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It’s been a long time in this tiny cell. Too long. These walls have been staring at me, taunting me, boxing me in and making me feel small. Nobody does that. Not since my parents, rotten b*stards that they were. My mother hired me and my brother to kill our father. I’ve been close friends with death since I was too young to know better, but I was always in control. This cell won’t do. Won’t do at all. My name’s Deadshot, and it’s time for me to fly.
The food here is sh*t. Seriously. I’ve fed dogs better garbage than this. It’s pasty, it’s slimy, and it moves spam to the number-two “what the h*ll is in that cr*p?” list. One thing it does have, occasionally, is nuts. I hate nuts. Just never took to ‘em. So I’ve been keeping ‘em. Under my clothes in places I don’t speak about, I’ve got a couple nuts, a toothbrush-shiv, and a length of string I wove together out of enough strands of fiber from my prison clothes, the mattress, and the one Kleenex-thin sheet they give me to be stronger than it looks. I’m ready. They’ll never see me coming. They never do.
The guard comes to the door with lunch. There’s a tiny slit the food comes through that they designed small enough that you can’t get your hand through it. They thought that would stop me. Careless. He slides the plate through and makes some lame quip about my moustache. Bad move. I might have just hurt him, but he had to insult me. Now he’s gotta die. I flick a peanut out the chute. It pops off of his belt-buckle, ricochets off the door, and down into his throat. I hear him choking. Bullseye. I shove the plate back through the opening and it knocks him backward. Use the string – with a peanut for ballast, I swing it out and snap at his gun. Perfect so far.
As I expected, the choking b*stard is too stupid to radio backup. I’m just a punk in a cell, and he wants to teach me a lesson. He comes barging into the cell, gun drawn, acting all tough. I smile, knowing it will make him too angry to think. He pulls the trigger on me, looking to wing me. Nothing happens. He’s angry, flustered, and still choking a little, so it takes a second for him to realize I had flicked his safety back on. Good old peanut. I take my moment and jump him with my shiv. One clean cut to the carotid artery and he’s down and out. Time to move.
I take his gun and check the clip. Not bad. I slide the body onto my bed and wrap the wound with my shirt. Putting him under the sheet seals the illusion. This will buy me some time. After quickly cleaning the food from the floor, I close the door behind me and move out to the hallway.
This is a Checkmate facility. They’re a different and detatched arm of the federal government, so my connections to the Suicide Squad won’t amount to d*ck. I’ve got limited resources, no body armor, and no backup, and I’m trying to escape one of the more secretive and secure prisons in the country. This is going to be fun.
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Suicide Squad:
Deadshot - 41 w/ Trick Shot
Checkmate:
Guards-
R Checkmate Agent – 11
R Checkmate Agent – 11
R Checkmate Agent – 11
R Checkmate Agent – 11
R Checkmate Agent – 11
R Checkmate Agent – 11
R Checkmate Agent – 11
R Checkmate Agent – 11
R Checkmate Agent – 11
Total: 99
Map: DC A
Scenario Rules:
Okay, time to strap on your Metal Gear Solid gloves and get to work on some stealth espionage action! Clearly, Deadshot can’t single-handedly wipe out the Checkmate force. That’s not his goal. His goal is escape! However, he has several things against him and several special rules in place to make this game possible.
The Agents follow pre-set patrol routes. They will not move from these routes unless they are alerted to Deadshot’s presence. This happens in one of three ways:
1) Deadshot enters their cone of vision. A guard will only face in the direction he is walking, and only “sees” what happens within his range, LOS, and 45-degree diagonal.
2) Deadshot attacks but doesn’t kill a guard. That guard can then take independent action against Deadshot.
3) Deadshot sets off an alarm. Several Agents in the immediate area will hone in on his position.
The Agents’ positions and their patrol routes are as follows (their facing direction is in parenthesis):
The following Agents do not have a patrol route and will stand still unless alerted. They still have a cone of vision, and can spot Deadshot if he enters it.
The game begins with the Agents at their first location. They will move back and forth between the two as their moves allow.
Ex: Agent 1 begins at O4, facing south. If Deadshot were in square Q3, he would be invisible to Agent 1, as he is out of his LOS. On round 2, Agent 1 moves to K4, facing north. He will rest there on round 3, and on round 4 he moves back to O4. This process continues ad-infinitum.
If Deadshot enters an Agent’s cone of vision, he gets to act first before he is spotted.
Ex: Agent 3 is at L20 facing south. Deadshot is in Q18 and out of sight. He could running-shot to square Q20 and snipe Agent 3 before the Agent could “see” DS. If the agent survives this first attack, he can then take an action of his own. If he dies, no alarm or action is allowed and DS remains undiscovered.
Similarly, if Deadshot ended his turn in Q20 while Agent 3 was in G20 facing west, on Agent 3’s next turn, he will move south to L20. Deadshot gets the chance to take one action on his turn before Agent 3 can “see” him there and take action against him.
Security Cameras: Deadshot must avoid these buggers. Their locations and facing arcs are as follows:
If Deadshot is spotted by a camera or kills a guard in the Camera’s LOS, it will raise an alarm. Cameras have the following stats:
Range: 4
DV: 10
A Camera can be shot and destroyed, and only takes 1 click of damage to kill. It will not be able to raise an alarm in this case. Cameras are stationary and cannot move.
Locked Doors: Every time Deadshot enters a room or new hallway, the entrances are locked. In order to open the doors, he needs a key. Keys can be found on Agent corpses on a roll of 4-6 on 1d6. Doors may also be unlocked at a Security Hub. If all else fails, Deadshot can try and pick the lock by making an attack against DV 18. Success opens the door, failure sets off an alarm.
Security Hubs: The following rooms are security hubs:
I/M6-I/K11
A/D16-A/D20
In each room is a computer (K8 and A18/19). If Deadshot is adjacent to this computer, he can make an attack against DV 10 to open all doors or DV 15 to shut off all cameras.
The Alarms: If an alarm is set off, guards who are near Deadshot’s location will be able to take actions against him. How many and which ones are determined by super-secret randomizations rolled up by ME! Your friendly neighborhood EIC. If Deadshot can stay out of range of the Agents for 3 rounds, they will give up the chase and decide it was a false alarm.
Deadshot’s Gun: This isn’t Deadshot’s usual sidearm, and it’s pretty limited by comparison. He only has 3 bullets to start with. When he runs out of bullets, he loses his Ranged Combat Expert. By moving through the square where a dead guard fell, he can rummage for more ammo on the body. On a d6 roll of 4-6, he finds 2 more bullets and regains his RCE.
Deadshot is deadly accurate with virtually any object, however, and can choose not to use the gun and use his stored peanuts and things instead. He’s only got enough spare junk for 3 shots, but if he chooses to use them, he may make a ranged attack at his base damage without using RCE or a bullet.
Deadshot’s Determination: Deadshot is considered to have Willpower for this issue.
The Goal! Deadshot begins the game in square W3. He successfully escapes if he makes it to square X24.
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There are a number of experience bonuses in this issue. The bonuses Deadshot can earn are as follows:
-Shoot a guard in the back = +1 IAP
-Shoot out a Security Camera = +2 IAP
-Pick a Lock = +1 IAP
-Use stolen Key = +2 IAP
-Use Security Station to open doors = +1 IXP
-Use Security Station to shut down Cameras = +2 IXP
hmm... do i really need a villian for most of this episode? Really probably just need someone to check in when ever i fail something.... woo boy this will be a pain to set up... but looks like a lot of fun.
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In the game of chess you can never let your opponent see your pieces
and actually iniative looks like it'll be pretty important too... so if whoever is going to step in wants to roll with me....
Also, if a door is locked can a guard see trhough it?
Init, 6+3. I'll likely go first.
No, a guard cannot see through a door. So you're safe there. And by the way - the doors in the room you start in are already open, so the first exit is free.
Now to get to buisness... it doesn't look like a government salary amounts to nothing even in the black opps versions of the government. Either that or this joker just isn't interested in doing his job. Either way it's a good deal for me. He's just sitting there ignoring his monitors and throwing darts at a dartboard. He didn't even see me run past the windows of his office.
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In the game of chess you can never let your opponent see your pieces
Ah #### can I take that back? For some reason I didn't have the guard directly there set up. Which actually makes me wonder how i'll make it out in 15 turns.
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In the game of chess you can never let your opponent see your pieces