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SMASH & GRAB

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 Scenario Background

New York City has many rich pickings for teams of super-villains to target for funds to mastermind their evils plans. The Cornerstone Central Branch Bank makes a particularly attractive target tonight as it closes its door for the last time and relocates to a new location. Lots of money to be moved, vaults unlocked and way too little security.

It just happens that 2 teams of super-villains have targeted tonight to attempt a Smash & Grab funding mission on the Cornerstone Central Branch Bank and wouldn’t you know it, their evil schemes are set to go off at exactly the same time!

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Inside information on the heist attempt has come to the attention of S.H.I.E.L.D. and they believe that this is an excellent opportunity to capture and interrogate an unwitting super-villain about future maniacal plans. Unfortunately S.H.I.E.L.D. are not aware of the second heist plan and will find themselves somewhat outnumbered against the enemy. At least the villains will be likely to end up bickering and fighting amongst themselves to see who can get away with the most cash and prestige. Maybe a passing hero will even come to their aid?

Tonight’s the night. Its time to put the plans into action. Looks like theirs going to be a Smash & Grab...

Scenario Rules

This scenario is designed to be played with two players in competition and a third player acting as a Comic Editor (or Games Master). The game was designed to be played on Indoor Map #1 from the Marvel™ Heroclix® Starter set (shopping mall), however it could be adapted to be played on any indoor map. Unless noted below standard Heroclix® rules apply.

Players 1 and 2 create a team consisting of 300 points of super-villains. Hero characters can be used, in which case they are assumed to be criminal impostors. The Comic Editor creates a 300 point team comprising of Nick Fury™ (CT #86) and characters with the S.H.I.E.L.D.™ Team Ability.

Players 1 and 2 set up in opposite corners on one side of the board. The team must set up as symmetrically as possible (e.g. if six characters used 3 by 2, or 2 by 3). The corner square and the two squares next to it horizontally and vertically (not diagonally) create the area known as the escape route for that team. N.B. Each team has its own escape route and can not use the one designated to the other team see diagram below).

The Comic Editor designates two areas in the building as vaults. These areas should be positioned as symmetrically as possible so as not to put either player at an advantage. The vault locations should be no more than two square from the edge of the board furthest from the super-villain starting positions. Six moneybag tokens are played in each of the two designated vault areas. The monetary value of each of these sets of tokens should be equal.

The Comic Editor sets his team up to defend the building and moneybags. All characters must start inside or adjacent to an outer wall/door to the building. No more than four characters may start outside the building. The Comic Editor selects and places up to six standard heavy/light object tokens, no object tokens are placed by players 1 or 2.

The building in the scenario is the bank. The bank contains 12 moneybag tokens, each of which are placed upside down in a vault area designated by the Comic Editor. Players 1 and 2 should not be aware of the value of the tokens placed in the vaults.

  • All moneybags tokens are valued between $25,000 and $100,000. Each $1000 has an equivalent value of 1 victory point.
  • Only one moneybag token may be held by a character at a time. A token may not be held if an object or another character is being carried.
  • Characters from the same team who are adjacent may pass a moneybag token to each other as a free action. This can be done any number of times per turn.
  • When moneybags are taken into the players allocated escape route area (four squares) they are considered stolen and removed from the game. At this point the player whose area they entered may turn them and look at the value without showing any other player the token value.
  • Any character with the Incapacitate Power may make an Incapacitate attack against a character holding a moneybag (including a ranged attack). If successful the moneybag is stripped from that character and becomes held by the attacker. If this attack is chosen, no damage is dealt and no action token is given to the defender.
  • As a power action a character may throw a moneybag a distance equal to his range value along any available line of sight. Blocking terrain and other characters immediately stop the moneybag and it is placed in the square next to them, no damage is dealt.

Characters may also leave the game at a players escape route area. Any character that leaves the board in this way may not re-enter the game at any time. A character may enter the escape route area designated to his team and choose not to leave the game. If this is the case, that character must re-enter the battlefield within the next two turns. Whilst in the escape route area a character may not attack another character or be attacked by another character, it is considered a safe area. Friendly units may heal and otherwise interact with a character inside the escape route area.

The Comic Editor team characters may not destroy walls or object tokens as they are defending the building and its property.

The game can be played with a 15 turn time limit or indefinitely. If the indefinite option is chosen the following extra rule applies.

If all of player 1 or 2’s characters are defeated or have left the game, then one more full turn is completed, at which point the game ends.

Hero Reinforcements (optional)

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When the villains approach the bank asilent alarm is sounded allowing some nearby superheroes to come to the aid of the bank security.

Turn 5 end: Spider-man™ enters the board on the side of the Comic Editor at the Reinforcement Entry Point (choose any appropriate or available Spider-man™ Heroclix®).

Turn 7 end: Black Cat™ enters the board on the side of the Comic Editor at the Reinforcement Entry Point (choose any appropriate or available Spider-man™ Heroclix®).

Turn 9 end: Daredevil™ enters the board on the side of the Comic Editor at the Reinforcement Entry Point (choose any appropriate or available Spider-man™ Heroclix®). Optional at Comic Editor’s discretion.

The Comic Editor should not make players 1 and 2 aware of the reinforcement rules to enable the heroes to gain the element of surprise. Heroes can not take an action until the turn after they came into play in the Reinforcement Entry Point (e.g. turn 6 for Spider-Man).

Victory Points

Moneybags: points are scored for each moneybag token carried to your escape route area (1 point per $1000). You must carry the moneybag inside your escape route area for the moneybag to be considered stolen.

Remaining or escaped villains: the point value of each team member that escaped or remains alive on the board until the end of the game is added to each players victory point total.

Dealing with do-gooders: each defending character defeated is worth victory points equal to that characters point value (only a player whose character deals a killing blow is awarded these points).

Print these tokens out and stick them to the reverse of standing Heroclix® object tokens (they will most likely need rescaling now as I am not great on the pc and especially at designing web pages). This entire document is available in Word format if you would prefer this just email me on crimsonduck@hotmail.com.

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