Wednesday, 20 February 2019

Batman: Metal Scenario

Scenario:  Dark Knights Metal
Overview:  The Dark Multiverse has invaded!  Barbatos and his most loyal servants, the Dark Knights, are trying to drag this world into darkness.  Every time a hero or villain falls to the Dark Knights, they are reborn in the dark, an evil twisted parody of their former selves.  The only thing that can stop Barbatos are several Tenth Metal artifacts scattered throughout the city.  The remaining heroes and villains are competing with each other to retrieve those artifacts and control the fate of the world!  
Sides:   This will be a 3 way game (heroes vs villains vs Dark Knights)
Game Length: 6 rounds or when we run out of time
Victory Points:  No Objectives will be used during this scenario.  Victory Points will be earned in the following ways:
-          2 VP for the first time an enemy model is KO’d
-          3 VP for removing an enemy model as a casualty
-          4 VP for controlling a Tenth Metal Artifact at the end of a round (Heroes and Villains Only)
-          4 VP for each Tenth Metal Artifact not controlled by a Hero or Villain at the end of a round (Dark Knight Only)
-          3 VP at the end of the game for each model that has been turned to darkness that is still on the table (Dark Knights Only)

-          1 VP for restoring a Consumed by Darkness model (of either side) (see Special Rule: Driving Back the Darkness below)

Special Rules: 
Consumed By Darkness:  The first time a model is removed as a casualty (by any means), the controlling player immediately replaces their model anywhere within the Dark Knights deployment zone.  The powers of the dark multiverse have corrupted the hero/villain and brought out their most evil side.  The player and the model are now part of the Dark Knights team.  This model may not activate during the turn in which it is placed.  Models will can be consumed by darkness even if the original Dark Knight are removed as casualties. 

Tenth Metal Artifacts:  There will be three artifacts made out of Tenth Metal on the table: a Sword, A Warhammer, and a Suit of Armour.  If a hero or villain controls (just like a regular objective) a Tenth Metal Artifact marker during the end phase they may equip the artifact.  Remove the marker from the table and take the corresponding equipment card from the organiser and place it beside your character card.  That model now gains the benefit of the Tenth Metal artifact for the rest of the game, or until it is removed as a casualty.  If the model is removed as a casualty the player will place the artifact marker in base to base contact before removing their model.  Once an artifact is equipped then that side counts as controlling it at the end of the round, even if engaged with an enemy.  Artifacts cannot be passed from player to player (eg. The Flash equips it, he cannot then run over to Batman and give it to him). 

-      The Tenth Metal Sword:  Damage (2 Blood), Special Rules - Handy, Sharp, Magic


-          The Tenth Metal Warhammer: (1 Blood, 1 Stun), Special Rules – Heavy, Crushing, Magic


-          The Tenth Metal Armour: Heavy Armour and the model is Immune to Crits. 


Driving Back the Darkness:  If a model that has been Consumed By Darkness (See above) is wounded by a Tenth metal Weapon, it immediately reverts back to their original team (hero models re-join hero team, villain model re-joins villain team). 

Barbatos Rises:  At the centre of the table is a portal to the falling dark multiverse.  Barbatos feeds off chaos and darkness that is drowning this earth!  Any victory point that is scored within 6 inches of the portal marker is doubled.  (eg.   If the Dark Knights causality a villain within 6” of the portal, the Dark Knights will score 6 VPs or a villain has one of the Tenth metal artifacts within 6” of the portal at the end of round would score 8 VP).



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