Crisis on Infinite Earths
Description: The
Multiverse has opened up. Heroes and
villains are free to cross into Earth Zero.
Chaos runs supreme. The heroes
are trying to stop their arch rivals while protecting as many innocent
civilians as possible. The
Super-Villains are trying to sow as much destruction and death as
possible.
Game Length: 6 Rounds
Deployment: The game is played on 6X3 (or smaller, or larger
depending on amount of players).
Multiverse has opened portals into the heart of Metropolis, so it will
be densely packed with buildings, cars and other city terrain. Each side will take turn deploying a model
until all models are down.
Special Rules:
The Multiverse – Each model will receive a single Multiverse
card. This represents what Earth that
model is from. That model gains the
special upgrade listed on the card for the rest of the game.
Civilians – there will be 5 civilian markers on the table
(placed by the organizer). Civilians are
a Size 1. Each civilian marker has 12
for all it defenses. Each civilian has
10 Endurance. After a civilian is takes
damage they will run D8 inches directly away from the model that inflicted the
damage, ignoring other models and moving around terrain (a civilian may make
this move multiple times in a turn).
Protectors of the Innocent:
Every model on the heroes’ side gains the following Special
Ability:
Protectors of the Innocent: 1/Green (R) Range 4 – When a civilian in range
becomes the target of an attack, this model becomes the new
target.
Victory Conditions:
-
5 Vp for the villains for each civilian that was
killed
-
5 Vp for the heroes for each civilian that
survived
-
1 Vp for each enemy model that was incapacitated
Bonus Victory Points:
-
Girl Power - +1 Vp if a female model incapacitated
a male model
-
Titans Fall - +1 Vp if a model incapacitated opponent
who has a higher Level cost (+2 Vp if they were at least 2X higher level)
-
Foot Race between Flash and Superman – 1 Vp when
a model touches two opposite table edges at some time during the game (can be
scored more than once by the same model) Example: Model A starts the game
touching table edge in their deployment zone.
On turn 3 Model A touches any point on the table edge in their opponents
deployment zone, +1Vp. If they then
returned to the edge in their deployment zone the following round they would
score another Vp)
-
Bring the House down – 1 Vp for every 2
buildings that your side destroy during the game
-
Catch! – 1Vp when a team throws the same enemy
model back and forth at least twice in the same turn. (example:
Model A throws Model X, Model B then throws Model X back toward Model A)
Can only be scored once per turn.
-
Behind Enemy Lines – 1Vp for each model that is
wholly inside their opponent’s deployment zone at the end of the game.
-
Bonus VPs will also be given out by the
organizer for the most wacky/funny/heroic/villainous acts during the game.
The Multiverse Cards
Earth 9 – on Earth 9 Superman (Harvey Dent) had ruled
the planet for a decade. Most of the other superhumans, such as Joker,
Green Lantern, and the Secret Six, had been imprisoned or driven underground. This model gains the following Special Power:
President Superman cares not for your plans: This model ignores Defensive
Improvements when it attacks.
Earth 3 – In this world heroes are villains and villains are
heroes. Swap the colour of your team
icon (Red to Blue, Blue to Red) and gain the following ability – Defensive
Teamwork: When this character is in
contact with one or more friendly characters, those friendly characters gains
+1 to Physical and Energy defenses. Also
this model gains +1 Power.
Earth 10 – Superman landed in Nazi Germany, things went
downhill from there for this earth. The
model gains the following ability - Cruel: If the target character’s Endurance
is in the blue zone after this attack is resolved, add 1 to the damage caused. They also gain +1 Attack.
Earth 11 – All genders are reversed in this earth. There is no Superman but there is a
Superwoman. There is no Wonder Woman but
there is a Wonder Man. This model counts
as the opposite gender (this is generally used only when scoring the Girl Power
Bonus Vp). The model also gains the
following– roll a D8 and consult the table:
1: +1 Power, 2: +1 Physical Def, 3: +1 Energy Def, 4; +2 Mental Def, 5:
+1 Agility, 6: +1 Stamina, 7: +1 Willpower, 8: +1 Attack
Earth 12 – This is the earth where the DC animated universe
lives. Cartoon logic and physics rules
here. It is hard to keep a good toon
down. This model ignores the first 5
points of damage it takes in the game. (Place
a dice or similar marker on this card to keep track).
Earth 13 – An occult Earth of 13-hour days and 13-month
years, locked in a perpetual mystic twilight.
This model gains the following Special Ability – Teleport 3/Blue (A) – Displace this model up to 10”. This model also gains the following attack –
Lightning 3/Blue Supernatural/Magic, DMG 2,
Range 6, Dazzle/2.
Earth 14 - A dark Earth once home to the Justice League
of Assassins. This model gains the
following ability - Stealth: This model cannot be seen by models more than 8”
away. They also gain +2 Speed.
Earth 15 – This universe contains a version of Earth where
heroes "have evolved to become nearly perfect beings". This character gains the following Special
Power – Helping Hand: 2/Blue, (A/R) , Range
6, Target friendly model can force an enemy to reroll one die of the next
attack that target’s it. If the enemy
model is entitled to reroll that attack for any reason, cancel the reroll
ability instead.
Earth 18 – It is the wild wild west. You must quietly sing the classic Will Smith
song throughout the game. This model
also gain the following Attack: Handguns
2/Green, Physical/Penetrating, DMG 2, Range
10. They also gain +1 Speed (quick on
the draw!)
Earth 26 – This world is home to anthropomorphised
animals. Their version of the Justice
League is the Zoo Crew lead by Captain Carrot (Basically a bunny superman…I am
not making this up). This model gains
the following Special Ability – Super Jump 3/Blue,
(A) – Displace this model up to 12” away.
They also gain +1 Strength.
Earth 31 – This earth is home to Frank Millers iconic
stories surrounding the Dark Knight Returns.
This model gains the following ability - Heroic Action: The first attack
this character makes each round gains +1 to damage. This
model also gains +1 Endurance.
Earth 32 – This earth combines two heroes into one. Such as Bat-Lantern, Aquaflash and
Super-Martian. This model gains the
following Special Power (players choice) – Blunt Instrument 3/Blue (A) Range 6 – This model can use a free grab
and throw on target character or scenery piece.
Consider the strength for this throw to be 4.
Earth 43 -A world of
fear and darkness, where after becoming an even darker creature of the night in
order to defeat Dracula, Batman succumbed to his curse and spread the vampire
plague to the rest of Earths heroes, forming the Blood League. This model gains the following Ability –
Drink Blood: Each time this model
successfully preforms a grab attack they heal one damage (can NOT go above
starting damage).
Earth 44 – This world is protected by robotic versions of
DC’s greatest heroes. This model gains
the following ability. Metallic: When
this model receives the Stun effect, it reduces the effect applied by 1. They also gain the Fly ability with a range of
12”.
Earth Negative 52 - Batman merges with the Flash (not with
Berry’s consent) creating the entity known as the Reddeath. This model gain the following ability - Agile:
This model can make one extra movement action per Round. They also gain +1 Speed.
Earth Negative 22 - On this world, a dying Joker launched on
a final rampage that pushed Batman into finally executing him; however,
embedded within the Clown Prince of Crime and activated upon his death was a
purified strain of the Joker toxin, transforming his rival into his successor,
The Batman Who Laughs. This model gains
the following: Ability – Luck: Once per
Round, this character may reroll any one die. AND Attack: Demented Laugh 3/Blue, Mental, DMG 2, Wave/3, Dazzle/1.
Earth Negative 11 – Like its positive counterpart, earth -11
is home to gender reversed heroes. On
this earth Batwoman starts to kill super-beings over the death of her
lover. She then undergoes surgery to
gain atlantean like powers before destroying the underwater city. This character gains the following Special
Powers: Water Manipulation 1/Blue, (A),
Range 8, Place a 4” diameter area of water terrain completely within range
where it does not touch a models base or other terrain, Remove it at the end of
the Round. AND Atlantean 0/Green, (P), Range 0, When this model is in contact
with water terrain he gains +1 to all defenses.
Earth 15 - Once
considered the perfect universe, Earth-15 was destroyed by the deranged
Superboy-Prime of Earth-33. This model gains the
following Abilities:
Energy: Once per round,
this character can use the Overload rule twice in the same Attack.
Power Master: When this
character uses the overload rule the base damage of the attack overloaded is
increased by 1.
Earth 5 - Known as
“Thunderworld” it home to the magical team, the Marvel Family; Captain Marvel,
Captain Marvel, Jr. and Mary Marvel draw their power from the great wizard
Shazam.
This model
gains the following:
Attack:
Zeus Bolt – 2/ Blue Energy/Electic,
DMG 3, Range 10, Can’t be Overloaded
Special Power:
Solomon’s Wisdom: 3/ Red (A) Range 6 – Target enemy must take a willpower roll. If failed the suffer Distract/2 and Stun/3.
Note: For the game I made these into nice looking cards.
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