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Arkham Escape! A Solitaire Scenario

Posted 07/25/2012 at 10:34 by Uberman
Updated 07/25/2012 at 10:52 by Uberman
You're a low-level thug in the employ of one of the major players in the Gotham Underworld. Unfortunately, your boss is currently being held up at old Arkham Asylum. Fortunately, you've found a way in. Unfortunately, you're not really sure how to get out...

What You'll Need:
The Arkham Asylum map [There are two maps with this name. Both are usable, but they have different Set-Up specifics; see below]
1d8
2 Low-Level Thugs
10 Inmates [Batman Enemies preferred]
2 Guards [Any Police-type generic, whose combined point value is not lower than the combined value of the Low-Level Thugs]
1 Warden [Characters named Gordon work well]
9 Heroes [characters with the Gotham City, Police, or Detective keyword whose point value when added to the Warden's is not lower than the point value of your 10 Inmates]
12 BLOCKED Tokens [10 if you're using the DKR map]
2 C4 markers
6 standard Objects
Standard Terrain markers

Setting Up:
Stack the cards of your Inmates into a deck. Stack the cards of your Heroes into a second deck. If you've chosen any figures that do not have character cards, use proxies and note whose card belongs to whom.

Place 1 C4 marker on each of your Low-Level Thugs' cards.

Place object tokens adjacent to any wall, at least 4 squares away from any other object.

For the Arkham Asylum [AA] Map:
Place the specific feature in the noted spaces:
BLOCKED Tokens: J3, F4, E5, H7, D9, L9, N12, E13, D18, M18, H20, L21
Guards: H12, I13
Warden: I16
You begin in one of the starting areas, adjacent to the table.

For the Arkham Asylum [DKR] Map:
Place the specific feature in the noted spaces:
BLOCKED Tokens: B4, B10, B12, F6, F8, F12, K10, K12, O8, O12
Guards: E3, L3
Warden: H2
You begin in the starting area in Row 23/24.

BLOCKED Tokens represent that the opening to the room is sealed. Treat the blocking terrain on either side of the BLOCKED token as if it were continuous along the appropriate edge. BLOCKED tokens are clear terrain.

Breaking Out the Boss:
You go first. You receive three actions per turn [although you only have 2 characters for the time being]. Your goal is to break out your gang leader and his associates. You can do this in a few ways. Your Low-Level Thugs all gain the following ability: LOCKPICK Give this character a power action when adjacent to a BLOCKED token. Roll a d6; on a result of 5-6, remove the BLOCKED token from the map.

You also have C4, which is more effective, but much less conspicuous. To use C4, give the character a free action and place the C4 marker in an adjacent space. If a character with a C4 token is KOed, place the token in the square that character occupied. A friendly character can pick up a C4 token as a free action.
At the beginning of your turn, each character in or adjacent to a square containing a C4 token is dealt one unavoidable damage, all walls along the edge of the square are destroyed, and any adjacent BLOCKED tokens are removed from the map. When C4 detonates, the Arkham Staff immediately goes into Alert status if they are not already [see below].

When you open a cell, by either picking the lock [removing the BLOCKED token] or blowing out a wall, shuffle your Inmate Deck and reveal the top card. Place the corresponding figure on one of the Bed squares in the cell. You may give this figure an action immediately if you have one available.

While Guards are in Patrol status, neither you nor the Guards receive action tokens for taking actions.

The Asylum Staff and the Heroes
Powers of the Opposition: The Arkham Asylum staff and the meddling Heroes play slightly differently than under normal Heroclix rules. When an opposing figure has any of the following powers, substitute it instead for the Heroclix: Alpha equivalent: Perplex, Outwit, Leadership, Super-Strength, Barrier, and Smoke Cloud.

Any Special Powers or Abilities will be used by the opponent when applicable, and use your best judgment to make them logically function if they involve the above altered powers.

Patrol Status: Everything looks normal... At the beginning of the game, the Arkham staff is in Patrol status. When in Patrol status, only Guards may take actions, and they act in the following manner: Choose one of the guards. Roll a d8. Orient the below movement chart in front of you and move the guard in a direct line in the direction corresponding with the result.

Guard Patrol Status Movement Chart
The Guard will move in a straight line until it hits a wall, at which point it will stop. If the movement roll would direct the Guard into an adjacent wall, re-roll.
Repeat this for the other guard. If at any time a guard enters a space where it has a clear line of fire to one of the characters you control, it will stop moving and attempt to return to the Warden's office [the area occupied by the Warden]. Mark the Guard's card to show he is aware of Suspicious Activity. If a Suspicious Guard enters the warden's office, the Arkham staff immediately enters into Alert status.

If a wall is destroyed by any means, the Arkham staff immediately enters into Alert status.

Alert Status: Light the Bat Signal! When the Arkham Staff enters Alert status, they will act more aggressively, as well as invite the aid of the Heroes. At the beginning of the first opposition turn where they are in Alert status, shuffle and reveal the top number of cards from the Heroes deck equal to the number of Inmates that have been freed. Place the corresponding figures in the opposite starting area.

Once Alert status has been activated, each time you release an Inmate, also reveal and place a new Hero.

Enemy Actions:
The opposition is fearless and devoted to re-incarcerating you. They will always use their powers to their best advantage. If an enemy has a power or ability, it will use it if possible. Enemies will act in the following order of priority:
  1. Attack an adjacent character on your team [The enemy with the highest Attack will attack first. If there is a tie, the enemy with the Highest Damage will attack first.]
  2. Use Hypersonic Speed if available, attacking the nearest enemy.
  3. Use Running Shot if available, attacking the nearest enemy.
  4. Use Charge if available, attacking the nearest enemy.
  5. Make a ranged combat attack against the nearest enemy.
  6. Move towards nearest Inmate, using full movement.

Alternately, if an enemy figure has more than one option available to it [is adjacent to an Inmate and has multiple powers or abilities it could use], roll a die to randomly determine which triggers.

Note: Characters will receive action tokens for taking actions, but an enemy character will not take an action if it has an action token unless it has Willpower, Indomitable, or is the only figure available to take the remaining action.

Busting Out:
Use your stealth and wits to free as many Inmates as you can. Setting the right ones free could also prove helpful, as once they're out of their cells, they can start breaking down walls on their own. Your goal is to rescue as many of your boss' friends as possible, but you can't come out the way you came in. Use the C4 to blast a hole in the map edge wall [regular attacks can not break the map edge walls]. You may escape off of the map through any hole created in this manner; rubble adjacent to a hole in the map edge wall is not hindering terrain for movement purposes.
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