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  #25  
Old May 2nd, 2015, 01:19 AM
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Re: The New York City Gang Of Four

Well met!

My bad! It was all a nightmarish blur . . .
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  #26  
Old May 2nd, 2015, 06:20 AM
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Re: The New York City Gang Of Four

THE ILLINOIS SMITH MEMORIAL TREASURE HUNT
A PULP ADVENTURE SUPERSCAPE SCENARIO

BY CHAS, NYCG4 (5/3/15 draft)


MISSION BRIEFING: TOPMOST SECRET

Good morning Mr. Player. Last night a war damaged Kree spaceship entered Earth’s atmosphere, and was immediately shot down by an advanced nuclear defense satellite of a certain power. Unfortunately, it crashed deep in the Amazon rain forest. Recovery teams from several competing governments are now being scrambled to salvage any high tech items that may be scattered near the ruins of this vessel. Because these governments wish to keep their expeditions a secret, no high profile superheroes will be sent. Instead, you team will be comprised of several minor superheroes, available squads of Super or Classic/VC varieties, and one Tech Squad as detailed below and provided by the sponsoring nation. Transportation will be provided to the crash site in 24 hours.

If you or any of your team are killed or captured, the Secretary will disavow all knowledge of your actions. This DVD will self destruct in 60 seconds. Good luck, Player.

***

ARMIES

Each player army may be composed of 800 points, and must include one C Level Super (201-240 Points) and at least one D Level Super (Up to 200 Points), one and only one Tech Squad of 100 Points (see sample card below) plus any one other Super/Classic/VC squad. It may include a further number of D Level Supers and/or Super/Classic/VC squads (only one of any Unique Squad per player as usual). Supers Cards may be of either alignment (Good or Evil); squad from any Classic General mixed together or not as desired (including the new April/May 2015 C3V release, except for Zettian Deathwings). There are no space limitations, due to an offboard entry mechanism (see below).

Armies must be submitted to the GM and duplicate Supers will not be allowed. However, duplicate squads are permissible among different players—squad members (and all Tech Squad proxies) must therefore be individually marked (usually on top or bottom of their bases) so as to be identifiable by player ownership.

Supers Game cards may be drawn for any of the approved designers on the Chas Qucik Scan Master Lists, but all cards are subject to the usual pregame review and GM approval.

GLYPH RULES

1. C3G Equipment Glyph Rules are in effect:

If your glyph carrier is wounded or destroyed, choose a player to place the glyph within 5 spaces of that figure. Glyphs may be transferred between adjacent figures at the beginning or end of the carrier’s movement. Only one glyph per figure may be carried/used at a time. Glyphs may be voluntarily dropped and picked up at any time during a figure’s movement--no glyph may be dropped where another already exists.

2. Only Tech squads may defuse/ignore traps on glyphs, and analyze them. Once the trap is defused, it no longer has any effect on anyone. Tech Squad members may also use glyphs. Other figures who pick up glyphs not yet recovered by Tech Squads must roll for traps. Glyphs when recovered after their trap is defused (no damage taken from it) are turned over to their power side (Brandar’s Chest) indicating they may now be safely carried by any eligible figure.. Note that they are not identified (usable) unless Analyzed by a Tech Squad member).

3. Unique/ Uncommon Heroes may pick up and carry glyphs, but are subject to traps and may not analyze (and therefore use) them. Heroes can however use glyphs once they are analyzed (both turned face up and identified by the Game Master). Only analyzed glyphs may be used at all by anyone.

4. Common Heroes/Regular squad members may pick up and carry but not use glyphs, even after analysis/identification.

5. There are no “original” glyphs started or identifiable in this scenario (see Tech.
Squad Powers on that card).

6. Note that once a glyph is analyzed it is placed power side up, and may then be used by any other player’s Tech Squad member or Unique Hero.

7. Glyphs used will be C3G Equipment Glyphs chosen by the GM and placed on a random D20 roll table. Once a glyph is successfully analyzed (identified), we will roll randomly on the Scenario Glyph Table to see what it turns out to be, and its identity will be written out and the description given to the owner. Glyphs with powers not relevant to the scenario or of ‘cosmic’ strength will not be used.

8. Glyphs may not be flown, teleported, or leaped. Glyphs may not be walked more than five spaces per turn. Glyphs may only be carried by one figure each turn (not chain passed).

9. Glyph Traps will function as normal Treasure Glyph traps: a D20 roll of 1-5 will give one wound. If a wound is generated, the trap remains in effect. If not, the trap is “defused” and the glyph is placed power side up (Brandar’s Chest).

10. All cards which say “when standing on a (Regular) Glyph” or “when carrying a Treasure Glyph” are changed to “when carrying a C3G Equipment Glyph.”

GAME LENGTH: 10 Turns

TEAM INSERTION ZONES: At game start, players will roll for entry order, and may in that order choose one of the marked three hex wide Team Insertion Zones (near the map corners on the long sides), where all of their figures must enter the board, with the first board hex counting as the first movement space. No powers of figures still off the board will be considered in effect.

VICTORY POINTS

1 VP for each unanalyzed glyph in the possession of any owned figure

2 VP for each analyzed glyph in the possession of any owned figure

3 VP for each unanalyzed glyph exited off the board from the original team insertion zone.

5 VP for each analyzed glyph exited off the board from the original team insertion zone.


TECH SQUAD
(3 Figures)

1 Life
Range 5
Attack 1
Defense 2
100 Points

Human
Unique Squad
Engineers
Careful
Medium 5

Equip
May pick up, carry, and use any one "original" Equipment/Treasure Glyph specified by name at game start. This particular Glyph may either begin the game equipped by a Tech Squad member or be picked up during the game.

Recover
Tech Squad members may automatically defuse any trap on the glyph, taking no damage. Any Equipment/Treasure Glyph may be picked up and carried by any Tech Squad member according to the Glyph rules being used.

Analyze
This ability may be used for a squad member carrying a Glyph other than the "original" glyph named at game start. If the squad member possesses a glyph picked up or handed to him on a previous turn, and does not move this turn, he may, instead of attacking, roll the twenty-sided die: 11-20: Glyph Analyzed.
Place a marker on this card after an unsuccessful attempt. Add +1 for each one when a subsequent attempt is made on the same Glyph. Once a particular Glyph has been successfully analyzed, any Tech Squad member may use that Glyph for the remainder of the game.

Good OR Evil
This squad may be chosen by teams of either alignment, and is considered loyal to that side.

***


THE NEW MOLTEN LAVA DAMAGE RULES are in effect:

When any figure not immune to lava damage enters a Molten lave hex, roll one combast die, performing the following actions depending on the results:

Blank: Figure takes no damage; but remove an Order Markers on that card; the OMs removed are not revealed to other players. For squad cards, on the affected figure(s) may not be activated for the rest of the round.

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 (down to) the number of shields rolled. If no shields are rolled, the figure is destroyed.

THE MAP

The Amazon rain forest. The steamy, stinking, slimy, snaky jungle. No roads or other man made structures exist in this wild, forsaken, humid wilderness. From a hilltop that marks some of the highest terrain in the area, any recovery party must descend down into a morass of swamp, sandbars, shadow, swamp and other water, sheer rock outcrops, and the thick cover of jungle tree and bush. The hearty adventurer in search of high tech treasure near the forbidden wreckage of a crashed alien spaceship must trudge to the center of this maze. But there, on an island of solid land, await dangers known only to the strange gods that rule this land of desolation!


TO BE DECIDED AND POSSIBLY ANNOUNCED LATER

*Number of glyphs scattered about the map; probably so many per player

*Other surprises known only to the Game Master!

(Note: if you want a complete copy of this scenario, you must add the separate document “Game Master Only File—Illinois Smith,” to be released after our May 27, 2015 game.)

Last edited by chas; May 28th, 2015 at 10:48 AM.
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  #27  
Old May 7th, 2015, 06:05 PM
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Re: The New York City Gang Of Four Prepares

Well met!

It's early days, still "bathing in success" (see lyric to Kiss of the Spider Woman - recently performed by yours truly here on Roosevelt Island) from how well Balance of Power! went, but I have already created, and submitted for chas' approval, several armies for
THE ILLINOIS SMITH MEMORIAL TREASURE HUNT, A PULP ADVENTURE SUPERSCAPE SCENARIO.

ARMIES

Each player army may be composed of 800 points, and must include one C Level Super (201-240 Points) and at least one D Level Super (Up to 200 Points), one and only one Tech Squad of 100 Points (see sample card below) plus any one other Super/Classic/VC squad. It may include a further number of D Level Supers and/or Super/Classic/VC squads (only one of any Unique Squad per player as usual). Supers Cards may be of either alignment (Good or Evil); squads from any Classic General mixed together or not as desired (including the new April/May 2015 C3V release, except for Zettian Deathwings). There are no space limitations, due to an offboard entry mechanism (see below).

Armies must be submitted to the GM and duplicate Supers will not be allowed. However, duplicate squads are permissible among different players—squad members (and all Tech Squad proxies) must therefore be individually marked (usually on top or bottom of their bases) so as to be identifiable by player ownership.

Supers Game cards may be drawn for any of the approved designers on the Chas Qucik Scan Master Lists, but all cards are subject to the usual pregame review and GM approval.

The person who can guess what units (all are C3G or Classic) they contain is to be praised or pitied; I know not which. Still, it should be entertaining . . .



Last edited by kolakoski; May 7th, 2015 at 06:26 PM.
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  #28  
Old May 14th, 2015, 09:25 AM
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Re: The New York City Gang Of Four

*THE TRUTH WAS OUT THERE--ONLY NOW CAN IT BE REVEALED!*

So here are my own teams for the Illinois Smith game:


TEAM ONE: "KREE-TACIOUS"
"Give us our stuff back, puny Earthlings!"

Predator 240 (C3G)
Kree Colonel 130 (Drewman-chu; Uncommon Hero)
Kree Scout 40 (C3G; Common Hero)
Kree Soldiers x2 140 (Dreman-chu; Common Squad, 3 Figures each)
Tech Squad 100 (Chas)
Total: 790 Points


TEAM TWO: "US SPECIAL FORCES"
"Did the USA shoot the Kree Spaceship down? No Comment."

The Bulleteer 230 (Garada)
Lara Croft 170 (GreyOwl)
Nakita Agents 120
Gorillanators x2 180
Tech Squad 100
Total: 800 Points


COMMENTS

Team One
Those darned aliens--they always want their stuff back! These are most of the Kree cards I've used against the C3G Guardians of the Galaxy in multiple solitaire games, with other Kree heroes like Ronan (C3G), Korvath (Chas), and Nebula (Badgermaniac). Since the comic book Kree wear white uniforms with various color trims, they proxy nicely with Star Wars Clone Trooper minis.

Team Two
All Good Guys, of course. The Bulleteer is a DC character who is using the super suit invented by her mad scientist husband--who went off the deep end and is now deceased. She's worked with the Seven Soldiers of Victory, refused the Birds of Prey, but joined the JLA, where she was excited that Wonder Woman knew who she was. Lara Croft saw action on our table back in our first mixed Classic/Supers game, and charges the US government her highest rates. The Nakitas and Gorrillanators have their place in our hearts--and possibly in some X-Rated magazines!

General
This is the first playtest of my Tech Squad design, and I'm hoping they are a useful bridge between Classic and Supers games, and generally useful. There will be surprises in this game, from the C3G glyphs randomly generated, and a few other things which will only be revealed in our after action reports. For the full scenario, be sure to add the Game Master Only File For Illinois Smith, which contains these hidden spices to the scenario recipe, and will also be revealed post game.

I'm hoping to use both teams in different NYCG4 games on May 27.

Chas

Last edited by chas; May 14th, 2015 at 03:35 PM.
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  #29  
Old May 14th, 2015, 09:31 AM
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Re: The New York City Gang Of Four

***NYCG4 COMING ATTRACTIONS***

You know us--we love to mix cards from different Scape groups and designers! Four our next game in June, Game Master Taeblewalker will be showcasing the Heroes of Fiction (HOF). This is a group that makes scape cards up for favorite heroes from books and movies that we all enjoy. Long active with most of the major design groups onsite, TW has worked on some of these as well.

I've used their Indiana Jones long ago. Coming back to their thread (see the Customs section) after several years, I now find lots of new cool cards, including at least a dozen I'd be happy to play in this new game.

If you haven't been there before, check it out!

As you can see, we've now consolidated many of our own gaming threads here, and have a unique custom Scape scenario running every month. So if you're travelling to New York City this spring or summer, and can fit an afternoon/evening of gaming into your visit, PM one of us and we'll include you and yours in our scenario for the month you've visiting! Ten different subway lines stop within a few blocks of my place here in Brooklyn Heights--which is a tourist destination in itself for--among other things--the best view of the Manhattan skyline anywhere; you've probably seen it on TV already.

Your pal,
Chas

Last edited by chas; May 14th, 2015 at 03:38 PM.
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  #30  
Old May 14th, 2015, 04:22 PM
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Re: The New York City Gang Of Four

Well met!

On 5/27, the Gang of Four will be playing chas'
The Illinois Smith Memorial Treasure Hunt. Below are the armies each of us have prepared for this scenario. All armies also contain one 100 point Tech Squad (stats in scenario text). Who will win?


Sherman Davies:

235 Yellowjacket (Sherman Davies)
195 Dreadgul Raiders x 3 (VC)
160 Nightwing
(Sherman Davies)
110 Man Bat
(Sherman Davies)














Taeblewalker:

250 Fire Demons (C3G)
215 Quicksilver
(C3G)
120 Firestar
(C3G)
110 Kid Flash
(C3G)












chas:



Team I

240 Predator (C3G)
280 Kree Soldiers x 2 (Drewman-chu)
130 Kree Colonel
(Drewman-chu)
40 Kree Scout (C3G)












chas:

Team II

230 Bulleteer
(Garada)
180 Gorillinators x 2 (Classic)
170 Lara Croft (Grey Owl)
120 Nakita Agents (Classic)













kolakoski:


Team I

330 S.H.I.E.L.D. Agents x 3 (C3G)
220 Nick Fury (C3G)
150 Hawkeye (C3G)









kolakoski:

Team II


240 Hydra Agents x 3 (C3G)
220 Red Skull
(C3G)
140 Madame Hydra
(C3G)
100 Weather Wizard
(C3G)











kolakoski:


Team III


240 Judge Dredd (C3G)
210 A.I.M. Agents x 3
(C3G)
160 Scientist Supreme
(C3G)
90 Vertigo
(C3G)















Last edited by kolakoski; May 17th, 2015 at 12:56 PM.
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  #31  
Old May 14th, 2015, 06:34 PM
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Re: The New York City Gang Of Four

Here's the link to the Heroes of Fiction thread. Just scroll down past the Blob cards and you'll see the index in the first post.

For my game, each player will have to take at least two cards from Heroes of Fiction. Army totals will be 500 points.

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  #32  
Old May 14th, 2015, 08:11 PM
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Re: The New York City Gang of Four

Well met!

Interesting army building by the Gang for this one. Theoretically, it's all about Equipment Glyph grabbing, with the fillip of Tech Squad analyses of the Glyphs before they can be used, and for additional Victory Points. As this is a Free for All, I expect the usual alliances and another version of Taeblewalker's Charge.

Sherman
235 Yellowjacket (Sherman Davies)
195 Dreadgul Raiders x 3 (VC)
160 Nightwing
(Sherman Davies)
110 Man Bat
(Sherman Davies)
700

Sherman's Raiders Bond with his Man Bat. Nightwing's Natural Leader allows free movement of Yellowjacket into Insect Swarm range. Cute.

Taeblewalker
250 Fire Demons
(C3G)
215 Quicksilver
(C3G)
120 Firestar
(C3G)
110 Kid Flash
(C3G)
695

Taeblewalker's army is perfect for a rush to the Glyphs. The Fire Demons are take the Relentless Personality to a whole nother level. They scare the bejeezus out of me! Firestar having had a few moments of luck for
Taeblewalker in recent games must be the reason for her reappearance here.

chas' Team I
240 Predator (C3G)
280 Kree Soldiers x 2 (Drewman-chu)
130 Kree Colonel
(Drewman-chu)
40 Kree Scout (C3G)
690

Thematic I expect, but Bonding from chas!? I'm shocked! Shocked, I tell you! I'm also shocked at 140 points per squad for
Kree Soldiers. Their Cloaking Technology reminds me of the Mohican River Tribe's Concealment 19.

P.S.: chas is 10 points short; I suggest this guy:


chas' Team II
230 Bulleteer
(Garada)
180 Gorillinators x 2 (Classic)
170 Lara Croft (Grey Owl)
120 Nakita Agents (Classic)
700

Classic Movement Bonding and Lara Croft's Artifact Expert I get, but what's Bulleteer doing here?

kolakoski's Team I
330 S.H.I.E.L.D. Agents x 3 (C3G)
220 Nick Fury (C3G)
150 Hawkeye (C3G)
700

Fury's Helicarrier Drop Team should get me to the Crash Site first. After that . . .

kolakoski's Team II
240 Hydra Agents x 3 (C3G)
220 Red Skull
(C3G)
140 Madame Hydra
(C3G)
100 Weather Wizard
(C3G)
700

A classic Hydra Bonding army, with Weather Wizard as Cheerleader. Was Team I before I watched that Marvel Agents of S.H.I.E.L.D. finale chas suggested, and realized that
S.H.I.E.L.D. was at least as ruthless, in its own way, as Hydra - and should get first crack at the alien technology.

kolakoski's Team III
240 Judge Dredd (C3G)
210 A.I.M. Agents x 3
(C3G)
160 Scientist Supreme
(C3G)
90 Vertigo
(C3G)
700

Was Team II. Scientist Supreme's Leader of A.I.M. controls her
A.I.M. Agents and Judge Dredd, with Vertigo as Cheerleader.



Last edited by kolakoski; May 17th, 2015 at 01:09 PM.
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  #33  
Old May 14th, 2015, 11:13 PM
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Re: The New York City Gang Of Four

Theme In Team Building, and Etc.

K.,

Add 100 points to everyone's team for their mandatory Tech Squad (by Chas) to reach the 800 total allowed. Since protecting your 3 techies could be a major part of the game saith the Game Master, anyone who works well with them is a big deal for team composition. For example, my Nakita Agents can help them out with Smoke Powder 13. Has anyone else seemed to have considered this? (Cinematically its the old 'Protect Your Scientists on the Expedition' theme.)

Notice too that indeed almost all of my cards have some kind of stealthy defense--hence the Predator alien working for the Kree, especially in a jungle environment. There will be lots of water and swamp water too--its the Amazon rain forest, after all--so I'm surprised no one took any of the many available "Water Bourne" characters. There is a whole list of them as such on my Team Rosters with the Chas Superscape Quickscan Master Lists posted onsite. I certainly considered this, since many of them can grab a glyph and swim away with it!

A good thought for my missing 10 points old chap, but I'm too thematic to allow a Skrull to ever work with a Kree! Like the Shi'ar, the three major Marvel alien races would never work with each other. Which is part of the reason why the Marvel Universe off Earth is a mess. Independent designers (especially Drewman-chu) have therefore worked also to provide them with their own soldier squad, an officer, and heroes--The Shi'ar Imperial Guard--as well, like the other two. Perhaps this will be a future direction for the C3G. Many other Kree heroes are available, but most are A or B Level Characters disallowed by the scenario (Various Captain Marvels and Mar-vels, Ms. Marvel, Quasar, and the Inhumans).

Bulleteer is simply my heavy hitter for her team. Also, note that Team 2 is all women and gorillas! Go figure... I considered using Gorilla Man (C3G; 140 points) too!

Last edited by chas; May 15th, 2015 at 04:35 AM.
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  #34  
Old May 15th, 2015, 01:01 AM
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Re: The New York City Gang Of Four

Well met!

Without seeing the map, regardless of description, I'd be surprised of anyone did draft a water-based army.
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  #35  
Old May 15th, 2015, 04:36 AM
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Re: The New York City Gang Of Four

An army no; a figure yes!
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  #36  
Old May 15th, 2015, 08:40 PM
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Re: The New York City Gang Of Four

Well met!

Vacillating as usual among which of the S.H.I.E.L.D., Hydra, or A.I.M. armies to play in the first, second, and [remotely] third game of the day, respectively.
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