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Agent Minivann
March 27th, 2011, 05:01 AM
Just played a couple games of Heroscape at Porkins' place, and we came up with a scenario that was a lot of fun in a game with supers. We played it on this map:
http://www.hiddendragon.com/hs_customs/C3G/released/maps/C3G_StatueOfLiberty.jpg
http://www.heroscapers.com/community/showthread.php?t=33144
It could be played on a different map. It might be better on a different map, but that's the one we played. The C3G Time Bomb glyph is placed symbol side up on the top space (Liberty's torch). We used 1000 point armies, and it helps to have good guys/bad guys armies. I played the Fantastic Four, Porkins was C3G Doctor Doom, Namor, and 4 Doombots. We used the asphalt tiles as start zones. We also played with the DO battlements.

For this scenario the bad guys win by destroying the Statue of Liberty (or whatever other structure is featured on your map) with the Time Bomb. To do this they have to move a figure onto the Time Bomb glyph to activate it (which turns it power side up). Then battle the good guys until the bomb detonates.

The good guys win by deactivating the bomb and then disposing of it. To do this they have to move a figure to the glyph, deactivate the bomb with a die roll, and then a super strength figure tosses it into the water to dispose of it.

The time bomb behaves a little differently than the "official" version of the glyph. It behaves as follows:
1. Starts symbol side up. It must be activated by one of the bad guy figures by moving onto the glyph.
2. After activation, the bad guy player rolls the 20 sided die at the beginning of each turn. On a roll of 1-2, the bomb detonates, and any figure on/in the Statue of Liberty spaces gets 6 attack dice damage.
3. To deactivate the bomb, the good guy must get to the glyph and roll a 16 or higher on the 20 sided die. A roll of 1-2 will result in the bomb detonating. A scientist (or agent?) attempting to deactivate the bomb adds 4 to their die roll. A deactivated bomb is turned symbol side up.
4. Each time the 20 sided die is rolled for the bomb (either at the beginning of the bad guys' turn or with a deactivation attempt) the target number for detonation gets one number higher (1-3 the bomb detonates on the 2nd roll, 1-4 on the 3rd roll, etc.
5. The bad guy may reactivate a previously deactivated bomb by moving onto the glyph. A reactivated bomb detonates on a 1-2, and the number increases by one for every roll as before.

We had a lot of fun with this one. We ended up getting the detonation target number up to 10 when it blew up in Mr Fantastics face on an attempt to deactivate it. We initially played that scientists have a better chance of succeeding (roll 12 or higher rater than 16 or higher. After the game we talked about having it be a modifier rather than a different target. After playing it with variable target numbers, the +4 to the die roll just makes more sense. It adds a nice element of tension and urgency to the game.

Hahma
March 27th, 2011, 08:08 AM
That's awesome Agent Minivann, I love it. Sounds like a blast :blowup::thumbsup:

omael
March 28th, 2011, 12:11 PM
Great scenario, we need more of this. +rep

Lucky
March 29th, 2011, 12:51 AM
Thats a well thought out senerio. I'll have to give it a try.

kolakoski
March 29th, 2011, 01:17 PM
Well met!

Although you all played this in the Marvel context, the Community would benefit if you adapted it for general use, and posted it in the regular Maps & Scenarios section.