Académique Documents
Professionnel Documents
Culture Documents
Objectives
The Adolescent Avengers win by defeating Dr.
Cold, Slate Rock, and Masked Menace. The
drone troopers will stop ghting if the boss
villains are defeated. The Harbingers of Doom
win by defeating at least three of the Adolescent
Avengers.
Alien Invaders
Scenario
Earth is being attacked by a technologically
superior force. Even the world's most powerful
heroes have been unable to stop the wanton
destruction that has been unleashed by these
terrifying aliens. In humanity's darkest hour,
hope comes from an unexpected place. Not
wishing to see someone else conquer the planet,
Terror, Inc. has offered to ght with the League
of Justice in an effort to turn back their
common foe. Reluctantly, the heroes agree to
join forces. However, they cannot help but
wonder if the villains have some other motive.
Set-Up
Use hex maps, boxes, and toy cars to create a
street scene. The buildings should be no taller
than 10 hexes (ten inches). You can also add
other elements to the street, such as garbage
bins, telephone poles, etc. On one end of the
table there should be an area marked
Command Center. This area should be at least
4 hexes by 4 hexes with a single entrance in the
front.
19
The defending players have 1500 points each to
spend on gures, or they can use the sample teams
below. The player controlling the invaders has
3000 points to spend on gures or he can use the
sample army below.
THE LEAGUE OF JUSTICE
Ultra Man564
Iron Bat 93
Blast Star 225
Red Archer89
Mr. Weird221
Power Girl305
TERROR, INC
Mr. Mind 305
Sea Tyrant306
Cyber Jack305
Grey Wizard 270
Eternal Emperor313
ALIEN INVASION FORCE
Khra'ag 445
Invader 224 x 9 = 2016
UFO 248 x 2 = 536
Objective
The aliens win if they can defeat more than half of
the combined forces of the League of Justice and
Terror, Inc. The invaders lose if Commander
Khra'ag is defeated or if the Earthlings can get a
gure inside of the Command Center.
In addition to defeating the aliens, the defending
teams have secondary objectives. If the defenders
defeat the invaders but do not achieve their
secondary objectives then the outcome is a draw.
Terror, Inc's secondary objective is to get at least
two of their gures inside the alien command
center in order to capture the invader's superior
technology. The League of Justice's secondary
objective is to defeat all of the remaining villains
after the invaders have been routed.
Space Station Brawl
Scenario
The Adolescent Avengers are on a routine
mission to the Multi-National Space Centre
when everything goes horribly wrong. The
space centre is rocked by an explosion and the
power begins failing. The heroes learn too late
that alien saboteurs have snuck on board the
station and are trying to destroy it. The
Adolescent Avengers have to prevent the invad-
ers from completing their suicide mission.
Set-Up
The Multi-National Space Centre is constructed
as a series of rings. The inner most ring is a
roughly circular area that is 5 hexes by 5 hexes.
The center hex of this ring is marked Central
Control. The next ring out is 11 hexes by 11
hexes (leaving 3 hexes of room in the space
between the wall and the next ring in). The next
ring further out from that should be 14 hexes
long by 14 hexes wide. The each ring has two
doors (1 hex) that lead into the next ring. These
doors should not line up with each other. The
best idea is to put the rst pair of doors at the
top and bottom of the map while the other two
are left and right.
Randomly place computer equipment, furniture,
and four innocent bystanders on the map. Try
not to clutter up the area too much. The alien
player can place his gures anywhere on the
outer ring. The hero player must place all of his
gures in the centermost ring.
Remember that this battle occurs in the dark of
the lifeless space station. There is a -2 penalty
applied to all ranged attacks.
Both players have 1000 points to spend on
gures, or they can use the sample teams below.
THE ADOLESCENT AVANGERS
Bird Boy 110
Star Power223
Cyber Teen312
Bestial143
Magik Girl 211
20
ALIEN INVASION FORCE
Invader 224 x 4 = 896
NEUTRAL
Innocent Bystander3 x 4 = 12
Objective
The object of this battle is the same as the game,
King of the Mountain. If the alien player can
place one of his gures in the central control ring
for three consecutive turns then he wins. The hero
player wins be defeating all of the alien invaders.
Deep Sea Disaster
Scenario
Sea Tyrant has teamed up with another villain to
take control of an underwater mining platform.
The Atlantean warlord has declared that the
oceans are his personal domain and anyone
wishing to develop its resources must pay him a
handsome tribute. Sea Tyrant is threatening to
destroy the mining platform if the company that
owns it does not provide him with payment in
gold and silver.
Set-Up
Create an underwater mining base by tapping
several sheets of hex paper together and placing
the combined sheet on the table. You can also use
pre-made hex terrain. The overall playing surface
should be at least 22 hexes by 22 hexes. Players
should take turns creating the various rooms,
chambers, and tunnels of the mining platform. Try
to create a variety of spaces by alternating room
sizes and types. For example, each player could
create one large room, then one small room, then
one hallway. After the battleeld is completed
begin adding other details such as heavy
equipment, computers, furniture, etc. Add in
several airlocks that are one or two hexes wide.
These portals can be used to exit the underwater
base and then re-enter it through another airlock.
Both players have 500 points to spend on gures,
or they can use the sample teams below.
THE FEARSOME FOURSOME
Dark Warrior 205
Kung Fu Master45
Cindy Speed207
Kid Thunder42
VILLAINS
Sea Tyrant306
Slate Rock205
Objective
This battle is a ght to the nish. A player wins
by defeating all of the gures on the other side.
Mystic Portal
Scenario
The Harbingers of Doom have teamed up with
Dr. Maniacal in order to bring about the fall of
human civilization. Using the good doctor's
weather machine as a power source, the
Harbingers have found a way to open up a
portal to another dimension. Should the mystic
portal open, terrifying creatures from another
plane of existence will spread throughout our
world, spreading chaos and destruction in their
wake.
Set-Up
Create an arctic lair by randomly placing terrain
features such as boulders, trees, etc. You should
also add man made structures like living
quarters, vehicle hangars, and the like.
Remember that the ice tundra is slippery and
difcult to cross. Figures that are traveling over
the ground have their Move cut in half (round
down).
The villain player gets to place his gures rst.
Special attention should be paid to the
placement of the weather machine as this gure
is the key to the battle for both teams.
Both players have 1500 points to spend on
gures, or they can use the sample teams below.
The villain player must include the weather
machine on his team list.
21
THE LEAGUE OF JUSTICE
Ultra Man564
Iron Bat 93
Blast Star 225
Red Archer89
Mr. Weird221
Power Girl305
THE HARBINGERS OF DOOM
Dr. Cold 112
Slate Rock205
Masked Menace 113
Drone Trooper 94 x 6 = 564
DR. MANIACAL AND FRIENDS
Dr. Maniacal 127
Generic Thugs27 x 8 = 216
Weather Machine160
Objective
Each round, the villain player rolls 1d6. One a roll
of 1, the weather machine gains a charge. Once
the weather machine has gained ve charges, it
opens the portal and the villain player wins. The
hero player wins by destroying the weather
machine the portal opens. The villain player can
also gain an automatic victory by defeating all of
the hero player's gures. This scenario can be very
challenging for the hero player because all the
villain player needs to do is defend the weather
machine until it charges. While it is unlikely, the
weather machine could charge in only a few
rounds, giving the villain player an easy victory.
!
All games available at
(Click on the name to visit their site)
RPGNow.com
e23.sjgames.com
wargamedownloads.com
wargamevault.com
Yourgamesnow.com
Drivethrustuff.com
www.ecardmodels.com
Paizo.com
Click bere for a free catalog
and coupon book. Inside you
will find links to all of our
great games and some
coupons for 203 or more off
selected games.
Avalon is a proud participant of Kiva,
making loans that change lives.
Scrxcr fc1ox
Scrxcr fc1ox
Rotr
Rotr
-
-
Ptxvxc
Ptxvxc
lx 1nr fxk fu1ukr
lx 1nr fxk fu1ukr