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Tig #2: The March Of Conquest
THE INFINITY GAUNTLET SCENARIO #2
THE GAUNTLET COMPLETED: THE MARCH OF CONQUEST (4/18/14 Draft) A Single Scenario by Chas The evil Thanos has the Infinity Gauntlet, a hi tech/magical glove that has absorbed the six powerful, mystic Infinity Gems. Each gem gives its holder great ability. Together, they could be invincible. Thanos has now embarked on his march of conquest. He will occupy key planets and create his own galactic empire! Can you prevent this before its too late? 1. VICTORY This is a Semi Cooperative Scenario. Each player is out for himself, but all others need to stop Thanos from winning to score. If Thanos wins by landing on and "conquering" all three marked target spaces, all other players lose. Thanos himself must be on the Conquest Space at the end of a round to score the target space. Once the space is conquered, remove its marker; it cannot be conquered more than once. After 12 turns, if Thanos has conquered all three Conquest Spaces; he wins and all other players lose! If he has not, the player with the most points of defeated Army Cards of any other players wins. Whoever puts the final wound on the single or last army card figure gets the points for the whole card. Players are ranked in the order of how may they score on enemy casualties. You can score points on Thanos himself both after his first defeat and after his resurrection. 2. THE THANOS PLAYER The Game Master will play Thanos (C3G) and his army (only Evil characters). He begins with the Glyph of Infinity Gauntlet. Should he lose the Gauntlet by wounding or defeat, other Unique or Common Heroes may equip and use it. The Gantlet with the six Infinity Gems now count as a single Glyph of Infinity Gauntlet. No card on Team Thanos except Thanos himself may equip The Infinity Gauntlet. Others on the team may carry it. Info File 1: Thanos C3G *Eternal*Unique Hero*Conqueror*Nihilist*Medium5* *7 Life*Move 5*Range 1*Attack 7*Defense 6* 500 Points* Permanent Death Special Attack: Range 4 Attack 5 Choose a figure to attack. You may also choose up to two other figures adjacent to the chosen figure to be attacked by by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Anytime a figure that is not an Event Hero or destructible object is destroyed by this special attack, remove it from the game. It cannot return to the game by any special powers or glyphs. Spurned By Death: At the start of any round after Thanos is destroyed, if you place all Order Markers on this Army Card, you may place Thanos on any empty space within 3 clear sight spaces of any figure you control and remove all Wound Markers from this card. Spurned By Death can only be used once per game. Super Strength Flying Info File 2: Glyph Of Infinity Gauntlet This glyph cannot be chosen for any special power on any Army Card and cannot be removed from the card of the possessing figure by any special power on any Army Card or glyph, unless it would be lost by this figure receiving wounds or being destroyed. If this figure would lose this glyph by receiving wounds, roll the 20-sided die. If you roll 7 or higher, this figure does not lose a glyph this turn. Info File 3: Glyphs of Infinity: The Six Infinity Gems 1. Mind Gem: Mental Shield/Order Marker Reveal 2. Space Gem: Teleportation 3. Reality Gem: Order Marker Rearrange 4. Time Gem: Additional Turn 5. Power Gem: +2 Attack, Super Strength 6. Soul Gem: Unnatural Resurrection 3. PLAYER ARMIES Each army/team totals 1,500 points in 24 spaces. The Thanos player may only use Evil figures. “Evil” is defined as Supervillains or Classic/VC army cards working for Utgar or Valkrill. (There are a few cards that I allow either side to use, such as Civilians, Bad Cops, or J. Jonah Jameson. All other players may use both Good and Evil figures. Each army may be composed of up to one A Character (351-500 points), one B Character (221-350 points) three C Characters (201-240 points) and the rest D Characters (Up to 200 points). “Characters’ wile usually Unique Heroes, may also be any tyhpe of army cards such as Uncommon or Common Heroes or Unique or Common Squads, as usual. Note that these are maximum level strengths; you can take more characters/cards of lesser point values if you like. Supers can come from the DC, Marvel or other “Universes.” Supers: Superheroes, supervillains and their related support figures may be drawn from three sources: 1. C3G Customs 2. Sherman Davies Customs 3. The Chas Quickscan Master Lists (two lists; Heroes and Villains). These lists include all Chas customs, and also duplicate many C3G and Sherman Dvies customs, as well as those from many independent designers; all have been approved as reasonably play balanced and costed (by Chas). 4. Other sources as approved by the GM. Classic Heroscape: All Classic and VC custom characters are eligible. Proxies may be used for any figures as necessary. A particular Unique Hero may only appear once in the scenario. For example, no other player besides the Game Master may take Thanos. In addition, no characters used in Scenario #1: The Infinity Gauintlet may be rechosen, except for Thanos himself. All other players may coordinate their team lists as desired, but must submit them to the GM before the game begins. In the case where any other player duplicates choices by the GM, they will have to replace those figures. If notified of the need to replace duplicate figures not taken by the GM (but taken by more than one player) they may decide among themselves who will replace them on his team. In general as GM, a “first come first served” practice will apply if more than one player wishes to use the same character. Different designs for the same character may not be used together in the same game. 4. MODIFIED GLYPH RULES Glyphs used will only include the Infinity Gauntlet possessed by Thanos at game start, which includes all the powers of the six Infinity Gems. Unique and Uncommon Heroes may equip and use the Gauntlet. Common Heroes and all squad figures (Unique and Common) may carry, but not use it. No figure may pick up/carry more than one glyph at a time (should other glyphs be introduced by special character cards chosen by players), except for the wearer of the Infinity Gauntlet. No glyphs may be destroyed. Glyphs may be transferred between adjacent figures at the end of either adjacent figure’s movement during their use of an Order Marker. Because this scenario may be used by players not familiar with basic C3G glyph rules (or just to save you looking it up), here is the one you need to know about the most: "Losing Equipment Glyphs: If a figure you control that is carrying and Equipment Glyph is destroyed or wounded, choose one opposing player to immediately place the Glyph power side up on an empty space within 5 spaces of the space your figure last occupied." (Heroscape World's Finest Rules: Darkseid Has Arrived! page 5, 2010 C3G). Otherwise, normal Heroscape Glyph Rules are in effect. 5. MAP Description Working on a scale of 1 space equals a solar system, the map reflects both Thanos and the players traveling along the space lanes (roads) from the outer rim of known space to the center, where the three main Marvel space empires—the Shi’ar, Kree, and Skrull, are waging a defensive war against the newly formed “Thanosians,” which rages across whole galaxies. But the war will be decided by the Supers teams of the players. Just as the map of the first scenario was meant to display very varying terrain of quite different areas across outer space, this second 32 x 23 space map, is meant to portray the march from the rim of known space to the more crowded center. The map is built on a base of custom sand and snow 24 hexers. A road travels in from each corner start zone (9 raised hexes of normal movement swamp terrain) and any further sand/snow spaces as needed) adjacent to that raised area and then surrounds the two level raised central platform area which is made up of eight snow 24 hexers. This central area contains or is adjacent to the three main empires that must be conquered. These are represented by hex plateaus and contain one of the three marked conquest spaces each, which lie on the centers of a raised central seven hexer. Each is comprised of ten hexes which are raised six levels above the base. The Shi’ar Empire is in the very center, and the others adjacent to it just north and south of the central area. There are small oasis areas in the four corners of this central area, flanking the roads coming in from the corner start zones, comprised of two water and two bush hexes on either side of each road. Four huge Ice Mountains, representing the vastness and coldness of outer space, rise majestically on the edges atop the central area (the Shi’ar like their privacy). Lava field surrounds most of the two outer empires. Aeriel skyways are roads leading along the southern and northern map edges directly from the start zones to one side of an outer empire. Two one space molten lava pools surrounded by lava field, lie on the center of the eastern and western edges of the central platform, just out from its perimeter road.. Beyond these on the eastern and western board edges are the two seven hexer black holes. Special Terrain Rules--all normal terrain rules are in effect as well as the following: 1. Reflective Sand and Snow Spaces: A. Movement: The Icarus Effect: All regular movement rates are doubled, where not negated by road. Flying is –1 space per turn . Figures with powers negating “Thick Snow” will cancel this effect, but not the effect on Teleportation. B. Teleportation Disorientation: Figures starting a turn on a sand or snow hex and using any Teleportation power must first designate their Intended Destination space, and then roll one Battle Die, performing the following actions depending on the results: Skull: teleportation is performed normally as noted on the figure’s army card. Shield: the teleporter must place himself one space adjacent to his Intended Destination. This Secondary Destination space must now be designated, so that any “passengers,” placed in the order specified on the teleporter’s army card--usually before or after him, are placed with this new actual destination in mind. Blank: A different player, randomly selected, chooses a Secondary Destination space for the original teleporter to which he will arrive within three spaces of the original Intended Destination. The teleporter himself will place any “passengers” with this new space in mind. 2. The Black Holes: If a figure moves or is placed on a space on either of the two black seven hexers (on opposite sides of the map), he cannot leave this terrain feature, but may remain as long as is desired. Using another order marker, he can teleport to any empty space on the other Black Hole, and may continue normal movement from there, exiting the destination Black Hole as desired. If the figure does not exit the feature on this teleporting turn, the original procedure must be followed once more. That is, he cannot leave and must teleport back to the first Black Hole, whereupon he can then exit it on the turn of teleportation arrival, etc. 3. The New Molten Lava Damage Rule: Skulls and Shields When any figure not immune to lava damage enters a Molten Lava hes, roll one combat die, performing the following action depending on the result: Blank: Figure takes no damage; bu remove any Order Markers on that cad; the Oms removed are not revealed to other players. Skull: Roll three combat dice, taking one unblockable wound for each skull rolled. This may result in no damage. Shield: Roll three combat dice, taking all wounds possible except (down to) the number of shields rolled. If no shields are rolled, the figure is defated. 6. THE MARCH OF CONQUEST: GAME INTRO “Some of my former subordinates seem to have met with unfortunate accidents. The rest are now luxuriating in the fruits of my successful campaign to gather the Infinity Gems into my Gauntlet as powerful Planetary Governors, whose word is law to the billions of beings now serving under them. As for those working against me that were defeated, they dare no longer show their faces again! Therefore, you new individuals have been recruited to serve me in this next glorious campaign to vanquish the rest of the galaxy. Go forth, and conquer in my name.” --Gauntleted Thanos “HELP!” --Empires of the Shi’ar, Skrull, Kree, all Planetary Federations, and the United Nations of Earth (Sol System) *** Last edited by chas; August 24th, 2014 at 09:12 AM. |
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Re: Tig #2: The March Of Conquest
Since my interest has carried over from the last game (The Infinity Gauntlet), I've created my team early. Kolakoski is working on his as well. The good thing about my doing mine first is that players know I'm not counter drafting. The bad thing (for them) is that I have dibs on all characters I pick, due to the non-duplication rule.
Unlike the first game, someone has already tried to select a character I already chose (K). For this and other reasons due to various GM rulings, he has to redraft. But then, he usually does anyway. Its months before this game will be played, if we adhere to our usual GM rotation schedule. |
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Re: Tig #2: The March Of Conquest
"Now, what was that scenario again?"
--NYC Gang of Four member Its now 3 1/2 months later, and after being away from this thread that long, I see that like its predecessor, The Infinity Gauntlet-- on a separate thread here onsite--this scenario, the second part of a two part campaign, has generated hundreds of hits since then, if no comments. With some delay due to changes on our group GM rotation, TIG 2 is now scheduled for Wednesday, August 27, 2014. The above comment came during yesterday's July NYCG4 game, when I started to remind everyone about it. Luckily, its was all written down here when I was hot to design it after Game One. I also found both my own team army for it, and a second draft of K.'s. in my notes here at home--he likes to draft early. So while we're all happily busy now in the summer, including vacation trips, its time for us to start reading over and thinking about army builds. So we're off and running once more...as Thanos plots his final victory, and brand new heroes assemble to stop him. Most of us are planning to see Marvel's film Guardians of the Galaxy when it comes out in a few days now, and since they will be gunning for Thanos in a later movie, I wonder if anyone will choose the brand new custom card for Rocket Raccoon just posted by our pal Griznakh on his fairly recently started customs Supers thread, or any of the rest of the GGs he will post soon. Just a thought, guys--and I hereby declare his cards included as potential scenario picks, among many others! Have fun building and rebuilding your teams this month, guys... Last edited by chas; July 31st, 2014 at 07:46 AM. |
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Re: Tig #2: The March Of Conquest
Here follows the team rosters for tomorrow's TIG 2. One player got a ten point easement for one Character Level (Taeblewalker). Other than that, they follow the scenario requirements. So it is written; so let it be played:
CHAS: TEAM THANOS II Thanos 500 A C3G Fire Demons (4 Figs) 250 B C3G Lady Deathstrike 240 C C3G Spiral 190 D Novaraptor Lady Shiva 175 D C3G Vanisher 90 D DrewmanChu Bad Cops (2 Figs) (aka Bad Space Cops) 55 D C3G TOTAL: 15,00 Points/11 Spaces SHERMAN DAVIES TEAM (All Supers Sherman Davies cards) Thor 360 A Green Lantern 340 B Quicksilver 235 C Braxas 210 C Classic Heroscape Scarlet Witch 195 D Black Panther 160 D TOTAL: 1,500 Points/7 Spaces KOLAKOSKI TEAM (All C3G) Graviton 400 A Martian Manhunter 300 B Baron Hemut Zemo 200 D Punisher 180 D Hawkeye II 160 D Count Vertigo 160 D Robin 100 D TOTAL: 1,500 Points/8 Spaces TAEBLEWALKER TEAM Star-Lord 250 B C3G Gamora 310 B C3G Groot 275 C C3G Rocket Racoon 175 D C3G Drax 350 B C3G Martinex 130 D DrewmanChu TOTAL: 1,490 Points/6 Spaces Comments On Team Thanos II In the first days of Dungeons and Dragons (you might be able to find an old article I wrote in Campaign Magazine back then called "Introduction To Yourself: Dungeons and Dragons") it became apparent that the main goal of the Dungeon Master should be to make sure the players had fun, rather than beat them (in a so-called Killer Dungeon). In fact, I invented an Assistant Dungeon Master role whose job was to be one of the player party and help newbies figure out how to play by example rather than 'instruction.' ("I'll just try a burning torch on that slavering monster while I'm dying here--it might work!"). When I won a Con prize in those ancient days, it was the Most Helpful To The Dungeon Master award. So the GM has to be separate from the player persona. Two of my three scenario terrain rules, Teleportation Disorientation and Molten Lava, were actually meant to cut down on the advantages of my team. Hey--I might as well have called it 'Team Teleport.' Hope you players appreciate the thought! I expect the Fire Demons and Vanisher to be my Big Surprises, as I believe these cards to be unfamiliar to the others. DrewmanChu continues to provide great Silver Age characters from my old comic reading days that I just love like Vanisher. Novaraptor still has the only card I know for Spiral, for who I finally have an unused fairly new figure obtained only with difficulty by the pal who does my online buying. I love that C3G came out with the Guardians of the Galaxy just days before this game (and a week after the film), which worked out. C3G's Indigo Lantern Indigo-1 (Iroque) is a master teleporter to rival Vanisher, but although I declared all of the new wave permitted, no one chose her, although Kolakoski, who's team was already set after many drafts of it had been approved, did point her out to the others. Bad (Space) Cops are my comedy relief. But hey, you never know--last game my C3G Rat Swarms kept the mighty Ben Grimm busy for several turns! Thanos himself will have all the powers of the Infinity Gauntlet and Gems, such as an extra turn, teleportation, and an additional resurrection for a total of three separate incarnations! Only one character was banned for Breaking the Scenario, which was Kolakoski's proposed Angstrom Levy. It was a brilliant choice, and in a mixed game almost anything goes. But I felt that removing Thanos from the board repeatedly when he's got a pretty severe time limit on him would be unfair to the big guy. (Edit) You can now see the Army Cards for all of these teams on Kolakoski's new Blog, which has the same title as this scenario. TAEBLEWALKER TEAM GAME 2 On this particular board, with so many restrictions on moving, the Guardians of The Galaxy had a tough time. So for our second game we switched in two fast movers/teleporters, removing Gamora and Martinex, and adding: Indigo-1 (Iroque) 340 Points C3G (new Indigo Lantern) (Proxy: Wonder Woman as Star Sapphire) Kid Flash 110 C3G Last edited by chas; August 30th, 2014 at 09:12 AM. |
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Re: Tig #2: The March Of Conquest
SPECIAL SCENARIO ARMY CARD ADJUSMENTS:
1. Fire Demons: Their initial Lava Field hexes cannot be placed on Empire Plateau spaces, Start Zones, or Black Holes. 2. Martinex: may ignore movement penalties for both Snow and Sand spaces. |
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