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 Sujet du message: Scénario Heroclix
MessagePosté: Dim Avr 01, 2012 5:22 pm 
Immortel du Clan
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Inscription: Ven Mar 17, 2006 8:55 pm
Messages: 1537
Localisation: rue Montesquieu
IT'S a RACE AGAINST TIME

There are four bombs ticking down in the four corners of the city, and it's up to the city's best to stop them from blowing up!

It is suggested that each player use a build total of 300 points for this scenario.

SETUP: "DO YOU HEAR THAT ?"

Before placing objects, place four Special markers, one in each corner of the map. These markers represent the bombs. Each player's goal is to deactivate the bombs, beginning with the bombs farthest from his or her starting area. The bombs cannot be destroyed and do not act as hindering or blocking terrain. A player cannot deactivate the bombs nearest his or her starting area until he or she deactivates the bombs farthest from his or her starting area.

SPECIAL RULES

“I know what I’m doing!”
Bombs may be moved by a figure that has control of it. To gain control of a bomb, a figure simply must move adjacent to it, with no opposing figures adjacent to the bomb. Once a figure has control of a bomb, it may not pass it to another figure. Each player must return the bombs to his or her starting area to "deactivate" them. Once in the starting area, the player may attempt to deactivate the bomb by having the controlling figure make an attack roll (using its attack value) against the bomb's 15 defense value. This does not count as an action, but may be attempted only once per that player's turn. The player may choose to have that figure take an action before or after attempting to disarm the bomb. If the roll fails, the bomb blows up, doing 1d6 clicks of damage to every figure within 10 squares of the bomb. Roll damage for each figure individually. Powers and abilities prevent bomb damage normally.

"Where do you think you're going?"

Opposing team members may cause a controlling figure to lose control of a bomb by causing knockback or using the Force Blast power against the controlling figure. If a figure is knocked back, the bomb remains in its square. If an attack roll made against a figure controlling a bomb fails, the player who controls the attacking figure rolls 1 sixsided die; on a result of 1, the bomb blows up for 1d6 clicks of damage to every figure within 10 squares of the bomb. Roll damage for each figure individually. Powers and abilities prevent bomb damage normally.

“It was nice knowing ya!”
This scenario ends after each player takes 10 turns. At the end of the last player's turn 10, all remaining bombs explode for 1d6 clicks of damage per bomb to everyone on the map. Roll damage for each figure individually. Players roll for each other's figures. Powers and abilities prevent bomb damage normally.

VICTORY

Players score victory points per standard HeroClix Tm rules, with each player adding an additional 30 victory points for each bomb he or she deactivated.

_________________
Un conte, toujours, est fallacieux,
Pourtant y git un grain de vérité,
Mensonge ou vérité, à toi de le découvrir.

sagesse hindoue. (de mémoire).


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