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Old April 3rd, 2013, 11:28 PM
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Re: Comic Book Conflict Zone

Tractor Beam Sabotage Scenario
featuring the Tractor Beam Control Room Map



Build Directions
(Virtual scape file)
*Build Note* The warehouse ruin base is used in this build but represented in the build directions by three 2 hex concrete pieces. It is placed under the shadow tiles.Also note that the pic above was taken before I added in the water/open air hexes. I will try to get an updated pic done sometime soon.

Map Bio
– The Death Stars’ Tractor Beam is a powerful tool, effective at locking onto and holding onto individual ships in its vicinity. When repairs need to be made, Imperial Engineers can gain access to key systems at the Tractor Beam Control Room.

Tractor Beam Sabotage Scenario (2 Players)
Blue Team (Rebel Alliance) – The Rebels have staged a brazen raid on the Death Star with multiple top secret objectives. None of those missions will be considered a success if the Rebel Agents are unable to escape the Empires’ clutches though, so a small team has been dispatched to sabotage the Death Stars’ Tractor Beam. The Tractor Beam has multiple redundant systems in place to insure it will not be off line for long should a failure occur, so you will have to methodically disable 3 different systems permanently in order to keep the Tractor Beam shut down long enough to make your escape.

Red Team (Imperial Forces) – Rebels are running loose on the Death Star!!! Reports are coming in of battles taking place on multiple levels and the main Imperial forces have been dispatched to put them down. It is not clear exactly what their ultimate objectives are, but some additional sightings place a small Rebel force in the vicinity of the Tractor Beam Control Room. Send a small force to secure that room and prevent the Rebels from any attempt to shut the Tractor Beam down.

Goals:
Blue Team – Sabotage the Death Stars’ Tractor Beam, there will be three different systems you will need to have a hero disable. Then return all of your remaining figures to the blue start zone, if they are all unengaged and located in the blue start zone you may remove them all from the board to facilitate your escape.

Red Team – Prevent the Rebels from severely crippling the Tractor Beam. If you are unable to stop them in time, take the Rebel Scum down before they can leave the Control Room and the status of the Tractor Beam really won’t matter as much, at least not for these Rebels.

Set-Up:
Required Sets: 1 RotV Master Set, 1 BftU Master Set, 1 Marvel Master Set, 1 Castle Set

Place three glyphs of any type face down in the locations indicated.
The Blue Team brings a 500 point army made up of Rebel Alliance members & allies that exceeds no more than 12 figures in total.
The Red Team brings a 500 point army made up of Imperial Forces members & allies that exceeds no more than 12 figures in total.

Special Rules:
The Blue Team player must sabotage the Tractor Beam by moving a unique hero to each one of the three glyphs on the board. When one of the Blue Teams’ Unique Heroes moves onto one of the three glyphs, remove that glyph from the board and the figures’ turn immediately ends without attacking or using any special powers. Once all three glyphs have been removed the Tractor Beam has been successfully damaged such that it will not be easily repaired. All common squad figures and the Red Teams’ Unique Heroes may move onto the glyphs without stopping, if they do stop on the glyph their turn does not end and the glyph is not removed from the board.

For this board, the water tiles represent open air spaces instead of water and as such no water based special powers will be in effect as a result of their presence. Figures may not end their turn on one or be placed on one as part of a special power. Only figures with a flying or leaping special movement power may use them for the purpose of movement and must use that special power to do so. Line of sight for ranged attacks and special powers may pass over them normally.

The uncapped wall sections may not be moved over or onto by any means. Special powers that allow a figure to pass through a wall section may still do so as directed.

Victory Conditions:
The Blue Team can only claim a complete win by removing the three glyphs from the board and then having at least 1 figure escape capture. Accomplish this by either completely eliminating the other team or having the remaining Blue Team forces exit the map. Exiting the map requires all Blue Team figures to be unengaged and in the Blue Start Zone. Should all of the Blue Teams Unique Heroes be dispatched prior to removing all three glyphs, the Tractor Beam can no longer be disabled by the remaining forces. You can however still claim a partial win by eliminating the other team from the map, which will allow you to securing the Tractor Beam Control Room and hold it until another Rebel hero can be called in to finish the job.

The Red Team can claim a complete victory by preventing the Blue Team from removing the three glyphs from the board and then eliminating the Blue Team from the board. Should the Blue Team succeed in removing all three glyphs from the board, a partial win may still be achieved by completely eliminating the Blue Team and preventing their escape.

Last edited by Yodaking; April 6th, 2013 at 02:43 PM.
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