Wyldstaar
06/05/2004, 00:27
It's new and improved for your scenario gaming pleasure! I created this scenario waaaay back when Hypertime hadn't even been released yet. I've tweaked it a bit to make it more suitable for the current state of the Heroclix Universe. The stats for a Teleport Pylon are still available on URLMaker's Online Dial Maker. I've also done a re-format of the scenario to match the standard Wizkids layout from the map sets.
ALIEN INVASION! 2.0
Four Teleport Pylons have mysteriously appeared inside S.T.A.R. Labs! A swarm of alien invaders from across the galaxy has begun to pour into the building through the pylons. They have come to steal eight historic artifacts from the laboratory, for hidden inside each of these relics is a piece to an ancient weapon of limitless power!
It is suggested that the Defending Heroes build total be at least 600 points for this scenario.
SETUP: “HERE THEY COME!”
Use the S.T.A.R. Labs Interior map for this scenario.
Before placing objects, Player 2 places eight artifact tokens (a chess piece or quarter will do, or be innovative and create your own) along the edges of the map, two artifacts per edge.
Next, Player 1 must place the four Teleport Pylons in the four corners of the S.T.A.R. Labs logo in the center of the map. The Teleport Pylons may not be moved by any means from their locations.
Player 1 represents the Alien Invaders, and may only use generic non-human figures with point values of 25 points or less each in his/her force. Player 1 must build his/her opening force using a build total that is ¼ of Player 2’s build total, but still has the same number of actions available as Player 2 (Example: For a recommended sized Defender team of 600pts, the Invaders opening army should be 150pts but still has 6 actions per turn). The force of Player 1 is to be assembled within 2 squares of the S.T.A.R. Labs logo. At the beginning of each of Player 1’s turns, one Alien Invader figure appears at any point between each pair of Teleport Pylons. Give these appearing figures a free move action, cutting their Speed in half.
Player 2 represents the Defending Heroes who must protect the artifacts at S.T.A.R. Labs, and repel the Alien Invaders. Any figures may be used. The force of Player 2 begins at one edge of the map as per standard Heroclix rules.
Optional Rules
Player 1 may role 1D6 at the beginning of his/her turn. On a roll of 1-5, one figure will appear and move as stated above. On a roll of 6, a Power Invader appears in the center of the pylons as part of the Player 1 force. There must be at least three pylons for a Power Invader to appear. If a 6 is rolled, roll again. A roll of 1 or 2 results in a 100pt Sentinel, 3 results in the Unique Super Skrull, 4 results in the Unique Ronan the Accuser, 5 results in a 200pt Sentinel, and 6 in a 300pt Sentinel. Power Invaders may not capture an artifact or opposing figures.
Rather than having only one Defending Heroes team, there may be two, three or even four individual forces working in unison. The Alien Invaders force will begin the game with ¼ of the combined build total of all the Defending Heroes forces. Each individual force must begin the game at a separate edge of the map, as per standard Heroclix rules.
SPECIAL RULE
“Protect the Artifacts”
There are eight artifacts throughout the laboratory, and the Alien Invaders intend to make them their own. It is the duty of the Defenders to foil their evil plans.
Player 1 must attempt to capture the eight artifacts and teleport them away. To do this, Player 1 must have 4 figures in adjacent squares to the artifact. The 4 figures must each use an action to make the capture. Once the capture is made, the artifact and all 4 of the capturing figures are teleported off the map. Player 2 may attack the Teleport Pylons as well as the Alien Invaders. If only one Teleport Pylon is remaining, only artifacts and the figures that capture them can be teleported away. Player 1 may not teleport new Alien Invaders onto the map with only one pylon.
Player 1 receives 50 points for every artifact captured. Player 2 receives 100 points for each Teleport Pylon KO’ed.
VICTORY
Players score victory points per the standard Heroclix rules and the “Protect the Artifacts” special rule, above. The game ends when all eight artifacts are captured (resulting in an automatic Player 1 victory), all four of the Teleport Pylons are destroyed (resulting in an automatic Player 2 victory), or the time limit is reached.
ALIEN INVASION! 2.0
Four Teleport Pylons have mysteriously appeared inside S.T.A.R. Labs! A swarm of alien invaders from across the galaxy has begun to pour into the building through the pylons. They have come to steal eight historic artifacts from the laboratory, for hidden inside each of these relics is a piece to an ancient weapon of limitless power!
It is suggested that the Defending Heroes build total be at least 600 points for this scenario.
SETUP: “HERE THEY COME!”
Use the S.T.A.R. Labs Interior map for this scenario.
Before placing objects, Player 2 places eight artifact tokens (a chess piece or quarter will do, or be innovative and create your own) along the edges of the map, two artifacts per edge.
Next, Player 1 must place the four Teleport Pylons in the four corners of the S.T.A.R. Labs logo in the center of the map. The Teleport Pylons may not be moved by any means from their locations.
Player 1 represents the Alien Invaders, and may only use generic non-human figures with point values of 25 points or less each in his/her force. Player 1 must build his/her opening force using a build total that is ¼ of Player 2’s build total, but still has the same number of actions available as Player 2 (Example: For a recommended sized Defender team of 600pts, the Invaders opening army should be 150pts but still has 6 actions per turn). The force of Player 1 is to be assembled within 2 squares of the S.T.A.R. Labs logo. At the beginning of each of Player 1’s turns, one Alien Invader figure appears at any point between each pair of Teleport Pylons. Give these appearing figures a free move action, cutting their Speed in half.
Player 2 represents the Defending Heroes who must protect the artifacts at S.T.A.R. Labs, and repel the Alien Invaders. Any figures may be used. The force of Player 2 begins at one edge of the map as per standard Heroclix rules.
Optional Rules
Player 1 may role 1D6 at the beginning of his/her turn. On a roll of 1-5, one figure will appear and move as stated above. On a roll of 6, a Power Invader appears in the center of the pylons as part of the Player 1 force. There must be at least three pylons for a Power Invader to appear. If a 6 is rolled, roll again. A roll of 1 or 2 results in a 100pt Sentinel, 3 results in the Unique Super Skrull, 4 results in the Unique Ronan the Accuser, 5 results in a 200pt Sentinel, and 6 in a 300pt Sentinel. Power Invaders may not capture an artifact or opposing figures.
Rather than having only one Defending Heroes team, there may be two, three or even four individual forces working in unison. The Alien Invaders force will begin the game with ¼ of the combined build total of all the Defending Heroes forces. Each individual force must begin the game at a separate edge of the map, as per standard Heroclix rules.
SPECIAL RULE
“Protect the Artifacts”
There are eight artifacts throughout the laboratory, and the Alien Invaders intend to make them their own. It is the duty of the Defenders to foil their evil plans.
Player 1 must attempt to capture the eight artifacts and teleport them away. To do this, Player 1 must have 4 figures in adjacent squares to the artifact. The 4 figures must each use an action to make the capture. Once the capture is made, the artifact and all 4 of the capturing figures are teleported off the map. Player 2 may attack the Teleport Pylons as well as the Alien Invaders. If only one Teleport Pylon is remaining, only artifacts and the figures that capture them can be teleported away. Player 1 may not teleport new Alien Invaders onto the map with only one pylon.
Player 1 receives 50 points for every artifact captured. Player 2 receives 100 points for each Teleport Pylon KO’ed.
VICTORY
Players score victory points per the standard Heroclix rules and the “Protect the Artifacts” special rule, above. The game ends when all eight artifacts are captured (resulting in an automatic Player 1 victory), all four of the Teleport Pylons are destroyed (resulting in an automatic Player 2 victory), or the time limit is reached.