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Alien Invitational by Chas

chas

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ALIEN INVITATIONAL!

Another ChasScape Production

“Earth? Sure, it’s a planet of champions. But what if it gets destroyed? Who will take care of the Universe then? Tryouts for CUES, the Custom Universe Emergency Squad are now being held, and No Terrans Need Apply, thank you very much! Event overseen by The Interplanetary Olympic Committee, Inc.; details below…”

--THE GALACTIC SPACE TIMES,
“All The Far Out News Fit To Print”
Current Edition, Vidpage One

***

3 Player Teams: 1,400 Points of Unique Hero Good Guy supers, taking up a maximum of 10 start spaces. Each player must field three different teams, to be assigned at random to each game. All designer sources welcome.

All characters must be of non-Terran race (Terran/Other Hybrids looked down on, but reluctantly permitted—reference recent Galactic Lawsuit #84039584231108476034482). Clones, Cyborgs, Robots, etc. permitted, but only if of non-Terran origin, with such alternate race so stated on their registration cards (Reference Galactic Civil Rights Act #7403825598732859478/30285566793232304058343389540553893849509767645667)—pre tournament physicals must be passed, and we’re checking, with very high tech equipment! Also Qualified: "Mutants" (Marvel) and "Metahumans" (DC) If humans don't like them; we do.

Character Levels: No A Level: (351-500 points) characters may battle—they pass automatically, and we’d be lucky to get them!

B Level: (241-350 points) Max. 4 characters
C Level: (201-240 points) Any Number
D Level: (Up to 200 points) Any Number

Team Registration: All teams must be pre-approved by the Game Master prior to game day Feb. 4, 2015 (Yes, alright; Earth Standard Time—its always all about Earth, isn’t it?) to avoid duplications among teams, ringers, miscellaneous game breakers, etc. First come, first served, so get cracking—we’ve only got 3 weeks to come up with 3 teams each.

Map: Planet Gymnasia; varied terrain.
(Galactic Coordinates Standard Ref: G501236349274665)

Format: Free For All. Ten rounds per game.
Victory: Most points “defeated;” no killing if possible, please. (All entrants must sign mortality waivers. All entrants killed without revival powers will be disqualified.)
 
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Alien Invitational: Qualification Clarifications

(Note: the term 'Alien' in the sense of non-Terran is used so that Earthers will get the point. We're not aliens, of course--they are!)

1. Terrans Radically/Genetically Re-Engineered: Beings from Earth who have been radically modified by alien technology do qualify.

2. Fosterage: Aliens fostered on Earth do qualify. Note however, that in the case of the famous Superman (El) family of Kryptonians, most will be overqualified due to a Class A Point Range. Terrans fostered elsewhere than Earth receiving powers and abilities far beyond mortal men also qualify.

3. Reformed Villains: Alien Ex-offenders now acting heroically qualify. But we'll be looking at these cases very carefully. Contact your local Game Master ahead of time to plead your case before including one on any proposed team for your own convenience! (Data Records of Space Police HQ, 30th Century Earth will be definitive).

4. Terran Heroes Adventuring In Space who still reside primarily on Earth do not qualify. Examples: members of the Green lantern Corps or Legion of Super Heroes from Earth, Adam Strange, Captain Comet, etc. (Proof of residence away from Earth must be furnished).

(Interplanetary Olympics Committee, Inc.)
***
 
Note the revised OP, which now allows for Mutants and Metahumans. We had trouble making up teams without more candidates.

The idea of having three teams per player and choosing them randomly for each game, is to ensure all are seriously designed. I'm urging everyone to use characters they have not used yet or much.

Note that the Guardians of the Galaxy (C3G) fit the criteria for a team in this scenario.
 
Would this team qualify?

Angles & Demons 1400

Zauriel 320, Angle
Spawn 320, Demon
Frankenstein 320, Undead
Archangle 260, Mutant
Daredevil 180, Mutate
 
Two of us have now had their teams approved, so we're halfway there. Together these six teams total 34 characters. So the scenario is working out with the added categories. I'll post all 12 teams/armies here after they are approved.

Sherman Davies is using his own cards, and Kolakoski C3Gs. What, no Independent Designers represented yet? Hmmm...
 
Well met!

Two of us have now had their teams approved, so we're halfway there. Together these six teams total 34 characters. So the scenario is working out with the added categories. I'll post all 12 teams/armies here after they are approved.

Sherman Davies is using his own cards, and Kolakoski C3Gs. What, no Independent Designers represented yet? Hmmm...

C3G has excellent cards, so why not go there first? It was still difficult to put together 3 armies, even within chas' latest, broader parameters, while avoiding units I had already played (I've used Sherman's Valkyrie before (in his scenarios), but not, I think, C3G's.

As Sherman has chosen his armies already, chas has already seen mine, leaving Taeblewalker, who will draft at the last minute without any thought to countering me, but rather of finding cards not yet chosen, I feel free to post my armies here, and solicit suggestions from "Independent Designers" for improving my team with their cards.
Spoiler Alert!
Spoiler Alert!
Spoiler Alert!



 
My 2 cents.... If you really want a second X healer in the first team I prefer Marrow over X-23 at 220 points. She has 3 ranged attacks that will benefit from Sages' +1 booster and a defensive counter strike type power.

I had some other thoughts but then I remembered the armies could only include good guys, which really limits you quite a bit. I don't know if Marrow as a terrorist gets in over the Assassin X-23 or not.
 
[ALIEN INVITATIONAL:
THE NEW YORK CITY GANG OF FOUR TEAMS



SHERMAN DAVIES (All SD Cards)

Team 1
J'onn J'onzz 325
Maxima 310
GL Kilowog 290
Supergirl 260
Wonder Girl 180
TOTAL: 1, 365

Team 2
Wonder Woman 340
Power Girl 320
Big Barda 290
Troia 260
Mr. Miracle 170
TOTAL: 1,380

Team 3
Hercules 330
Capt. Marvel 320 (Carol Danvers)
Colossus 240
Cyclops 200
Nightcrawler 160
Kitty Pride 150
TOTAL: 1,400


KOLAKOSKI (All C3G cards)

Team 1
Wolverine 180
Archangel 260
Phoenix 230
Professor X 220
X23 220
Sage 190
TOTAL: 1,400

Team 2
Superboy 330
Eradicator 280
Flash 280
Blade 230
Angel 200 (Buffy)
Krypto 80
TOTAL: 1,400

Team 3
Valkyrie 350
Deathlok 255
Scarlet Spider 245
Cyborg 200
Daredevil 180
Forge 170
TOTAL: 1,400


TAEBLEWALKER (All C3G cards)

Team 1
Starlord 250
Groot 275
Rocket 175
Gamora 300
Drax 350
TOTAL: 1,360

Team 2
Sub Mariner 250
Raven 190
Gambit 210
Beast 170
Storm 220
Iceman 150
Firestar 120
Zero-G 80
TOTAL: 1,370

Team 3
Beast Boy 60
(BB Bear) 20
(BB Cheetah) 20
(BB Pteradactyl) 40
(BB T-Rex) 60
Blue Lantern 280
Black Canary 190
Aqauaman 330
Wonder Man 350
TOTAL: 1,350


CHAS (The Chas Quick Scan Master List of Super Heroes; available onsite*)

Team 1: “The Green Lantern Corps”
GL Tomar Re 350 (Fatsnack) B
GL Jade 350 (IamBatman) B
Halo 300 (Chas) B
Green Construct: Stealth Bomber 100 (C3G) D
Guardian of the Universe 100 (IAmBatman) D
The Fourth Doctor 200 (Creo) D
TOTAL: 1,400

Team 2: “The Legion of Super Heroes”
M’Onel 350 (Chas) B
Wild Fire 280 (C3G) B
Superboy 240 (Kon-el; C3G) C
Shadow Lass 180 (Chas) D
Ultra Boy 150 (Chas) D
Dawn Star 140 (Chas) D
TOTAL: 1,340

Team 3: “The Justice League of America”
Doctor Light 350 (Chas) B
Red Tornado 300 (C3G) B
Geo Force 270 (Balantai) B
Black Lightening 190 (hi1hi1hi1hi1) D
Gypsy 180 (C3G) D
Kid Flash 110 (C3G)
TOTAL: 1,400

*The Chas Quick Scan Master Lists of Super Heroes and Super Villains, available onsite in Marvel: Comic Hero Custom Creations, allows you to pick a diverse team of characters from designers all over the site by point total and designer; and then you can find the cards by designer on their various threads. It includes my personal picks from The Great Card Hunt, performed over several months, from all over the site, including over six hundred from C3G and many individual designers. Attached Team Lists also allow you to consider team rosters from existing comic/film teams quickly.

These lists are also a great way also to expand your knowledge of supers, by considering some that you are not familiar with but who fit in with some you are. In this case, I was actually able to consider six themed teams fairly quickly, of which I chose three as best suited for the scenario. The other three were The Inhumans, the Old Guardians of the Galaxy, and The X-Men.
 
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***CONTESTANT TEAMS POSTED FOR FIRST INTERSTELLER COMPETITION***


(The Galactic Space Times, "All The Far Out News Fit To Print"
Current Edition, Editorial Page)--Great excitement is being generated by the recent vidposting of all nine qualified hero teams for the Alien Invitational Competition. From bars to casinos all over the Universe(s), the buzz is circulating, toasts are being drunk, and betting is heavy at space casinos everywhere! Congratulations to the various team managers for putting together such exciting sport, which will also provide galactic citizens a new Custom Universe Emergency Squad should the need for it arise. We'll all sleep a little safer tonight for the thought.

Thanks to the Interplanetary Olympic Committee, Inc. and R. J. Brande Industries for staging this important and exciting event. Good luck to all our contestants!

--The Editors and Staff

***
 
Yodaking,

X23 has Reformed! Has Marrow? That would be the criteria contained in the scenario that I would use, after looking her up on wikipedia. Lots of characters go back and forth between Good and Evil. So I'm assuming you can cherry pick from any stage of their career as you like. She'd have to have at least had a Good period, even if she went back to Evil later on.
 
Kolakoski,

Since the teams have gone up much faster than anticipated--thanks to everyone for making the effort, as I'll need some time to pull the cards and figures/proxies for three of thee teams--(Sherm does his own), I'm not allowing any further changes this time.

However, you can now have fun looking at enemy cards and figuring out how to beat them, if that floats your boat.
 
Taeblewalker,

Let me know if you are going to bring any cards or figures yourself for your own teams, that I won't have to pull for you.
 
Well met!

My 2 cents.... If you really want a second X healer in the first team I prefer Marrow over X-23 at 220 points. She has 3 ranged attacks that will benefit from Sages' +1 booster and a defensive counter strike type power.

I had some other thoughts but then I remembered the armies could only include good guys, which really limits you quite a bit. I don't know if Marrow as a terrorist gets in over the Assassin X-23 or not.

Yodaking,

X23 has Reformed! Has Marrow? That would be the criteria contained in the scenario that I would use, after looking her up on wikipedia. Lots of characters go back and forth between Good and Evil. So I'm assuming you can cherry pick from any stage of their career as you like. She'd have to have at least had a Good period, even if she went back to Evil later on.

The teams are set. Mine:

280 Wolverine
260 Archangel
230 Phoenix
220 Prof X
220 X23
190 Sage

Clearly 2 of Sage's Enhancement markers go on Wolverine and X23. Where should the third one go?

 
I have not yet played a game with Pheonix but since Archangle is most effective when rolling the d20 and Prof. X is just an OM dump, I would think she would be the best option for that 3rd marker. Of course you don't have to place all 3 of them, you could just place the 2 and then focus on attacking from that point forward.
 
THE MAP: PLANET GYMNASIA!

Our map this time around is ¼ smaller than our usual footprint, being wider than it is deep, so we can get right into the action. It is 4 BU wide by only 3 BU deep (a Basic Unit being two 24 hexers mirrored into a rectangle) instead of the usual 4 x 4. However, between each of the 12 BUs is a strip of lower terrain—mostly rivers of water, with some swamp river, ice, or even molten lava to interrupt the regular water or provide ford crossings. The entire map is pretty flat, with a height being no more than three levels up from the base. The idea is not to give flyers too much of an advantage.

Each BU map section is unique, and partially screened off by sight blockers to form its own ‘arena’ for action, usually with a height area in the middle. So its not a symmetrical map. Each section has at least one river ford connecting it to its adjacent BUs, except where two sections are directly attached. Sight blockers include Ice Mountains, Rock Outcrops, Jungle Trees and Bushes, Pine Trees, and small elevated hills based on 7 hexers. There are a couple of three hex bands of shadow in the center. There are no castle walls castle doors, or roads. There is one bridge and one fortified hill (with castle battlements).

***
 
Well met!

THE MAP: PLANET GYMNASIA!

Our map this time around is ¼ smaller than our usual footprint, being wider than it is deep, so we can get right into the action. It is 4 BU wide by only 3 BU deep (a Basic Unit being two 24 hexers mirrored into a rectangle) instead of the usual 4 x 4. However, between each of the 12 BUs is a strip of lower terrain—mostly rivers of water, with some swamp river, ice, or even molten lava to interrupt the regular water or provide ford crossings. The entire map is pretty flat, with a height being no more than three levels up from the base. The idea is not to give flyers too much of an advantage.

Each BU map section is unique, and partially screened off by sight blockers to form its own ‘arena’ for action, usually with a height area in the middle. So its not a symmetrical map. Each section has at least one river ford connecting it to its adjacent BUs, except where two sections are directly attached. Sight blockers include Ice Mountains, Rock Outcrops, Jungle Trees and Bushes, Pine Trees, and small elevated hills based on 7 hexers. There are a couple of three hex bands of shadow in the center. There are no castle walls castle doors, or roads. There is one bridge and one fortified hill (with castle battlements).

***

"The entire map is pretty flat, with a height being no more than three levels up from the base." Great! Wolverine, X23, Blade, etc. thank you! Other than this, I'm imagining something that looks like a patchwork quilt from above. I'm wondering how far apart our armies will really be from each other, and how equidistant.

In any event, looking forward to it!

 
"WAH-HOO!"
--The Howling Commandoes
(Appearing in tonight's Agent Carter episode)


NO HOLDS BARRED ALIEN ENTRY RULES

There are no start zones. We'll roll dice for our entry order, with the ability to enter anywhere on the map perimeter, with the first hex entered counting! All characters must be on the board by Round Three, or be left out (with no points to anyone for them).

So you can enter further away from your predecessor, but get jumped on right away by the next person coming in. Entry strategies will be important and interesting depending on the individuals' play styles, as you can be as canny or as Heat of Battle wacko, as you like. You don't even have to enter where you entered other figures on a previous turn--its all up to you!
 
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Well met!

By Round 3, you mean, of course. I can already see the diplomacy between players as they enter after player 1.
 
Kolakoski,

Fixed, and thanks for the question about entry. I thought you'd like this. Yes, that's why we'll roll for order before anyone actually enters, rather than as we go--although it would be exciting and suspenseful that way too-- and display the results prominently with the Big Dice!

It won't necessarily generate my kind of game, but what the hey...
 
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POSTGAME RESULTS

After a 12 hour sessions, including a 45 minute dinner break, from 2 PM--2 AM, all three games were played by the New York City Gang of Four. The huge board provided many different areas, and about 3/4 of it was directly used. The new Alien Entry Rules made for some very interesting developments.

All teams are numbered as in the previous post for identification, each player having their own teams 1-3. The results were as follows:

GAME ONE
Sherman Davies 1670 Points (Team 1)
Kolakoski 1,290 (Team 2)
Taeblewalker 930 (Team 3)
Chas 280 (Team 1)

GAME TWO
Chas 1,405
(Team 3)
Taeblewalker 760 (Team 1)
Sherman Davies 220 (Team 2)
Kolakoski 0 (Team 1)

GAME THREE
Kolakoski 1,510 (Team 3)

Sherman Davies 1,425 (Team 3)
Taeblewalker 815 (Team 2)
Chas 510 (Team 2)
 
Chas Comments

Game 1: Kolakoski, who came in closest to me, immediately offered me an alliance, which I accepted, and the other two then teamed up--all teams being theoretically temporary, but in this game lasting the entire length of the game. I was jumped immediately by Taeblewalker, who messed up my whole tactical deployment by forcing my ranged army to fight hand to hand. Kolakoski, who sent some help to me while fighting Sherman Davies on his own front, took away most of my kills by getting the final hits on them. I killed only Blue Lantern, ironically by Halo (the anti Lantern), who did it without him finding out about her powers until later.

Game 2: This time, anticipating TWs tactics, I set up Red Tornado near two lava hexes. Using his power, I proceded to keep dumping TWs team members into the lava. Although using my own Varient Molten Lava Rules which give a much greater spectrum of results, TW rolled incredibly badly, and died almost as soon as if we were using standard lava rules! I wiped out his entire team except for Groot. TW managed to keep the big tree in the game, with an assist from SD's Power Girl, but I got the points for her as well. Unable to kill Groot, I still ran away with the game on points.

Game 3: I came in mostly in an area away from the others, who seemed to be all fighting each other on the opposite end of the board. Since SD brought in Hercules all by himself near me, I planned to get his juicy points as a start. But although Mon-El hurt him badly initially, he was to last a long, long time.

I brought in a fast moving carrier, Dawnstar carrying Wyldfire, and scooped up both glyphs which Forge dropped and pulled back with them. As three teams had mutants, I expected they would be useful to me, but I never got to use them. I was too far from the main action to get back to it.

Finally SDs Nightcrawler teleported in with K's Scarleet Spider, who robbed me, getting Herc after I'd put all his wounds on him except one. This was a recurring theme in all my games, as I did lots of damage but was often unable to complete the defeat of my targets!

General Comments:

1. This was a particularly fun day, and everyone wanted to complete all three games, which we did. I'd be very interested in any player comments on the map, the scenario, and the Alien Entry Rules, etc. as I was the Game Master this time around and they were my creations. The concept of providing all three teams ahead of time, but rolling for them to enter each game randomly seemed to work very well, and allow us to complete all three games with no time lost for building teams between the games.

2. The vast array of mostly unfamiliar Good Supers meant that folks who waded into the enemy without reading the defenders cards were in for some nastly shocks.

3. K. managed to use lower points unusual heroes to fight off much more powerful beings very well, such as Daredevil and Scarlet Spider.

4.. Happy Birthday Sherman Davies!

(To Be Continued After Further Reflection)

5. I got to run a number of my own custom Supers, some for the first time against live opponents, which was great (see my team lists). No one asked that they be revised, although we did discuss a couple of points about them.

6. We revised Tomar Re's (by Fatsnack) recovery of markers power down: instead of 50% to recover one or two markers, we made it 50% to get zero or one.

7. Checking out the Green Lantern Corps team synergies among several different designers' work, a C3G Green Construct, and my own "anti-Lantern" (Halo) was also very interesting.
 
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