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Madrox1737
04/16/2007, 05:43
Here is a new one, let me know what you think.

An Enemy of My Enemy is My Friend

600 Points, Six Actions per Turn

Each team MUST contain ONE set of archenemies.

“This has got to be some kind of sick joke.” That is all you can think when you wake up, the last thing you can remember being the smell of some kind of noxious gas. Now you and your team are on the verge of a battle and you have an unwelcome visitor. Your worst enemy, your most hated foe, is now chained to you at the wrist. You try to with all your power to free yourself but nothing you can do can break the chains. Worst part about it is… your enemy just woke up.


The Rules:

Your arch enemies MUST remain side by side. When one moves your next move MUST be to move the other one adjacent. The two characters share the movement value of the slowest of the two. They can not carry each other, nor are they allowed to carry others. Carrying an object is allowed but may or may not be in your best interest. When one of the characters is knocked out they do not leave the board. The remaining character’s movement is halved and the KO’ed character base moves with them, must be placed in an adjacent square after the movement, and counts as a square of hindering terrain.

At the beginning of your turn if you have both archenemies in play you will roll 1 six sided die and compare the result to this table:

6: No effect, they are both working together as best they can.

5: The archenemies start to argue, they can not be assigned an action this turn.

4: The chain becomes tangled, assign each character an action token. (May cause pushing damage but does not count toward your actions this turn. A character assigned their first token in this way can still push to take an action this turn. Any archenemy that has two tokens on it when this result is rolled takes one unavoidable click of damage.)

3: Your opponent may immediately assign an action of his choice to the lower cost figure. This counts as an action for YOUR turn as if you had made the action yourself. For this action the figure is considered opposing to your force as if it was your opponent’s figure but it still retains the movement of the slowest of the pair. If this action results in the two archenemies being separated your next move MUST bring the two back into adjacency.

2: Your opponent may immediately assign an action of his choice to the higher cost figure. This counts as an action for YOUR turn as if you had made the action yourself. For this action the figure is considered opposing to your force as if it was your opponent’s figure but it still retains the movement of the slowest of the pair. If this action results in the two archenemies being separated your next move MUST bring the two back into adjacency.

1: This is treated as a result of 3, then 2. Your opponent must follow the rules for movement as if the archenemies were on his team. At the end of the two actions they must be adjacent.

BattlinBichon
04/16/2007, 12:44
Sounds great i just wish i was going to be in town to play. I'd use sinisters DD and Bullseye.

darthfatty
04/16/2007, 13:10
Wow. I'd prolly just use the cheapest arch combo I could so they wouldn't be wrecking the rest of my team on a roll of 1-3.

Puuka
04/16/2007, 13:22
Cheapest AE combo
R Hand Ninja (11) LE Elektra (19)
Followed by
R Hand Ninja (11) Daredevil (32)
Then
R Black Manta (24) R Aquaman (27)

Kalel21
04/16/2007, 13:22
This is a great scenario. I think the one thing that needs to be added is that the the two characters should get just one breakaway roll for the both of them if needed.

I'm gonna give this one a try with a friend of mine ASAP.

Madrox1737
04/16/2007, 16:18
I had not thought of that. lol Now that you mention it yeah, that has to be in the rules. Either that or you have to make both break away rolls before moving either one. If you want to play test it both ways and let me know how ya fair.

Hey Mark! I am going to use Vet Legacy Bats and Hush with a Batman theme team. Going to get crazy!

RaptorM79
05/06/2007, 06:34
what if instead of rolling a 1 you dou both 1 and 2, if you roll a one you roll another six sided die and on the result of a 6 the characters are now seperated and can act on their own.

just a thought sounds like lots of fun.