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Name of Scenario: “Unstoppable”
On a deserted planet in the Periphery, a routine mission goes horribly, horribly wrong for a Capellan Confederation border unit. While on a routine patrol, they encounter a single mercenary ‘Mech with minimal support and, after all attempts at communication fail, decide to destroy it. But the mystery ‘Mech’s pilot turns out to be far, far more than the Capellan border guard was prepared for…
Objective: Each player aims to defeat the other.
Battleforce Size/Composition: Two-player game; 300-point build total, four orders per turn. At least half of your battleforce must be made up of units from the same faction or from factions allied via a House or Grand Alliance. There may only be one ‘Mech in this battleforce, with a combined total point value of no more than 240 points including pilot and gear cards. In addition, each player must bring an additional 300 points of units; these units count as part of your battleforce for determining faction affiliation and the cost of Faction pride cards. The Mercenary Faction Pride card may not be used.
Rules Sets: MechWarrior: Age of Destruction, Firepower, Domination, Annihilation, Vanguard, Wolf Strike, Battleforce
Time Limit: 50 minutes.
Preparing the Battlefield: After laying terrain but before deploying your battleforce, each player rolls a six-sided die. The player with the highest roll determines whether to be the Capellan team or the Unstoppable Mercenary. The player deemed Unstoppable sets their extra 300 points aside – they are not used.
Planetary Condition: PC-035: Horrible Day is in effect. No other PCC or Mission cards may be played.
PC-035: Horrible Day: “When making an attack roll as part of resolving a close or ranged combat attack, if both dice of the same color result in a 1 or 2, the attack is a critical miss. Horrible Day is not canceled by the Perfect Day planetary condition.”
Special Rule(s):
1.) The player who is Unstoppable goes first, regardless of the outcome of initiative.
2.) The Unstoppable’s ‘Mech unit may make two actions a turn. If a pilot ability would allow them to make an additional action, this ability is considered independent of the scenario action; the unit may be given three or more actions that turn. This action does not result in pushing heat, though all other heat the action may generate is scored normally, and is applied against the player's order total for that turn.
3.) The Unstoppable ‘Mech is considered to have double the listed pilot bonuses in each category, to a maximum of: 13 Attack, 14 Movement, 23 Defense on the 'Mech's starting click. If the Unstoppable ‘Mech does not have a pilot, consider it to have a +2 pilot bonus to each of its non-damage values, to the listed maximums. A House Kurita or Rasalhague Dominion 'Mech may exceed these values later in its dial as per its dial paradigm.
4.) When the Unstoppable ‘Mech is the target of a successful ranged combat attack or would be damaged by an artillery attack, roll one six-sided die. On a result of 5 or 6, negate all effects of that attack done to the Unstoppable ‘Mech, or reduce all damage dealt by the artillery attack to the Unstoppable ‘Mech to zero.
5.) At the end of every one of his/her turns, the Unstoppable ‘Mech loses one click of heat in addition to any other heat lost.
6.) The Unstoppable ‘Mech is immune to the effects of PC-035: Horrible Day
7.) If at the end of the game total scored Victory Conditions end in a tie, consider VC1 the tie-breaker instead of VC2
Victory Conditions: Score victory conditions as listed in the MechWarrior: Age of Destruction Rules of War, with the exception of Rule 7 in the above rules.
This is one I've been roughing out recently, inspired by my ideas of what the Horsemen might instill in the minds of those troops they kill in fiction/IC, that I wanted some opinions on before I begged my BM to let us play it on a free night. Basic idea is to test a basic dichotomy of warfare in terms of MW: does a smaller number of elite units beat out a lrger number of less-skilled troops?
The Capellans get double the army of the Mercenary, which also means a colossal VC2 advantage, but the Unstoppable 'Mech is a terror, and will be very difficult to bring down. VC1 is the tiebreaker so as to take a bit of the sting out of that VC2 advantage, but there's no getting over the fact that the Mercenary has to destroy the point value of his entire army just to break even. However, the Mercenary gets more abilities and modifiers than he knows what to do with in order to do that killing.
My questions are:
1.) Does the Mercenary's added power counteract the VC2 advantage well enough?
2.) Does the Mercenary have too much power? Would it be impossible for the Capellan force to defeat him/her?
3.) Anything else pertinent :p