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)
***
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)
***
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