll in order to pick it up. As soon as the character picks up the Gauntlet, they gain +1 to all stats including range, and are now called the "Gauntlet Wielder". Whenever the Wielder clears of one or more tokens, their stats increase by one more. The Wielder cannot use any of their speed powers.
2) Stealing the Gauntlet: The Wielder can lose the Guantlet in four ways:
- If the Wielder is KOed, the Guantlet falls to the ground where they were, and can now be picked up as described above.
- If a Critical Hit is rolled against them, the attacker automatically steals the Gauntlet.
- If the Wielder is affected by knockback, they do not move, but rather the Gauntlet is knocked off of their hand along the normal knockback path. If that path goes through another character, then that character catches it and becomes the new Wielder.
- If the Wielder rolls a Critical Miss, they have made a grave error and the character they were attacking gains possession of the Gauntlet, becoming the new Wielder.
3) How does it end?: If the Wielder gains +8 to all of their stats, they have mastered the infinite power of the Gauntlet and the game ends automatically. Otherwise, whoever has possession of the Gauntlet at the end of 16 turns wins the game.
Bank Job
by Kazzigum
“Okay, I’m tired of all this sneakin’ around and doing this small thing to manipulate that other small thing, all in the name of some grand scheme that will make us masters of everything. We been doin’ that, for what, ummm, how long has it been again? And where has it gotten us? We’re still skulkin’ around in the alleys. And we ain’t been paid in months! Where’s the money?!? Show me the MONEY! Ahhh, screw this! There’s a bank right down the street – let’s go get us some coin! "
Setup: As the game begins, the Villain Team (Player One) stands outside the bank facing the entrance (along the map edge outside the mall; standard deployment).
At the start of the game the Hero Team (Player Two) is split into two separate groups, the On-the-Scene group and Reinforcements group (see the Special Rules below for details).
Player One places first, followed by Player Two (only the On-the-Scene group).
Order of Play: Player One takes the first turn.
Team Build: 400 points
Map: Marvel Map 1 Inside (the ‘Mall’)
Special Rules
1) As play begins, only part of Player Two’s team starts on the map – the On-the-Scene group. This group consists of two Security Guard bystanders (Hypertime; Adventure Kit) and up to 50 points worth of Player Two’s team (must include at least one team member unless no member is 50 points or less). The Security Guards are considered free bonus members of Player Two’s team and so do not count against his build total. Player Two may place the members of the On-the-Scene group anywhere inside the bank (blue squares inside the building), except the vaults (see below).
2) Player Two’s Reinforcements group (consisting of the remainder of his team) does not begin play on the map. Instead, they arrive on the scene at the beginning of Player Two’s third turn (they are placed before Player Two takes his turn and may be given actions as normal). The Reinforcements group may be placed along the street at either (or both) end of the bank’s entrance (any of the nine squares along the map edge to either side of the ‘Mall’ entrance – A-16 through A-24 and X-16 through X-24). Player Two may decide to split the members of the Reinforcement group up between the two separate ends of the street if he wishes during their placement.
3) Bank Vaults
* The bank has two vaults, represented by the two small rooms opposite the Player One’s starting area, one to either side of the large chamber on that side of the map (on Creationmatrix maps Vault 1 is squares D-1, D-2, E-1, E-2, F-1, F-2, G-1 and G-2, while Vault 2 is squares R-1, R-2, S-1, S-2, T-1, T-2, U-1 and U-2). These vaults contain the money the villains are trying to steal in this scenario (represented by Loot tokens, which are explained below). At the beginning of the game, before placement, Player Two places three tokens of some kind inside each of these vaults to represent the Loot.
* Both vaults begin play sealed by heavy steel doors – block both entrances with barrier tokens, which are permanent unless destroyed per the standard rules.
4) Picking Up & Carrying Loot
* To pick up a Loot token, a figure need simply enter the square it occupies. A figure may hold a number of Loot tokens equal to the number of hands it has (and may pick them all up at the same time without penalty if they are available). However, unless the figure has at least one of its hands free (i.e. not carrying a token), it may not make attacks against opposing figures.
* Figures carrying Loot tokens may not voluntarily relinquish them under any circumstances. A figure carrying one or more Loot tokens that is K.O.ed, suffers Knockback or is the subject of Force Blast, automatically drops the tokens in an adjacent square (chosen by the player that caused the drop).
Note the following exceptions to the above rules:
• Figures with Plasticity may pick up a token (s) by simply moving to a square adjacent to it and need not actually enter its square.
• Figures with Super Strength may hold any number of tokens and can still attack opposing figures regardless of how many they are holding.
5) Reinforced Back Wall
* The back wall of the bank (including inside the vaults) – represented by the thick black line on the edge of the map opposite Player One’s deployment zone – has been specially reinforced to protect the vaults. This wall is considered impenetrable for game purposes (cannot be destroyed, penetrated or passed though in any way – including though the use of Phasing/Teleport or similar game mechanics).
6) Making a Getaway
*The ultimate goal of the villains in this scenario is to break into the bank, steal as much cash as they can and then escape with it. To that end, Player One’s goal is to have his team members escape off the edge of the map with Loot tokens. Any member of Player One’s team who is carrying one or more Loot tokens may escape off the edge of the map at any time following the standard movement rules (i.e. it must be the figure’s turn and he must be given a Move or appropriate Power action). All edges of the map are viable for this purpose except the reinforced back wall (see above), though only the edges bordering the street outside are considered open – all others inside the bank are treated as walls per the Danger Room rulebook. It costs 1 point of movement to pass over the edge of the map (assuming it is open or otherwise passable to the figure in question).
* Figures that pass over the edge of the map to escape are removed from play and may not return (and are considered still standing for victory point purposes).
7) Game Length
* The game lasts 18 turns or until one of the following conditions is met: all Loot tokens have been taken from the map or all of either player’s figures are K.O.ed, have left the map or some combination of both.
Victory Conditions: Once the game is over, victory is determined using standard victory points modified as follows:
• Player One receives +25 victory points for every Loot token he manages to escape off the map edges with by game’s end.
• Player Two receives +25 points for every Loot token still inside either vault by game’s end. He also receives +10 points for every Loot token still inside the bank (excluding the vaults).
Optional Rules: For those who really like their games even more chaotic, one or more of the following optional rules can also be used:
Innocents on the Scene: The bank is open and its midday, so there are innocent people on the scene. In addition to all standard rules of play, the players also make use of the optional rules for innocent bystanders presented in the article “Standing Around” from Critical Hit magazine issue # 7. Recommended bystanders for this scenario are: Aunt May, Businesswoman, Foggy Nelson, Martha Kent, Movie Star (Hey look! It’s Iceman!) and Reporter.
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