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RPSC: West Coast Avengers #38 & Defenders #2 - "Ouroboros"
West Coast Avengers #38
& Defenders #2 - "Ouroboros"
Written by MikeinMKE
Edited by GarganisScorpion
From thousands of miles away, he sat alone and watched. Even without audio, the video equipment Tony Stark had installed on the Avengers’ quinjet made it clear that the Avengers’ battle against Kulan Gath and his serpentine minions was fierce.
He shook his head. “I hate magic,” he said quietly to himself. “I’m glad I’m not there.” No-one else was in his expansive lab to hear him. It was good, he thought to himself, that he hadn’t gone to Atlantis with the Avengers – not only because Kulan Gath’s inexplicable powers made him uneasy. It was also because he was still not completely healthy.
Medically, Tony Stark had made a wondrous recovery, although it had taken several months after he had been declared dead just to regain the use of his legs. (See WCAvengers #15 for the dramatic conclusion to the Armor Wars story) The remotely controlled suit he had employed in the emergency of the Masters of Evil’s invasion of the Avengers’ mansion had been a stop-gap measure loaded with limitations. (See WCAvengers #30) The latency issues made the utilization of a remotely operated suit on Atlantis unfeasible in light of the distances involved. In the end, he was physically still not in top form, as much as he had been training – and he had been training diligently.
Tony glanced up. One monitor showed the interior of the quinjet where Rhodey, wearing the Iron Man suit, was capably piloting the craft. The other monitor showed the view from the camera mounted on the quinjet’s exterior. After the Avengers had vanquished the encamped allies of Kulan Gath on the shores of Atlantis, the sorcerer himself seemed to disintegrate in a cloud of necrotic dust under the assault of innumerable ants.
Could he trust Hank – or Wanda – or Simon? They had been with the Avengers since Tony had established the west coast branch of the team, in other words, from the beginning. Could he tell them? How would they react?
If he let Wanda or Simon in on his secret, then what should he do with regard to Moon Knight or Tigra? Tony had investigated their respective pasts as much as he had been able, but not discovered very much. With Tigra’s origin among some mystical or mythical Cat People, could Tony be certain of her ultimate loyalties? And Moon Knight remained a mystery. He had seemingly fallen under the control of some Egyptian god, disappeared for a few months, then returned just as unexpectedly.
There were arguments not to trust each of his former teammates. Hank had made Ultron – even if the robot’s turn to evil had been an unpredictable accident. Both Simon and Hawkeye had been enemies of Stark’s enterprises before joining with Iron Man. Wanda was, in the end, a mutant and consequently had divided loyalties by definition, didn’t she?
Tony glanced over at his most recent Iron Man suit. The refinements he was constantly working on brought a slight smile to his face. It would be a joy to employ the suit … when the time came.
**********
Patsy Walker stood in a darkened room. She had found a dark corner of an abandoned residence in Atlantis. It was near the center of the capital but still quiet, as many of the city’s residents had fled to the familiar safety of the sea, even if that left them temporarily homeless. “This is a good location,” Hellcat whispered to herself, but it was not her volition. She could hear her own familiar voice, but a second, deeper and masculine voice sounded simultaneously in her head. It was unnerving, but Hellcat was unable to do anything about it. That voice had been with her for more than a week now.
She swept a pile of dust together with her feet and hands. She began to draw in the dust with her forefinger; geometric forms and shapes she had never seen before. She was not consciously moving her finger.
Soon, minute particles in the dust disturbed by the motions of her finger rose into the air and did not settle back to the floor. They floated for a moment, impossibly suspended above the ground – motionless. Then, even though the room had no open windows or doors, the particles began to move, to swirl, to take on a pattern in their motion.
Patsy watched in fascination and horror, unable to retreat. The dust and dirt acquired more mass and started to take on a humanoid shape. Within a minute, the sorcerer Kulan Gath had rematerialized before Hellcat.
Kulan Gath stretched his spindly arms, and the movement reminded Hellcat of something unnatural, as if the sorcerer were not entirely sure that he was in possession of all of his limbs. “Yesss,” Kulan Gath hissed, “you have served me well.” Patsy’s skin crawled, but she was rooted to the spot. “Now, I have another task for you.” Kulan Gath walked slowly around Hellcat, looking her up and down. After his inspection, the sorcerer added, “Your feminine form would not be adequate…”
**********
The Avengers had returned to their quinjet and flown to Atlantis. Ant-Man hoped to join up with the Atlantean security forces and coordinate their efforts against the Lemurian invaders and serpent soldiers. Before Rhodey put the fantastic vehicle down on a vast square in front of a large, official-looking building, Namor had seen their approach and waved in welcome. Next to Namor stood a being whose skin was reflective silver. He was hairless and inhuman, yet humanoid, and he held in his arm a similarly silver plank or board more than two meters in length.
Namor instructed his soldiers to accompany those Avengers injured in the previous battle to an Atlantean medical facility nearby. “There are few beds left,” King Namor said, “but we will make room for your warriors. I am grateful for your assistance, Avengers.”
The Scarlet Witch and Wonder Man exchanged brief uneasy glances. Both he and Wanda recalled quite vividly the first time they had met Namor, back when Atlantis had assaulted the surface world. The Avengers had been defeated and sentenced to an interminable imprisonment in the Trench of the Dead, from which they had only escaped thanks to Sersi. (See WCAvengers #1 (of July 2005!) and WCAvengers #2)
Hawkeye, too, remembered the Avengers’ defeat and ensuing hardships. The archer glared at Namor with tight lips, not easily able to accept that their old foe was now a friend. Then again, Hawkeye had a rather checkered past himself, so who was he to judge?
The point was moot, as it turned out. Clea stepped boldly forward from behind Iron Man and approached Namor, clasping his muscular arm. “No time for that now! Namor, Stephen is gone from the Earth! It falls to us to stop the vile wizard Gath."
The sea king's already stony features darkened further. He had suspected as much, when Kulan-Gath had come to menace Atlantis unopposed by Earth's Sorcerer Supreme. He should not be surprised, knowing that Strange, the Hulk and the others had challenged the mad god Thanos directly. Still, the hidden corner of his heart that had held on to hope for his allies was saddened to hear it. But he would not let his pain show through... not now when his kingdom was relying on him to be strong.
“We should be able to mop up the remaining soldiers,” Iron Man said, attempting to calm the frantic silver-haired sorceress. “Now that we beat Kulan Gath.”
“But Kulan Gath lives!” Clea retorted. Her eyes were wide open, and her face bore an expression of alarm. “He cannot be so easily defeated. He has lived for centuries.” She looked from Namor to the Avengers as if this fact were obvious to anyone with eyes, despite just watching the man crumble to dust. She took a breath and added, “If he were truly dead, then Atlantis would have returned to the waves.”
“That’s right,” came a new voice. From behind Namor and the Atlanteans, Patsy Walker bounded onto the scene. "And he's not going to just give up either. Not with his snake-god this close to Earth. He hasn't been this close to breaking through to our world since the Hyborean Age!" Patsy went on, and Clea wondered just how much mystical knowledge she had managed to pick up during her travels with Dr. Strange. She was not in her Hellcat costume, dressed instead in rugged gear fit for exploring a jungle or mountain in. It took a moment for Clea to recognize her.
It was surprising to find another of Stephen's old allies here in the middle of the ocean, particularly one who could not fly, teleport, or otherwise had any means of getting there. Her confusion was secondary to Patsy's claim however. "I've been keeping an eye on the Snake-people that broke off from the main camp to surround the city. They keep sending in small scouting parties into Atlantis, like they are looking for something. The only way we can rest easy is if we find whatever they're after first."
"Like the one we dispatched," the Silver Surfer observed, recalling that morning's encounter outside of the royal palace.
The slits of Moon Knight’s eye opening narrowed as he considered this woman’s sudden appearance and claim. Tigra, too, sniffed at the air, as though Patsy bore an unfamiliar or unnatural scent.
Namor paused for a moment, the clues laid out before him coming together in a chilling puzzle. If Kulan Gath had the power to raise Atlantis, then surely he had the power to pull down meteors or other sure destruction upon the city if he simply wished it destroyed. But he hadn't. Namor thought back to the stories that Dr Strange had once unearthed from the archives of ancient Atlantis (Defenders Vol. 2, #13), stories that made mention of Kulan Gath as a young wizard's apprentice to the mighty Thulsa-Doom. How Kull, first king of the dynasty that Namor himself was now scion of, had stormed Thulsa-Doom's temple and interrupted the summoning of the snake-cult's god. That very same temple lay even now deep below modern Atlantis. Or perhaps not so deep any longer, thanks to Gath's magic.
“Could the myths have been true? Strange, how I wish I'd heeded your words..." Namor bemoaned, but shook his doubt off quickly. "To the catacombs then. Kulan Gath already has his spells, and the serpent crown. The only thing left is the sacrificial alter in the forbidden ruins of Old Atlantis below our feet."
Namor guided the Avengers into the palace but avoided the throne room and the ballroom. Instead, he proceeded down a set of stairs in the rear of the building, and they then descended narrower steps and corridors. It took nearly fifteen minutes until he spoke again. It was dark, and only an occasional torch in a wall sconce provided smoky light. “These are the vaults of Old Atlantis,” Namor began. “Atlantis rests upon innumerable layers of prior settlements, and the ruins of prehistoric Atlantis are below.”
Tigra again sniffed at the air. She curled her nose in displeasure. The Vision impassively analyzed his surroundings, but managed to glean little through the dense basalt that made up the pillars of the catacombs. But the keenest senses of all were those of the Eternal, Sersi. "Be wary... I sense Apophis' coils are already slithering through the cracks between dimensions. Even without the Serpent Crown to free him fully, his influence could be dangerous."
“You will need to watch out for our hidden defenses as well,” Namor warned, clearly impatient to return to his soldiers and the fighting in the streets above. “The old kings built these vaults with many layers of protection to deter foolish thieves looking to loot gold from our tombs. I cannot say which seals have survived the sinking and raising of Atlantis, but even after many centuries it does not pay to doubt Atlantean craft. Tread lightly, but make haste."
West Coast Avengers
V Iron Man (Xplosion) 189 [Gadgets, Sharp Senses, Super Strength, Armor]
V Wonder Man (Mutant Mayhem)## 132 [Super Strength X2]
V Hawkeye (Fantastic Forces)* 84 [Gadgets]
V Scarlet Witch (Fantastic Forces)** 62 [Magic]
R Giant Man (Hank Pym) (Avengers) 82 [Gadgets, Tiny, Scientist]
E Tigra (Chaos War)**** 57 [Sharp Senses]
V Moon Knight (Avengers) 38 [Gadgets OR Magic OR Super Strength, one turn per game at a time of your choice]
V Mockingbird (Sinister)*** 34 [None]
U Sersi (Critical Mass)# 76 [Magic, Sharp Senses, Super Strength]
R Vision (Supernova) 65 [Armor, Scientist]
E Wasp (Infinity Challenge) 33 [Tiny]
Defenders
V Namor (gg203) 100 [Super Strength X2]
V Silver Savage (Mutations & Monsters) 96 [Armor, Super Strength]
V Hellcat (Ultimates) 38 [Always avoids any random selection]
R Clea (Secret Invasion) 59 [Magic]
Map: Atlantean Catacombs
*Double-base tokens are used to indicate blocking terrain
**All blocking terrain is considered indestructible, and cannot be passed though with phasing/teleport.
***Starting zone for the heroes is Row 1-2, A-H
**** Avengers receive 4 actions per turn, Defenders receive 3 actions per turn.
Scenario: Choose your heroes! Both players may select any or all of their characters to begin the journey into the dungeon, using whichever (non-) dial they choose for each character. If you choose to leave a character on the surface to heal their wounds simply do not include them in your setup. Be mindful however that, depending on your success in this scenario, characters left on the surface may not be available for squads in the following issue. Make note of the character traits listed for each, as these will be important in the scenario to come.
The hazards are varied and many! End of round 1 and every second round thereafter, at the end of the second player's turn, reveal the next spoiler-tagged challenge that the heroes must face. If there are enemy figures on the map their player will take their turn after the challenge is revealed and resolved.
Destroy the sacrificial alter... seal Apophis away forever! The goal is the printed hindering terrain in column W (the "Alter"). If the heroes can reach this before the end of round 20, they may be able to stop Apophis from breaking free into the mortal plane of existence. If they are too slow, or lack the strength when they arrive, then the release of the evil into our world will be bad news for Atlantis indeed.
Challenges
Round 1
Spoiler (Click in box to read)
The oppressive darkness of the moist tunnels are claustrophobic and disorienting for those more accustomed to life on the surface. Randomly select three characters; if they do not have the "Sharp Senses" trait, give them an action token (dealing pushing damage normally)
Round 3
Spoiler (Click in box to read)
You stumbled into a moloid nest. Is there anywhere these imps haven't burrowed into? Randomly select a female hero; the moloids have taken a liking to her. If she chooses to stay with the moloids, remove her from the game. Otherwise, place the moloids on the map as an opposing force (2 actions per turn). The moloids can use the capture ability but only to target the randomly selected female.
cm201 Val-or* B23 (Counts as "Moloid" for all purposes)
* w/ Contingency Plan
si002 Moloid A23
si002 Moloid B24
si002 Moloid A24
si002 Moloid A22
si002 Moloid C24
Round 5
Spoiler (Click in box to read)
A rumble... then a groan of the ancient stones tells you that Apophis is straining against the chains that hold him from entering our world. Dust and pebbles sprinkle down, then a crack heralds the entire ceiling giving way! Cave in!
If you have Super Strength X3 available, give each of these characters a double power action to hold the ceiling in place. If you cannot or choose not to, the opposing character can instead make the following attacks against the targets of his choice:
1. Ranged attack, 10, 2
2. Close combat attack, 8, 4, then place a HO adjacent to the target
3. close combat attack, 9, 2 (penetrating)
4. ranged combat attack, 10, compare attack to defense of target and all adjacent characters; those hit are given an action token.
5. Place up to three squares of hindering terrain on the map, within 4 squares of any hero.
Round 7
Spoiler (Click in box to read)
The Serpent Society... they're here! They must have followed us into the tunnels, or found some other route in...
The villain player places the following characters in any unoccupied squares that are 6 or more squares from all hero characters. They receive 3 actions per turn.
Serpent Society
Black Mamba (aa026 Nightshade) 50
Fer-de-Lance (acb001 Ezio Auditore de Firenze) 100
Boomslang (bd005 Captain Boomerang) 61
Copperhead 88
Total: 299
Round 9
Spoiler (Click in box to read)
The mystical wards of the ancient Atlantean kings still hold strong, even today. Any character within 5 squares of the center of the map with "Magic" trait must roll one die: on a 1-3, return them to your starting zone.
Round 11
Spoiler (Click in box to read)
These catacombs just go on and on... like a maze. It would be easy to get lost down here.
-If you have a "Tiny" character, they've found a shortcut! You can place them in any unoccupied square up to four squares from their current location.
-If you have a "Scientist" character, They've become fascinated with a piece of Atlantean archeology. Give them an action token and they score 2IXP.
-If you have a "Sharp Senses" character, they've located a spring of fresh water. Give 2 clicks of healing to a non-"Armor" character of your choice.
Round 13
Spoiler (Click in box to read)
Apophis' reach into our world grows stronger... the many heads of the serpent god stretch out to test the will of Earth's defenders. Randomly choose three non-"Magic" heroes and make a ranged-combat mind-control attack against them 11. Successfully hit heroes are immediately given an action by the villain player as normal for uses of mind-control.
If any of these actions resulted in a KO, the attacker becomes controlled by the villain player for the remainder of the game.
Round 15
Spoiler (Click in box to read)
Hellcat reveals herself as a traitor! For the remainder of the game, Hellcat is under the control of the villain player and is no longer friendly to the heroes. If she is adjacent to a hero she will use one action to make a close combat attack, then use future actions to move towards the Alter as quickly as possible.
Round 17
Spoiler (Click in box to read)
A sepulcher branching from your path catches your eye... even though you're racing the clock, you can't help but step inside to see what it contains. It appears to be a tomb belonging to an ancient hero, stationed here to guard against Apophis even in the eternity of death. The hieroglyphs are almost entirely faded to nothing by the ocean and time, but one still remains: a plaque naming this fallen warrior as the "Champion of Crom", one of the gods of Old Atlantis.
The soggy, mold-eaten skeleton that lies inside the tomb is champion of nothing, now. Yet the gleaming sword it clutches in its bony fingers looks as strong and sharp as the day it was forged. The hollow echoes inside the catacombs seem to whisper inside your ears, and the fallen champion's posture takes on a seeming of offering. Dare you pick up his long-ended crusade against the Serpent men?
Randomly select a character: would they take the sword, or leave the tomb be? Justify your answer with a story post. If they take it:
Spoiler (Click in box to read)
The character picks up the ancient sword, claiming it for their own. For the rest of the game, they modify their attack value +2 and can use Blades/Claws/Fangs and Toughness.
Round 19:
Spoiler (Click in box to read)
Desperation tactics! If you haven't reached the end by now, it's time to pull out all the stops. If you have any characters with the "gadgets" trait, you may give them zero, one, or two action tokens. For each action token given this way, they can use Outwit or Perplex once.
When the Alter is Reached
Reveal this text when any character reaches the Alter.
Spoiler (Click in box to read)
You see the blood-stained sacrificial alter, still intact after untold centuries of being locked away in the dark. Who knows how many innocents had their lives ended at the edge of a curved dagger, their blood spilled to entice a thirsty demon into our world?
It must be destroyed. If you have character(s) with [SuperStrength] X2 + [Magic] X2, you are able to demolish the platform and wipe away the evil aura that hangs over it. This place.... is clean.
Or there may be another way... If you have at least one [Scientist], one [Gadgets] and one [Armor], and can find a way to make a single attack that would deal at least 5 damage, you've managed to cross the streams and invert the proton stream... ancient magic doesn't have anything on modern science, baby!
If Hellcat (Kulan Gath) is the first to make it to the Alter, or if the 20-round time limit elapses before anyone gets to the Alter, then Apophis is freed. The ramifications will be dealt with in the final issue.
wild! thanks for all the work you've done on this, Gargan!... another challenging scenario... It is definitely also interesting to note the changes and additions you made to my intro narrative. Some of that I couldn't've known very well, other bits you clearly wanted included.. and it's just great to note how well it flows - even though we both were working on the same section...
Initiative: 3+6=9
Is it okay if I go with the squad I posted at the end of the previous issue? -->
U Iron Man (Mutations and Monsters #200) 100
R Scarlet Witch (Chaos War) 50
V Tigra (Fantastic Forces) 54 + Sneak 5
LE Marc Spector (Critical Mass) 35
U Sersi (Critical Mass) 76 + Life Model Decoy 12
R Vision (Supernova) 65
===> 397 points
Is it okay if I go with the squad I posted at the end of the previous issue? -->
U Iron Man (Mutations and Monsters #200) 100
R Scarlet Witch (Chaos War) 50
V Tigra (Fantastic Forces) 54 + Sneak 5
LE Marc Spector (Critical Mass) 35
U Sersi (Critical Mass) 76 + Life Model Decoy 12
R Vision (Supernova) 65
===> 397 points
Yes, that's still acceptable, I just wanted to give you an opportunity to change your team around after you found out that this was not a standard sort of scenario.
I actually thought that this map was always an indoors map? But if it isn't normally, than it is here. Sorry I didn't explain that directly, but the intention here is to simulate a crawl through underground tunnels heading downward, which is why Vision can't just phase his way to the end. So being able to fly over the blocking would defeat the point of that.
And yes, Avengers/Defenders are effectively one force here. But the teamwork comes from making your decisions together; there will be points in the story where your team is tested or a sacrifice is required, and you may have to work out between you which character(s) you can most afford to lose if you want to keep your odds of stopping Apophis high.
Ok, here is Defenders set up. Also I notice that both E row and F row are marked E row on the map FYI.
WCA:
1) U Iron Man (Mutations and Monsters #200) 100
2) R Scarlet Witch (Chaos War) 50
3) V Tigra (Fantastic Forces) 54 + Sneak 5
4) LE Marc Spector (Critical Mass) 35
5) U Sersi (Critical Mass) 76 + Life Model Decoy 12
6) R Vision (Supernova) 65
===> 397 points
Defenders
1) V Namor (gg203) 100(7/7) E-2
[Super Strength X2]
2) V Silver Savage (Mutations & Monsters) 96 (9/9) E-1
[Armor, Super Strength]
3) V Hellcat (Ultimates) 38 (6/6) D-2
[Always avoids any random selection]
4) R Clea (Secret Invasion) 59(6/6) F-2
[Magic]
Team Total: 293
If you want me to move over mike let me know. What do you think about leap frogging our turns so when the events occur one of us has moves coming? Just a thought but I'm good with whatever you want to do.
If I make you a trade offer, even if you think it's ridiculous, please at least respond with a kind and simple "Thanks but no thanks."
Ok, here is Defenders set up. Also I notice that both E row and F row are marked E row on the map FYI.
That's not the only problem with the digital rendering of this map, I see.... For example, the digital rendering has the columns K and L in the wrong order... In other words, that HO you placed in K20 might be K20 on the digital map, but it's L20 on the paper map... We'll have to be careful in this regard...
Also, the paper map does not have a 2x2 area of blocking terrain in the center of the map surrounded by a ring of squares of hindering terrain all the way around. Instead, it has a 4x4 area of blocking terrain in the center of the map. ... How should we play this?...
I've switched the order of the teams in the RECAP because you rolled higher for Initiative.
Defenders
1) V Namor (gg203) 100(7/7) E-2
[Super Strength X2]
2) V Silver Savage (Mutations & Monsters) 96 (9/9) E-1
[Armor, Super Strength]
3) V Hellcat (Ultimates) 38 (6/6) D-2
[Always avoids any random selection]
4) R Clea (Secret Invasion) 59(6/6) F-2
[Magic]
Team Total: 293
WCAvengers:
1) U Iron Man (Mutations and Monsters #200) 100 C2
2) R Scarlet Witch (Chaos War) 50 B1
3) V Tigra (Fantastic Forces) 54 + Sneak 5 D1
4) LE Marc Spector (Critical Mass) 35 C1
5) U Sersi (Critical Mass) 76 + Life Model Decoy 12 B2
6) R Vision (Supernova) 65 A2
===> 397 points
Let me know if there is anything specific you want me to do.
"I shall enter first." Namor said confidently. "Perhaps I can spot any Atlantean traps ahead."
1A:
1) Namor carries Silver Savage ends in D-8 Savage in D-9.
2) Hellcat leaps to A-9
3) Clea Phasese to A-8.
Defenders
1) V Namor (gg203) 100(7/7) D-8@
[Super Strength X2]
2) V Silver Savage (Mutations & Monsters) 96 (9/9) D-9
[Armor, Super Strength]
3) V Hellcat (Ultimates) 38 (6/6) A-9@
[Always avoids any random selection]
4) R Clea (Secret Invasion) 59(6/6) A-8@
[Magic]
Team Total: 293
WCAvengers:
1) U Iron Man (Mutations and Monsters #200) 100 C2
2) R Scarlet Witch (Chaos War) 50 B1
3) V Tigra (Fantastic Forces) 54 + Sneak 5 D1
4) LE Marc Spector (Critical Mass) 35 C1
5) U Sersi (Critical Mass) 76 + Life Model Decoy 12 B2
6) R Vision (Supernova) 65 A2
===> 397 points
The Avengers advanced boldly into the cavern, the fliers helping the others speed their movement. Sersi kept a cold gaze, examining the area, while Iron Man seemed a bit distracted, as he was likely monitoring the data from his advanced armor's sensors even as he flew and placed Tigra back on the stone floor.
Tigra, for her part, wanted to stay close to Patsy. It was not some sort of feline affinity that prompted her to do so, but rather a creeping suspicion of something indefinite.
The Vision carried Scarlet Witch forward, and Wanda found herself surprised. 'I thought he was more like a machine,' she thought to herself, 'but his touch is so light and gentle...'
- Iron Man uses Carry, moving to C10 and placing Tigra in B9.
- Sersi uses Carry, moving to C8 and placing Moon Knight/Marc Spector in C7.
- Vision uses Carry, moving to A7 and placing Scarlet Witch in B6.
Defenders
1) V Namor (gg203) 100(7/7) D-8@
[Super Strength X2]
2) V Silver Savage (Mutations & Monsters) 96 (9/9) D-9
[Armor, Super Strength]
3) V Hellcat (Ultimates) 38 (6/6) A-9@
[Always avoids any random selection]
4) R Clea (Secret Invasion) 59(6/6) A-8@
[Magic]
Team Total: 293
WCAvengers:
1) U Iron Man (Mutations and Monsters #200) 100 C10 @
2) R Scarlet Witch (Chaos War) 50 B6
3) V Tigra (Fantastic Forces) 54 + Sneak 5 B9
4) LE Marc Spector (Critical Mass) 35 C7
5) U Sersi (Critical Mass) 76 + Life Model Decoy 12 C8 @
6) R Vision (Supernova) 65 A7 @
===> 397 points
It says, "The oppressive darkness of the moist tunnels are claustrophobic and disorienting for those more accustomed to life on the surface. Randomly select three characters; if they do not have the "Sharp Senses" trait, give them an action token (dealing pushing damage normally)." hoo boy...
That means (for my team) Scarlet Witch, Moon Knight/Marc Spector, and Vision get action tokens... and all four of the Defenders get actions tokens....