From: Joseph Fundingsland [mailto:email@example.com]
Sent: Sunday, March 06, 2005 3:36 PM
Secret Wars by J-Tone
Transported to a strange planet by a force from "beyond" the
universe, the mightiest Super-Heroes & Super-Villains of all
have been gathered to fight the
It is suggested that each player use a build
total of 1,000 points for this scenario.
Setup: "THE WAR BEGINS"
Player 1 represents the forces of Good. Player 1 must have
at least 1 Captain
America, (any rank) as their leader.
Player 2 represents the forces of Evil. Player 2 must have
at least 1 Dr.
Doom, (any rank) as their leader. When the players select
their teams, each player can choose any team ability in the
game as their force's ability. Ignore all figures with a
previous team ability & assume this
new ability for the duration of the game.
Four broken-wall markers, (one of them being a Special
marker) are placed, face down, in the middle of the map. No
one is to know where the Special marker is, that represents
the Beyonder's powers.
SPECIAL RULES: 1) "Arrival..."
When the game starts, players have two options; #1, Start
attacking the opposing team & keep them from the broken-wall
markers, or #2, Go for the power & bring it back to your
team's leader. To reveal whether or not it's the Special
marker, a figure must land on top of it & roll a dice.
1,2,3, & 4 means the player doesn't flip the marker & must
move 10 spaces away, (in any direction) from it, If it's a
Barrier marker, the figure must move 10 spaces away, (in any
direction) & on your next turn, try for another marker. On
the other hand, if it's the Special marker,
the figure gets to keep it until...
2) "Situation: Hopeless."
that figure enters a fight.
If the attacked figure wins, he or she automatically breaks
away & is done moving. If the attacking figure wins, he or
she gets the marker & breaks away. No
damage is dealt during the fight.
3) "...Nothing to Fear..."
When your figure reaches your leader, on your next turn, the
leader gains the powers of the Beyonder! That player's
entire team, (minus the
leader) will disappear & he or she will collect their
victory points at the end of the game. The leader's stats
will increase as follows: Speed: 22, Attack: 20,
Defense: 22, Damage: 7, & Range: 10 w/ 3 lighting bolts.
When he attacks multiple figures, his damage goes down to 3.
The only way to defeat this figure is to roll a critical
hit. When rolled, he'll automatically loses the powers & is
defeated. The opposing team will gain double their
opponent's victory points & the defeated leader's points
defeated leader is immediately KO'd.
4) "...Dust to Dust."
The scenario ends after 10 turns, when one team is defeated,
or the leader w/ the
Beyonder's powers loses.
Players score victory points per the standard Heroclix
rules, adding additional victory points as described in
Special Rule 3, as applicable.