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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