It's Wicked Fun Website
RegisterSearchSmartFeedEvent CalendarFAQMembersCabalsPhoogle MapDonateLog in

 Support Those Who Support Its Wicked Fun! 

Whoever wins, humanity loses - An AvP scenario

 
Reply to topic    HorrorClix - I.W.F. Forum Index -> The Workshop » Scenarios/Variants View previous topic
View next topic
Whoever wins, humanity loses - An AvP scenario
Author Message
daved
Rookie
Rookie

Four Year Member
Four Year Member

Joined: 08 Mar 2007
Posts: 80


Post Whoever wins, humanity loses - An AvP scenario Reply with quote
I am writing this from memory as a lot of it I made up on the fly from rough ideas I had as we played it out today, and I had no notes. I believe I got all the vital aspects of it down, though.




Whoever wins, humanity loses!

An Aliens vs. Predator scenario



What you need:

1 Aliens Set map
1 Predators Set map
1 Alien Queen Set map
4 tokens (Heroclix object tokens worked for me, but you just need something to secretly randomize the tunnel entrance location)
1 Set of Alien figures for every 2 players (round up to the nearest even number of players)
1 Set of Predators
1 Alien Queen
As many Egg Minions as you can get
36 Scientist victims


What Players Need

400 point teams for each player


Setup

Lay out all three maps end to end. You'll need two long tables to do this, with room to spare. The starting player area will be at the far end of the Abandoned Whaling Station map. Set out all the victim tokens on all maps. It's likely you won't ever get to them all, but it makes things interesting.
Place your four random tokens on the four indoor blocking terrain spaces. These will now be non-blocking terrain the players can search to find the way to the second map, the Pyramid Upper Level.

The second map should have the 3x3 with the coffin-like graphics on it nearest the first map. Set out the rotating wall markers.

The third map, the Containment Chamber, will have the Alien Queen farthest from the second map. Maps 2 and 3 are considered one continuous map for movement purposes.

Players will place their figures on the farthest end of the line of maps from the Alien Queen. This will likely overflow the starting area, and that's fine. Just extend the starting area forward one row at a time, same width, until everyone fits.

The ZM will take all the rookie figures from the Alien sets and place them randomly around the Whaling Station map. Inside buildings is where I put mine, to avoid quick shots from the start.

The rest of the aliens can be placed on the second map, wherever you like. Spread them out, and don't put any in the 3x3 coffin room.

The Queen, of course, goes on the queen map in the egg base.


Playing

The player's goal is to kill the Alien Queen.

The ZM's goal is kill the player's figures.

Not much more too it, except for....


Special Rules

1: When a rookie alien on map one is killed, it appears, healed, on the Queen map in the starting player area. Its' goal from then on is to free the Queen.

2: The ZM can only assign actions to the Queen, figures he controls on the queen's map and any figure he controls on any map that has a player figure on it. This means Map 2 will go untouched for a while.

3: The four random tokens represent potential tunnels to the Pyramid. Players can move onto them and when they do, the token is flipped up, and if it's the predesignated tunnel token, the figure falls into the 3x3 coffin room on map 2. This room will only hold 9 figures at a time, and players need to move out of it to allow for more figures to come down. The tunnel is also one-way for players.

4: Depending on the number of players, the action on map 1 is pretty heavy. I allowed my players to spend victim tokens to regain one used plot twist per victim token after they moved their first character to map 2. With more players, this might mean less victims per player, and it might be useful to adapt this to allow players to discard a victim at any time to reuse a plot twist.

5: If the queen is not freed by the time players reach map 2, the aliens on map 2's sole purpose is to get to the queen to free her. They will generally move towards the queen's map, but they'll attack players on the way.

6: Rolling for wall movement doesn't happen until the beginning of a player's turn after the player reaches map 2. ZMs will roll for wall movement on their turn after any player reaches the second map, and may also move aliens on that map at that time.

7: When either a player gets his entire team down to map 2 or the queen is freed, the Predators appear. The number of Predators you use is up to you. I chose to use 4, one more than the number of players in the game. I used Martial, Pole-Arm, Shuriken, and the generic Predator. They were placed in the starting player area of map 1. Their sole purpose is to kill the queen, and they will attack anything else that gets in their way along the way. They will move towards the tunnel entrance to try to get down to map 2. However, there is one advantage. If a Predator figure has clear line of sight to a player figure when that figure attacks an alien, the Predator will join that player's team.

8: If, instead, the initial Predator force is wiped out by players, more Predators come down. In my case, I simply used the remaining 3, not using the Apprentice Hunter. They will do the same, but they will not join any player's team. They will simply attack whatever gets in their way to the queen.

9: You do not have to tell the players that the Predators will be appearing. That is up to you. I didn't let anyone know what I was going to do, and the players all said afterwards that the use of the Predators was a nice surprise twist.

10: Players get the usual four actions per turn. ZMs get four plus a free action to either use the egg base functions or give the queen an action each turn. This is a lot to do, but it's not as bad as it might seem.

11: The use of Guardian's Mission and Bitter Hatred is not allowed. All the victims are scientists, and that would make it disgustingly unbalanced.

12: Players are also not allowed to use Predators or Aliens in their teams.

13: To make things more fair in terms of victim availability, I allowed any discarded tokens, from players, or from Egg Base functions, to be replaced on the map on the closest bloodspot to the Egg Base on any map with a player on it. This insured a good flow of victims for players to get blooded and stay in the game.


Notes

Encourage players to work together. This is a cooperative scenario, and a lot of situations will come up that will need teamwork. I allowed players to treat all player figures as friendly for the purposes of movement, but they didn't get bonuses from Cabals or Boss-type abilities from other teams. Still, it worked out very well.

I also broke/ignored the unique rule when setting up my aliens, so there were two Grid Aliens on the board at the same time. This is up to you, and given the beating that was given to one of them, it wasn't a bad idea.

Thinking on things, I'm not sure that more than 4-6 players would be good for this. It may be that more than 4 will have too many player figures on the board. I don't know yet. I will be running this scenario again eventually, and maybe I'll find out. If you try it out, let me know how it went.
Sun Oct 14, 2007 8:15 pm View HorrorClixer's profile Send private message
Sponsor
Display posts from previous:    
Reply to topic    HorrorClix - I.W.F. Forum Index -> The Workshop » Scenarios/Variants All times are GMT - 7 Hours
Page 1 of 1

 
Jump to: 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

 Visit The Folx Who Keep This Forum Alive! 



Powered by phpBB © 2001, 2005 phpBB Group
Design by Freestyle XL / Flowers Online.
Site Maintained by It's Wicked Fun
Clicky Web Analytics