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West Coast Avengers #22 - "Breakout"
Written by mikeinmke
Edited by WakandaMan
Eros’ small starship was still in its hidden location on the Skrull throneworld. It would, however, only be a matter of time before the remaining Avengers were discovered. Some of the Earth’s mightiest heroes had walked into a trap laid by the Skrull Emperor Dorrek and had been defeated. Now the remaining Avengers were discussing their options.
Eros already sat in the pilot’s seat and was preparing for take-off. Hawkeye grabbed Eros’ arm in a tight grip. “No way are we leaving Bobbi and the others behind,” the archer said through clenched teeth.
Almost instinctively, Eros exercised his emotional powers, and Hawkeye’s expression softened quickly. The Black Panther stepped forward and spoke with a regal voice of balance, saying, “Eros certainly cannot mean to abandon our colleagues, Hawkeye. Any sort of retreat would be at most a temporary tactic,” adding after a hesitation heavy with meaning, “right, Eros?”
Eros smiled sweetly as Sersi watched her fellow Eternal and the interactions of her new teammates closely. “Of course, Black Panther,” Eros replied, “but She-Hulk and I barely escaped against overwhelming odds. Walking into a trap like that is not good for one’s mood.”
“Then we’ll have to make sure we’re more careful next time,” came Moon Knight’s gruff interjection. For his part, Ant-Man was observing the mysterious hero in jet and silver carefully, wondering whether Moon Knight would again suddenly begin issuing tactical instructions, as Moon Knight had done in the Avengers conflict with the Kree.
The discussion heated up. She-Hulk fielded multiple questions at the same time about the course of the battle, while Eros attempted to describe the Skrull soldiers and the nefarious Emperor Dorrek as precisely as he could. Hawkeye could hardly listen as he partook in what amounted to pacing in the cramped quarters of the small craft. He was making himself dizzy, taking little more than one step and turning around repeatedly. “How can we be debating this? Our friends need our help!” he finally exclaimed.
Suddenly, a ghostly apparition passed through the vessel’s hull wall and appeared in the Avengers’ midst. The Wasp gasped from her vantage point on She-Hulk’s shoulder. “It’s like a … vision!” she yelled.
Hearing Jan’s cry, Ant-Man fired on the apparition unthinkingly. The bio-blast went right through the humanoid vision and impacted the ship’s bulkhead, leaving an impressive scorch.
“Please cease hostilities,” said an inorganically generated voice. “I seek your assistance.”
“You heard ‘im,” shouted She-Hulk. “He’s a good guy. He was helping us against the Skrulls. He’s a friend of the Princess.”
“So that means he’s a friend of a Skrull,” Hawkeye said, “they’ve found us!” He leveled his bow at the android but hesitated, wondering how he could hurt a being that seemed to be immaterial.
Again, Black Panther displayed the voice of reason. “If the Skrulls knew where we are, why would he be alone?” he asked.
The tensions in the vessel eased somewhat as Hawkeye lowered his weapon. T’Challa turned to address the synthezoid, “You said you sought our assistance?”
“Affirmative,” it said. “My mistress, Princess Anelle, is being held captive, along with several Terran super-humans in your acquaintance, as well as the Kree Mar-Vell.”
Moon Knight, displaying his critical skills again, asked, “Then how were you able to escape?” Ant-Man nodded his agreement with this questioning.
“The Skrulls were unfamiliar with my ability to reduce my density to nigh-immateriality,” the android answered. “It was a simple matter to free myself and flee.”
“Why didn’t you help the others, release them?” pressed Hawkeye. His concern for Mockingbird had almost eclipsed his thoughts of the other captive Avengers.
“The others were still unconscious when I fled. I presume the Skrulls are inducing a comatose state with the help of neural devices. In addition, numerous guards were in attendance. My most logical course of action was to seek your assistance.”
The Avengers seemed convinced of the synthezoid’s integrity, and there was little debate as to whether a rescue would be attempted. The question became how. Black Panther, Moon Knight, and Ant-Man conferred to assemble a squad that would have the best chance of evading Skrull sensors and guards. Hawkeye refused to stay behind.
Under cover of the rapidly falling darkness, the android led the Avengers back into the expansive Skrull imperial complex.
WCA Starting Area: V-W / 8-15
West Coast Avengers
E Hawkeye (Ultimates) 60
E Ant-Man (Supernova) 66
V Tigra (Fantastic Forces) 54
V Moon Knight (Critical Mass) 34
R Vision (Supernova) 65
E Black Panther (Infinity Challenge) 36
R Mantis (Supernova) 35
E Wasp (Avengers) 49
The Skrulls are already set up. Since they are NOT starting in a starting zone, they cannot get the advantage from the BC.
All of the WCA squad and the Skrulls have the Capture Ability as described in the F4 rulebook (see below). They can only use this on the prisoners, not on the other squad. The objective of the WCA is to rescue all prisoners by capturing all of them by the end of turn 16 (they don't need to be released in the starting area, although doing so will ensure that the Skrulls can't 'rescue' them back again).
The Prisoners are all considered to have a defense of 14 (needing a 16 to release them). They have a movement of zero and an attack of zero, and no powers or abilities. They cannot be given actions (as the shackles completely drain them of all energy).
Every doorway that is only one square wide needs to have a 2 damage attack dealt to it in order to open the first time, unless Princess Annelle is currently captured by the WCA (or released in their starting zone). She knows all the passcodes to the locks and will give the WCA that information when rescued, allowing them to open the dorrways by simply walking through them. The Skrulls cannot open or break the doors, and therefore cannot pass through them unless the WCA open them. Also, the Skrulls cannot break walls, but the WCA can.
CAPTURE Give this character a power action and make a close combat attack against a single target opposing standard character; targets with Phasing or Plasticity modify their defense values by +2 for the attack. If the attack succeeds, it deals no damage. The target character is captured instead, and is called a captive.
Remove all action tokens from a captive. Remove a captive from the battlefield until it is rescued (see below). While removed from the battlefield, a captive can't be dealt or take damage, and it can't be given actions. If this character has three captives, it can't capture another character until at least one of the captives is rescued or released (see below), and it can't make close combat attacks. If this character has any captives when it is knocked out, before removing this character from the game, the player who knocked out
this character (including the player controlling this character if it was knocked out due to pushing damage or a similar effect) places each captive in an unoccupied square adjacent to this character's base and
gives each an action token. Releasing captives. When it occupies its starting area, this character can be given a power action to release one of its captives into an adjacent unoccupied square also in the starting area.
A released captive is immediately defeated, and this character's player receives additional victory points for the released captive equal to 1 TXP. If the game ends and this character has captives, no player receives victory points for the captives.
Rescuing captives. Characters can attempt to rescue that captive. To do so, give a friendly character a power action; it makes a close combat or ranged combat attack
against the target character that captured the captive. The target modifies its defense value by –1 for the attack for each of its captives. If the attack succeeds, the attack deals no damage; instead, the attacker chooses a friendly captive. The captive is rescued and
put into an unoccupied square adjacent to the target of the attack.
Christ did not come to condemn the world, but to save it.
West Coast Avengers
1) [ ] E Hawkeye (Ultimates) 60
2) [ ] E Ant-Man (Supernova) 66
3) [ ] V Tigra (Fantastic Forces) 54
4) [ ] V Moon Knight (Critical Mass) 34
5) [ ] R Vision (Supernova) 65
6) [ ] E Black Panther (Infinity Challenge) 36
7) [ ] R Mantis (Supernova) 35
8) [ ] E Wasp (Avengers) 49
The Skrulls:
1) Warskrull <U M&M 110p> A23
2) Skrull Warrior <E SNV 30p> R21
3) Skrull Warrior <E SNV 30p> R22
4) Skrull Warrior <E SNV 30p> H9
5) Skrull Infiltrator <R SNV 25p> X6
6) Skrull Warrior <V IC 17p> T20
7) Skrull Agent <V IC 16p> I17
8) Skrull General <V SNV 43p>* B11
*w/Tactics 20p
9) Skrull Warrior <E IC 16p> A5
A) Skrull Agent <E IC 13p> B5
B) Skrull Warrior <R IC 14p> C5
C) Skrull Commando <V CT 18p> S7
silver C) Skrull Commando <V CT 18p> U16
Total: 400pts
The Prisoners:
Captain Mar-vell X3
Princess Annelle X22
Iron Man M16
Wonder Man O24
Scarlet Witch J24
Mockingbird P3
Captain America M2
Thor A17
Falcon B2
i've marked the captives as blue, red, and brown squares -- unless someone has a better idea
also, i have to consider my team's starting spots, which could depend on where Objects are placed
The Skrulls do have a significant disadvantage being spread all over the map, and largely unable to move around (although the double space door at the top of the left side is open, so those Skrull can mobilise at least). But at the same time, your Avengers will need to not focus much on combat if they're going to rescue everyone in time. At the end of Turn 16 the Skrulls will have reinforcements arrive- hence the time constraints!
Christ did not come to condemn the world, but to save it.
welcome aboard, Sable! you've taken on a big match here. this looks like a great scenario, for which i'm quite grateful, Wakanda. I hope i don't get too caught up in combat to rescue everyone; i'd hate to think of the consequences if i fail to free (a) particular character(s)...
Okay, we'll place the Avengers and objects as follows:
West Coast Avengers
1) [ ] E Hawkeye (Ultimates) 60 V12
2) [ ] E Ant-Man (Supernova) 66 W14
3) [ ] V Tigra (Fantastic Forces) 54 V15
4) [ ] V Moon Knight (Critical Mass) 34 W13
5) [ ] R Vision (Supernova) 65 W15
6) [ ] E Black Panther (Infinity Challenge) 36 V13
7) [ ] R Mantis (Supernova) 35 W12
8) [ ] E Wasp (Avengers) 49 V14
The Skrulls:
1) Warskrull <U M&M 110p> A23
2) Skrull Warrior <E SNV 30p> R21
3) Skrull Warrior <E SNV 30p> R22
4) Skrull Warrior <E SNV 30p> H9
5) Skrull Infiltrator <R SNV 25p> X6
6) Skrull Warrior <V IC 17p> T20
7) Skrull Agent <V IC 16p> I17
8) Skrull General <V SNV 43p>* B11
*w/Tactics 20p
9) Skrull Warrior <E IC 16p> A5
A) Skrull Agent <E IC 13p> B5
B) Skrull Warrior <R IC 14p> C5
C) Skrull Commando <V CT 18p> S7
silver C) Skrull Commando <V CT 18p> U16
Total: 400pts
The Prisoners:
Captain Mar-vell X3
Princess Annelle X22
Iron Man M16
Wonder Man O24
Scarlet Witch J24
Mockingbird P3
Captain America M2
Thor A17
Falcon B2
well, i'm sure you don't want to lose any and those i don't start out with i do intent to recuit, once i can afford them
Of course, that doesn't mean that you should step back and just let him rescue them if you know what I mean.
Don't worry about your Avengers- if he doesn't rescue all of them I'm sure there'll still be a way for you to get them. But if all the WCA aren't rescued.....well that could be a different matter.
Christ did not come to condemn the world, but to save it.
Of course, that doesn't mean that you should step back and just let him rescue them if you know what I mean.
Don't worry about your Avengers- if he doesn't rescue all of them I'm sure there'll still be a way for you to get them. But if all the WCA aren't rescued.....well that could be a different matter.
don't worry i intend to make him work for it. *glances at the IC Skrulls and shudders* of course, that might be harder that it sounds.
"The majority of the Terran prisoners are on this side of the prison tract," said the synthezoid being, "including my mistress Anelle." The android gazed at the nearby wall. "I will meet you on the other side, as we have agreed."
The Black Panther nodded at Hawkeye, who need no further encouragement. With a quiet <THWIP>, a precision explosive arrow easily hit its mark and <KABOOM> blew the closest prison gate wide open.
"Now, Jan, quickly," encouraged Ant-Man. The wondrous Wasp grabbed Black Panther and fearlessly flew through the breach. Hank felt pride at her confidence and improving abilities, as well as a slight pang that he had brought her into this life with super-powers -- and super dangers.
His brief reverie was interrupted by the flapping of Moon Knight's impressive cape and even more impressive speed, as the Avengers' fearless assault on the Skrull prison had commenced. Moon Knight also disappeared through the gaping doorway, and Hank could hear the hue and cry of the Skrull guards as they began to realize what was happening.
- Hawkeye attacks the door at R15/R16, blowing it open.
- Ant-Man uses Perplex to increase Vision's Defense +1.
- Vision grabs Tigra and uses Phasing/Teleport to move to W22, placing Tigra in X23.
- Wasp grabs Black Panther and flies through the now-open door to O19, her Speed aided by Fearless Assault, placing Black Panther in P20.
- Moon Knight also dashes through the door to P19.
West Coast Avengers
1) [ ] E Hawkeye (Ultimates) 60 V12 @
2) [ ] E Ant-Man (Supernova) 66 W14
3) [ ] V Tigra (Fantastic Forces) 54 X23
4) [ ] V Moon Knight (Critical Mass) 34 P19 @
5) [ ] R Vision (Supernova) 65 W22 (Defense +1) @
6) [ ] E Black Panther (Infinity Challenge) 36 P20
7) [ ] R Mantis (Supernova) 35 W12
8) [ ] E Wasp (Avengers) 49 O19 @
The Skrulls:
1) Warskrull <U M&M 110p> A23
2) Skrull Warrior <E SNV 30p> R21
3) Skrull Warrior <E SNV 30p> R22
4) Skrull Warrior <E SNV 30p> H9
5) Skrull Infiltrator <R SNV 25p> X6
6) Skrull Warrior <V IC 17p> T20
7) Skrull Agent <V IC 16p> I17
8) Skrull General <V SNV 43p>* B11
*w/Tactics 20p
9) Skrull Warrior <E IC 16p> A5
A) Skrull Agent <E IC 13p> B5
B) Skrull Warrior <R IC 14p> C5
C) Skrull Commando <V CT 18p> S7
silver C) Skrull Commando <V CT 18p> U16
Total: 400pts
The Prisoners:
Captain Mar-vell X3
Princess Annelle X22
Iron Man M16
Wonder Man O24
Scarlet Witch J24
Mockingbird P3
Captain America M2
Thor A17
Falcon B2
I hope everything is correct; these big games can be daunting.
Cool, the first game for me in the RPSC with the new FF rules.
Thanks for the clarifications, Wakanda.
Good luck, Sable! ... and good night.
In the Skrull Command Post, the Prison Commander looked up a monitor showing several colorfully clad Earthlings enter the facility. He reached over and thumbed to public address system, "<Alert! The Princess' foolish alien allies have breached the enterence and are attempting to free their cohorts. Do not - i repeat, do not - let them escape.>"
Quadrent #4 Warden watched crouched behind his desk as a trio of intruders raced past him and on down the corrider. He took careful aim and cursed profusely as the chair shifted, causing the energy bolt to fly past inches from the black-clad one's head.
the Senor Warden strode out from his office and fired a beam out towards the Wasp, forcing her back to her natural size. And across the Prison, Skrull Guards converged upon Earth's Mightiest Mortals.
(*Translated from Skrull)
Skrull General rolls for Leadership: 6, 6 action (+2 because of Tactics)
1) V Warrior (Skrull #6) fires at Black Panther. AV8 vs DV16+1 (hindering), need a 9. rolled: 6+2=8, barely a miss.
2) Skrull #2 (SNv E Warrior) moves to V21
3) Skrull #3 (SNv E Warrior) moves to W23
4) Commando (Skrull Silver-C) moves to Q19
5) Warskrull moves to E20
free) Warskull Outwits Wasp's Flight
6) V Agent (Skrull #7) moves to O20
West Coast Avengers:
1) [ ] E Hawkeye (Ultimates) 60 V12 @
2) [ ] E Ant-Man (Supernova) 66 W14
3) [ ] V Tigra (Fantastic Forces) 54 X23
4) [ ] V Moon Knight (Critical Mass) 34 P19 @
5) [ ] R Vision (Supernova) 65 W22 (Defense +1) @
6) [ ] E Black Panther (Infinity Challenge) 36 P20
7) [ ] R Mantis (Supernova) 35 W12
8) [ ] E Wasp (Avengers) 49 O19 @
The Skrulls:
1) Warskrull <U M&M 110p> E20 @
2) Skrull Warrior <E SNV 30p> V21 @
3) Skrull Warrior <E SNV 30p> W23 @
4) Skrull Warrior <E SNV 30p> H9
5) Skrull Infiltrator <R SNV 25p> X6
6) Skrull Warrior <V IC 17p> T20 @
7) Skrull Agent <V IC 16p> O20 @
8) Skrull General <V SNV 43p>* B11
*w/Tactics 20p
9) Skrull Warrior <E IC 16p> A5
A) Skrull Agent <E IC 13p> B5
B) Skrull Warrior <R IC 14p> C5
C) Skrull Commando <V CT 18p> S7
silver C) Skrull Commando <V CT 18p> Q19 @
Total: 400pts
The Prisoners:
Captain Mar-vell X3
Princess Annelle X22
Iron Man M16
Wonder Man O24
Scarlet Witch J24
Mockingbird P3
Captain America M2
Thor A17
Falcon B2