Terrifying Teleporters
Written by: F. Richard Tifft







Scenario Name: Terrifying Teleporters
# Players: 2-6

A group of "Super-Villians" have established a new base using technology they stole from a downed Skrull spaceship, threatening the world's wealth with the ability to use advanced matter-transfer equipment. Several groups of "Heroes" have decided to respond to this threat, and attempt to claim this alien technology for themselves. One can only hope this power will fall into the right hands...

This Scenario should be played using any indoor map (the one from the IC Starter Set will work fine), although the larger the better. Prior to playing the Player's should make Markers (similar to the Object and/or Barrier Markers), labled 1 through 6, these will act as the Teleporter Pads within the Villians base. Players now assemble Forces of a Point Value dependent on the number of Players (2 Players = 300 points, 3 Players = 400 points, 4 Players = 500 points, 5 Players = 600 points, 6 Players = 700 points). The group of Vllians are assembled jointly by the Players with each Player using the following Players Force as a Point base, or to make clearer: First Player will choose 1 or 2 Villians that equal or exceed the second Player's highest value Character, but must not total more then double that Character's Point Value (example: second Player's highest valued Character is the Hulk (V), he is worth 147 points, First Player could choose Nightmare (U) worth 163 points, or Juggernaut (E) worth 125 points and Mr. Hyde (E) worth 50 points. Either configuration exceeds the Hulk's value, but does not exceed the 294 point limit). Then First Player will choose 1 more Villian that must be any Point Value less then the second Player's highest value Character (using the above example, Character must be 146 points or less). Then second Player will repeat this process using the third Player's Force in order to determine the Point Value of his/her choosen Villians, third then does the same using fourth Player's Force, and so on. Until the last Player finally uses First Player's Force in order to choose his/her Villians. Objects are then placed as per the Standard Rules. Then the "Teleporter Pads" are placed in the same way as Objects (Note: Teleporter Pads must be placed at least 3 squares away from the edges of the map, at least 2 squares away from one another, and 5 squares away from any Player's Characters). Player's place thier Forces on the map as per the Standard Rules. The Villians are then placed (one at a time by each Player) on the map in squares adjacent to any of the Teleporter Pads.

The Players must now generate thier VCV (Villian Control Variable). This is the same as the VCV used in the "Fortress Of Evil" Scenario. Except if there are more then 3 Players, then the VCV for each Player is the same as thier order number (ie. First Player is 1, second Player is 2, third Player is 3, fourth Player is 4, etc.). Anytime a number is rolled that does not have a corresponding Player (ie. in a 4 Player game a Player rolls a 5 or 6), just roll again. Villian Turns are handled exactly the same way as they are in "Fortress Of Evil", all rules and stipulations apply. The only exception being that the Villian Force gets the same number of Actions per Turn that the Player's have, regardless of the Villian Force's Build point total, Also just prior to actually starting to play, First Player should roll a die, on a roll of 1-3 Turns progress with the Villian Turn first followed by the Player. On a result of 4-6, it is the same as stated in "Fortress of Evil", Player goes first followed by Villians.

Luckily the Villians have not yet completely mastered the use of the stolen Skrull technology, and so while the Transporter Pads can be used they can not quite be controlled. Whenever a Character enters a square containing a Transporter Pad (TP), a die is rolled and the Character is immediatly transported to the TP with the corresponding number that was rolled (ie. Character enters TP square and rolls a 4, he/she is transported to TP number 4. Note: "Probability Control" can be used to allow a Character to reroll this result). If the number rolled is the same as the number of the TP that the Character entered, then they go nowhere and thier Action ends. Regardless of how many Move Points the Character has left thier Action ends as soon as they activate a TP. Additionally all Characters standing adjacent to the TP that was entered must roll a die, on a 1-3 they are teleported themselves. On a 4-6 the remain where they are (Note: Again "Probability Control" can be used to reroll this result). Adjacent Characters that are teleported arrive in the same square they were in only next to the new TP. If that square is already occupied by another Character then the other Character is transported to the the idenical square next to the originating TP (basically causing the Characters to swap places, this is also true of any Character which may be standing on the arrival TP itself). Any Characters moved incedentialy by the act of another Character transporting suffers no Action penalties (that is they gain no Action Tokens or such). The TPs themselves can be destroyed in the same way as any other Object (causing them 3 or more points of damage), turning them into rubble and hence Hindering Terrain. TPs can not be destroyed if a Character is standing on one, instead the Character must be attacked (thier body acts as a shield for the delicate equipment). If any Character(s) are teleported to a destroyed TP they go nowhere and instead take 1 Click of damage (this affects all Characters that would have been transported by the TP).

*Victory Conditions* The Scenario ends when all the Villians have been defeated, or when all the Player teams have been defeated (additionally Players may use an Optional 1 or 2 hour Time Limit). Scoring is as follows: Each Player gets Victory Points for each Villian thier Force defeated (Point Value = Victory Points). To that total they add the Point Value of any Heroes they still have on the map, and then they must subtract the Point Value of any Heroes KO'd by either the Villians or by another Player's Force. Players also get to add 1/2 the Point Value of any Opposing Player's characters thier Force KO'd (the Arch-Enemy rule can be applied here allowing a Player to get full Point Value to add to thier total, not double but full. Technically doubling the 1/2 point award). The Player with the highest total wins.



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