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The purpose of this thread is to provide Coop and Solo scenarios for facing off against the colossal figures in the GSX set. The first one I've done is for the only giant I have currently: Sentinel Mark V (abbreviated SMV throughout this post). I plan on providing more scenarios for the other colossal figures as I get them.
As an aside, the structure of this scenario is heavily influenced by the "Castle Ravenloft" series of board games by WotC, especially the "AI" of the colossal.
Scenario 1 - Sentinal Mark V
Background - The Sentinel Mark V has been sent on a mission to collect valuable intel on the player’s forces. The players must stop the colossal machine before it accomplishes it’s mission!
Setup - Each player builds a force such that the combined force total for all players is no more than the point value of the SMV. Place the SMV in the middle of the map (or as close to the middle as possible). All players setup in starting zones as normal. Gather a pile of small markers to use as Threat and Intel tokens (anything will suffice, be it pennies or buttons, etc...). At this time the players should decide the difficulty mode of the scenario: Easy Mode or Hard Mode.
Special Rules
SMV is not part of any force but instead is given actions according to the scenario at the end of every player’s turn. It is never given action tokens and may be given multiple actions in a turn as the scenario calls for it.
SMV has first turn immunity (cannot be targeted for powers or attacked on any player’s first turn).
Whenever a figure damages SMV, place Threat tokens on the figure’s character card equal to the amount of damage taken. If SMV is the target of outwit, the source figure receives 3 threat tokens.
At the end of each player’s turn, the acting player takes the SMV’s actions according to the current phase. SMV can do any combination of the following:
Move Action - Move the SMV according to the scenario. Move in straightest line possible, ignore terrain and opposing figures for movement purposes and destroy any blocking or elevated terrain between and occupying SMV’s starting and ending spaces.
Ranged Combat - SMV makes a ranged combat action against a non-adjacent target within LOS but ignoring distance. SMV uses Psychic Blast or RCE instead if they are available.
Melee Combat Action - SMV makes a close combat attack against an adjacent target. If available SMV will use Flurry, EW or CCE instead.
Capture - SMV makes a capture attempt against an adjacent target.
Use a Power - Use a power as detailed by the scenario.
Gather Intel - Place an intel token on the SMV’s character card.
Whenever SMV must choose a target for a power or attack from a group of eligible targets it filters the potential targets by the following criteria (in the given order) until a single target is found: Highest threat, Closest Distance, Highest Point Cost, Highest Damage and finally active player choice.
When two or more incompatible powers are available for an attack, choose the one that would deal more damage. If both deal the same amount then it’s active player’s choice.
“Analyze-Contain” has the following text instead of it’s printed text:
SMV targets a threat and counters all of it’s powers until the beginning of SMV’s next turn.
Victory and Defeat
If the SMV has 8 (or 6 for Hard Mode) or more intel tokens on it’s character card at any time then it has successfully completed it’s mission and the player’s Lose!
Captured figures count as 3 intel.
Whenever SMV defeats a figure, it receives 2 intel tokens.
If the players manage to defeat the SMV then they Win!
All figures but the SMV are defeated then the players Lose!
Sentinel Mark V’s Turn - The SMV’s turn is resolved by the acting player in 4 (5 for Hard Mode) phases: Maneuver, Analyze, Seize, Eliminate and Exterminate (Hard Mode Only), in that order. Each phase has a procedure for the acting player to follow, which is in the form of a sequence of If-Then statements. The acting player reads the statements in order, and if the “If” part is true the player will execute the “then” clause and then move on to the next phase, ignoring the rest of the if statements.
Maneuver.
If Regeneration is showing on SMV’s dial...
...then it moves as close to the middle of the map as possible and uses Regeneration.
If no opposing figures are in LOS...
...then SMV Gathers Intel and ends it’s turn (skip all other phases).
Otherwise, roll 1d6; on a result of 1-4 SMV moves to base a figure with most amount of threat tokens within LOS. On 5-6 SMV moves to base a figure with least amount of threat tokens within LOS.
Analyze...
If “Analyze-Contain” is available to SMV...
...then SMV uses it targeting the highest threat figure within LOS.
If Forceblast is showing on SMV’s dial and SMV is adjacent to 1 or more opposing figures...
...then SMV uses force-blast on one of them, adding +2 to the roll result.
Otherwise go to next phase.
Seize!
If “Frigi-Beam” is available and SMV has LOS to 1 or more non-adjacent opposing figures with zero tokens...
...then SMV uses “Frigi-Beam” on one of them with +1 to attack. SMV always chooses to place 2 tokens with the power.
If SMV is adjacent to 1 or more opposing figures...
...then SMV uses Capture targeting the one with the Least amount of threat.
Otherwise go to next phase.
Eliminate!
If SMV is adjacent to 1 or more opposing figures...
...then SMV melee attacks one of them.
If SMV has LOS to 1 or more non-adjacent opposing figures...
...then SMV ranged attacks one of them.
Otherwise end of turn (or go to next phase for Hard Mode).
Exterminate (Hard Mode Only!)
If SMV has LOS to 1 or more non-adjacent opposing figures...
...then SMV ranged attacks one of them.
If SMV is adjacent to 1 or more opposing figures...
Note - I've only tested this scenario Solo, so I'd like to hear how it runs as a 2 or 3 player or encounter. I'll probably be revising this scenario as I test it more myself (or possibly get feedback from here).
I have an Apoc coming in the mail soon and I'm churning ideas around how I would approach a solo/coop scenario-Apoc. Should be interesting.