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Vengeance of the Gladiators! A Kolakoski Studios Production

Posted June 14th, 2013 at 04:16 PM by kolakoski
Updated June 25th, 2013 at 12:31 PM by kolakoski
Well met!

This scenario is based on this old one:

Spoiler Alert!

I eliminated the "host" non-player, as I wouldn't want to be him . I also modified/added a "few" things . So, without further ado . . .


Vengeance of the Gladiators!

A Kolakoski Studios Production


"All is in readiness. We will strike during the opening ceremony, when everyone's attention is on the dais. The Roman oppressors of Valhalla must meet the same fate as their counterparts on Earth - Death!"
The one time Leader of Hosts spoke softly, but his words were heard and welcomed by all. But he knew that long standing enmities created in the crucible of the arena would drive them to turn on one another. He hoped that they waited until victory was assured.


Disparate groups of Gladiators have joined forces to break out, kill and loot the Citizens in the stands, and escape from New Rome. Inevitably, they will form secret alliances, and then . . .

The Map. The Coliseum, with a central combat area, a Crowd Area containing Roman Citizens (the Crowd), and 6 Gates (represented by Power Glyphs, Power side down) through which the Gladiators enter, and from which Animals may be released.






The Sands of the Arena
and the six Gates.
Seated clockwise, from the
Emperor's left:


Warlord Zagross,
with his personal contigent
of Greenscale Warriors . . .


Marcus . . .


Ne-Gok-Sa . . .


The Venoc Warlord,
while still bonding with
the Legionnaires,
is also accompanied by
the Venoc Vipers . . .



Valguard . . .


and the Emperor, himself,
Mogrimm the Mad!

The Gladiators. There may be as many as 6 Players. Each Player will create a team of Gladiators, consisting of 500 points (Delta+ pricing) of small or medium Unique Heroes (no Warlords (as they belong to the Crowd), no Marvel, no customs except for VC (C3V/SoV), no Soulborgs or Undead.

In addition, Players may use the
Competitive Unit Congress modifications and prices. For example, Jotun costs 190 points in Delta+. The CUC version of Jotun is as follows:

Change life from 7 to 12. Change WILD SWING SPECIAL ATTACK as follows: "All figures adjacent to Jotun are affected by the Wild Swing Special Attack."

and costs 225 points.
You may choose either version, at the corresponding number of points.

The Play. There are no Start Zones. Gladiators (and the Players' respective Giants, if any) enter the Sands from their respective Gates. All units that have not entered the Sands by the end of Round 5 are considered to have been executed by the Trainers for cowardice. All entries, of any kind, Gladiators, Giants and/or Animals, are made from the Gates onto Sand only. The 3 Sand hexes adjacent to a Player's Gate may only be occupied by that Player's units.

The Pre-game. Prior to the game, each Player will have 100 gold to spend, to influence various aspects of the competition, as follows:

Bribe the Gladiator Trainer.
The Player who spent the most gold will have first choice of the Giants, immediately adding it to his forces; the 2nd most will have second choice; the 3rd most will have third choice, etc.. All ties are decided by a 20-sided roll. The available Giants are:

Jotun
Ogre Warhulk
Frost Giant of Mohr
Krug
Ogre Pulverizer
Feral Troll

Donate to the Temple of Dagmar.
The Player who spent the most gold adds 10 to every one of his Initiative rolls. If there is a tie decide it by rolling the 20-sided die. All other Players add 1 to every one of his Initiative rolls for each 10 gold they spent (round down).

Bribe the Animal Trainer. The Player who spent the most gold will receive control of the first squad of Animals unleashed. See End of Round Animal Attack below. The 2nd most will receive control of the second squad released after the second round. The 3rd most will receive control of the third squad released after the third round. All ties are decided by a 20-sided roll.

End of the Round Animal Attack. At the end of each Round, the Animals are released. You will need 3 squads to represent the Animals that will attack during the game. [In our game they will be Wolves of Badru.] One squad will enter the Coliseum after each of the first three Rounds. You can use any squads you think will work. Prior to the game, pick the order in which the squads will enter the Coliseum. After the first Round announce that Animals are being released (one squad). Give the appropriate squad card to the Player who spent the most for Bribe the Animal Trainer. Roll a six sided die. The Animals are placed adjacent to the Gate rolled. The Player controlling the Animal squad may immediately take a turn with them. After Round 2, the first squad of Animals takes a turn, then the new Animals are released. Roll a 6-sided for a new Gate. The Player who spent the second most gets to control this new squad and takes a turn with them immediately. After Round 3, the first squad of Animals takes a turn, then the second squad of Animals takes a turn, then the third squad is released. Roll a 6-sided for a new Gate. The Player who spent the third most gets to control this new squad and takes a turn with them immediately.. After Round 4 and on, continuing taking turns with the Animals (in the chosen order) if they are alive. Any Heroes destroyed by the Animals count for Victory Points for the Player controlling the Animals. Note: Order Markers are never placed on these Animal squad cards. They move and attack at the end of the Rounds only.

Throw Gold into the Crowd. The Player who spent the most gold is never attacked by the Crowd (see The Crowd below). All ties are decided by a 20-sided roll. All other players add 1 to every one of his Crowd Rolls (this includes Crowd Approval Rating rolls and Crowd Attack Rolls) for each 10 gold they spent (round down) (see The Crowd below).

The Crowd. They only move and attack if a player fails a Crowd Attack Roll. A Crowd Attack Roll takes place when a Player’s Gladiator goes into the Crowd or attempts to move while in the Crowd area (the Crowd Area), which is any non-Sand hex. That Player immediately rolls the 20-sided die. If the Player rolls a 15 or higher, the crowd does nothing. If the Player rolls a 14 or lower, an opponent (randomly determined) may attack with 1 squad of Roman Legionnaires and one Warlord (other than Zagross) or Zagross and 1 squad of Greenscales or a squad of Roman Archers. Note: If you are the Player who threw the most gold into the Crowd, the Crowd ignores you.

Bribe the Emperor. The Player who gives the most Gold subtracts 7 from the Emperor's Ruling
roll (see Emperor's Ruling below). The second most subtracts 5. The third most subtracts 3.

The Emperor’s Ruling. If a Hero figure receives wound(s) and now has exactly one life left, the crowd will vote to see if that hero is automatically destroyed. Roll a 20-sider. On a rule of 17 or higher, the figure is destroyed, 16 or less and the figure remains on the table. Note: For scoring, any Hero destroyed by the Emperor's Ruling counts for the Player who brought that Hero down to one life left.

The
Gladiator Revolt. Players may not attack Crowd units (but Crowd units may be Wounded/Destroyed by splash damage) through the first 5 rounds. After Round 5, the Gladiator Revolt begins. Players may now attack Crowd units.

No Flying. No units may fly - those that can have had their wings clipped to impede escape.

No Range. All Gladiator and Giant units have a range of 1 - the Crowd finds ranged combat to be unexciting! And we wouldn't want the Gladiators shooting into the Crowd or at the Emperor, would we? The Roman Archers are not affected, and still have a range of 6.

Victory Conditions. Victory Points are awarded as follows:

10 points for each Medium Hero (non-Warlord) killed.
10 points for killing the Emperor (Mogrimm) (after Round 5)
5 points for each Giant killed.
5 points for each Small Hero killed.
5 points for each Crowd Warlord (other than the Emperor) killed (after Round 5).
1 point for each Animal killed.
1 point for each Crowd squad unit (Roman Legionnaire, Archer, Greenscale or Viper) killed (after Round 5).

The Player with the most Victory Points after the end of 10 Rounds wins.

Total Comments 17

Comments

Old
chas's Avatar
Looks great, although we'll probably be playing it only two player!

1. I assume you don't get points for any type of figure you control?

2. Thematically, I wonder if after the Gladiator Revolt breaks out, players should NOT be able to attack each other?
Posted June 15th, 2013 at 12:41 PM by chas chas is offline
Old
kolakoski's Avatar
Well met!

1. I assume you don't get points for any type of figure you control?

No - unless you kill it yourself!

2. Thematically, I wonder if after the Gladiator Revolt breaks out, players should NOT be able to attack each other?

Everyone's bloodlust is up. And what better way to eliminate a rival than during a fight with someone else?

Also revised:

The Gladiators. There may be as many as 6 Players. Each Player will create a team of Gladiators, consisting of 500 points (Delta+ pricing) of small or medium Unique Heroes (no Warlords (as they belong to the Crowd), no Marvel, no customs except for VC (C3V/SoV). In addition, Players may use the Competitive Unit Congress modifications (at Classic prices). For example, a squad of Tagawa Samurai Archers costs 60 points in Delta+ (65 in Classic). The CUC version of the Tagawa Samurai Archers has

EVASIVE 1 "When a Tagawa Samurai Archer rolls defense dice against an attacking figure who is not adjacent, add one defense dice to the defending soldier."

and a squad costs 65 points.


Posted June 15th, 2013 at 05:49 PM by kolakoski kolakoski is offline
Updated June 15th, 2013 at 10:52 PM by kolakoski
Old
chas's Avatar
Actually, I thought it was a good idea to leave Delta Plus out of the mix when using CUC for our first time, but what the hey... Have they revised Delta Plus again since the last time you GM'd with DP?

Note for others not familiar with the Competitive Unit Congress: you can find it in CUSTOMS: Other Customizations and Heroscape Additions. It makes minor improvements to "Nonviable Classic Units." Currently there are 26 cards on that list, of which 5 have changes not yet approved by committee, two of which have changes that need to be re-proposed (rewritten). Although they have their own cards redesigned, I've just summarized all the changes on a single page for myself. They work on the guideline of the least possible changes to "fix" bad units who are underpowered, overcosted, etc. so you'll want to play them more often.
Posted June 16th, 2013 at 06:50 AM by chas chas is offline
Updated June 16th, 2013 at 07:03 PM by chas
Old
kolakoski's Avatar

A Promise . . .

Well met!

I promised X-Marker I'd run a game with CUC/Delta+ at some point, so . . .
Posted June 16th, 2013 at 09:28 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

Movement and Combat Restrictions

Well met!

No Flying. No units may fly - those that can have had their wings clipped to impede escape.

No Range. All Gladiator and Giant units have a range of 1 - the Crowd finds ranged combat to be unexciting!


chas suggested that the Delta+/CUC pricing scheme was unclear, so I've edited it to include the following:

The Gladiators. There may be as many as 6 Players. Each Player will create a team of Gladiators, consisting of 500 points (Delta+ pricing) of small or medium Unique Heroes (no Warlords (as they belong to the Crowd), no Marvel, no customs except for VC (C3V/SoV).

In addition, Players may use the
Competitive Unit Congress modifications and prices. For example, a squad of Tagawa Samurai Archers costs 60 points in Delta+. The CUC version of the Tagawa Samurai Archers has

EVASIVE 1 "When a Tagawa Samurai Archer rolls defense dice against an attacking figure who is not adjacent, add one defense dice to the defending soldier."

and a squad costs 65 points.
Posted June 21st, 2013 at 05:42 PM by kolakoski kolakoski is offline
Updated June 22nd, 2013 at 10:02 AM by kolakoski
Old
chas's Avatar
Sorry, double post--and the second version is better! (See below).
Posted June 22nd, 2013 at 10:16 AM by chas chas is offline
Updated June 22nd, 2013 at 10:26 AM by chas
Old
chas's Avatar
Here are a few variants I suggested that we won't be using, in case you want to try them out:

1. Player characters cannot attack each other after the Revolt has broken out (Turn Six).

2. Characters who are actually of the "Gladiator" class get +1 Attack Die. (They have gladiator training; see the TV series Spartacus to see how it makes a difference!)

3. A Force Field Generator is included as a destructible object. Should it be destroyed, the player characters with ranged attacks now get to use them. (Perhaps fliers should even be able to fly, as this would probably only be for the last few turns or so). But of course knowing this rule is in effect might affect your Army Build.

K. and I agreed that not permitting heroes in the game at all who have secondary ranged attacks would remove too many good heroes from the possible mix, such as Sgt. Drake, Agent Carr, and Tandros Kreel!
Posted June 22nd, 2013 at 10:16 AM by chas chas is offline
Updated June 22nd, 2013 at 10:24 AM by chas
Old
kolakoski's Avatar

New Table Needed



Well met!

This afternoon or tomorrow, going to Bed, Bath & Beyond for a new table for maps. My wife insisted that I toss one of the two card tables as she couldn't stand to look at its ripped up surface any longer. (I expect the second to go for the same reason soon.) Hopefully, I'll have a map by the end of the day, Monday.
Posted June 22nd, 2013 at 01:15 PM by kolakoski kolakoski is offline
Old
chas's Avatar
Its always good to have the right gaming equipment. I once asked for some 'push sticks'--those sticks with blocks on the end of them that you see in the movies every once in a while used on military plotting tables. They can be use to move pieces on a gaming table, and reach the middle of larger ones.

I always wanted to use them. Some were made for me a couple of years ago, but through various adventures, are still languishing somewhere in a pal's large storage space! I kid him about finding them every now and then...
Posted June 23rd, 2013 at 08:53 AM by chas chas is offline
Old
kolakoski's Avatar

Gaming Tongs?

Well met!

I've often wished I had some tongs to move units into those hard to each spaces on some of my maps. I also think they'd be great for those who are handicapped.
Posted June 23rd, 2013 at 11:20 AM by kolakoski kolakoski is offline
Old
chas's Avatar
I'm having trouble visualizing how large the central open arena section will be on the map. What do you have in mind for its dimensions, i.e. how many hexes across in diameter? Will it be just a flat open space?
Posted June 23rd, 2013 at 11:25 AM by chas chas is offline
Old
kolakoski's Avatar

Giants

Well met!

chasdidn't want to have to sort through all the units, so I simplified things a bit:

The available Giants are:

Jotun
Ogre Warhulk
Frost Giant of Mohr
Krug
Ogre Pulverizer
Feral Troll

P.S.: The new card table is here!
Posted June 23rd, 2013 at 02:56 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

The Map is Up!




Well met!

Map pics up! In addition, see the following rewritten portions:

The Map. The Coliseum, with a central combat area, a Crowd Area containing Roman Citizens (the Crowd), and 6 Gates (represented by Power Glyphs, Power side down) through which the Gladiators enter, and from which Animals may be released.

The Gladiators. There may be as many as 6 Players. Each Player will create a team of Gladiators, consisting of 500 points (Delta+ pricing) of small or medium Unique Heroes (no Warlords (as they belong to the Crowd), no Marvel, no customs except for VC (C3V/SoV).

In addition, Players may use the Competitive Unit Congress modifications and prices. For example, Jotun costs 190 points in Delta+. The CUC version of Jotun is as follows:

Change life from 7 to 12. Change WILD SWING SPECIAL ATTACK as follows: "All figures adjacent to Jotun are affected by the Wild Swing Special Attack."

and costs 225 points. You may choose either version, at the corresponding number of points.

The Play. There are no Start Zones. Gladiators (and the Players' respective Giants, if any) enter the Sands from their respective Gates. All units that have not entered the Sands by the end of Round 5 are considered as having been executed by the Trainers for cowardice (and are deleted from their respective Players' armies).

The Crowd. They only move and attack if a player fails a Crowd Attack Roll. A Crowd Attack Roll takes place when a Player’s Gladiator goes into the Crowd or attempts to move while in the Crowd area (the Crowd Area), which is any non-Sand hex. That Player immediately rolls the 20-sided die. If the Player rolls a 15 or higher, the crowd does nothing. If the Player rolls a 14 or lower, an opponent (randomly determined) may attack with 1 squad of Roman Legionnaires and one Warlord (other than Zagross) or Zagross and 1 squad of Greenscales or a squad of Roman Archers. Note: If you are the Player who threw the most gold into the Crowd, the Crowd ignores you.
Posted June 24th, 2013 at 08:11 PM by kolakoski kolakoski is offline
Updated June 24th, 2013 at 08:16 PM by kolakoski
Old
kolakoski's Avatar

Anti-Turtling Provision a la chas




Well met!

The Play. There are no Start Zones. Gladiators (and the Players' respective Giants, if any) enter the Sands from their respective Gates. All units that have not entered the Sands by the end of Round 5 are considered to have been executed by the Trainers for cowardice. All entries, of any kind, Gladiators, Giants and/or Animals, are made from the Gates onto Sand only. The 3 Sand hexes adjacent to a Player's Gate may only be occupied by that Player's units.

P.S.: Also added: No Soulborgs or Undead.
Posted June 24th, 2013 at 11:01 PM by kolakoski kolakoski is offline
Updated June 25th, 2013 at 12:32 PM by kolakoski
Old
chas's Avatar
The map pics are up--above in the scenario!
Posted June 25th, 2013 at 05:33 PM by chas chas is offline
 
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