Lead Adventure Forum

Miniatures Adventure => SuperHero Adventures => Topic started by: mratomek on February 06, 2009, 05:44:09 PM

Title: Battle Report (SF7)
Post by: mratomek on February 06, 2009, 05:44:09 PM
After a lengthy hiatus, Super Force Seven is moving forward once again. The last rewrite takes more out of the RPG realm and places it firmly in the table-top wargame arena, while still holding onto the non-combative story system that adds the comic-booky flavor I was targeting.

For those who are interested, here's the game last night:


Captain Shield vs. Dr. Terror

This was a simple 10 point game. I played Captain Shield, a 10-point Super Hero; my opponent played Dr. Terror, a 5-point Villain, and 5 terror-thug Minions, each worth 1 point.

The scenario was a simple smash and grab at a jewelry store. The store was loaded with loot bags, and for every bag of loot Dr. Terror and co. escaped off the game board with, he earned 1 victory point; on the other hand, for every villain I eliminated, I would earn 1 vp, and for every villain I captured, I would earn 2 vps.

The game starts with a quick round of plot twists, simple mini-games that help add a little story to the main event.

Captain Shield rolls on a Crime Scene plot twist, using his Search: Investigate power, and scores enough successes to earn an Ambush deployment bonus.

Dr. Terror rolls on Good Help is Hard to Find plot twist, hoping to score 2 more Minions, and nearly loses 1 of the five he already has. Using his Super Ego power, he only scores 1 success with his second roll, which indicated that no one was interested in joining his ranks.

After the plot twists, we set up the game board with a simple Jewelry store map (we used a 2D map since characters would have to actually enter the store) and my friend deployed Dr. Terror and his thugs right at the front door of the jewelry store.

Once he was done, I placed Captain Shield--using the Ambush rules--right amid Dr. Terror and his lackeys.

And this is what happened...

Round 1

We roll for initiative and Captain Shield scores 1 Success (5). Dr. Terror does not score any successes so decides to use his Vile Deed special ability to win initiative.

Dr. Terror uses his first Action to shoot his fear gun (Fear power) to attack. He rolls and scores double 4s for a total of 4 Successes. Captain Shield is under Dr. Terror power and despairs!

Dr Terror uses his second Action to attack, pulling his punch. He rolls 1D6 for 1 Hit and 1 Success (6). He scores 1 Hit of Damage and uses the Critical to Knock Back Captain Shield, moving with him.

Thug 1 attempts to break down the door, which has a TN 3 and Life 2. with 2 Actions and 2 attacks, he only scores 1 Hit of damage.

Captain Shield starts his turn by making a free challenge roll using his Default power, rolling 2D6 and only scoring 1 Success. Not enough to free himself from Dr. Terror's control, but enough to allow him to attempt a second challenge roll using 1 of his Actions.

His second challenge roll, and first Action, he scores 2 Successes and overcomes Dr. Terror's influence. For his last Action, he attacks using his Shield: Weaponize power. He rolls 2D6 and scores only 1 Hit (4).

The remaining four thugs attack the door. The first 3 thugs score a total of 6 Hits and break the door down. The last thug enters the store and grabs 1 bag of jewels.

End of Round

Dr. Terror
   Damage Level: 1

Captain Shield
   Damage Level:  1



Round 2

Captain Shield rolls for initiative using his Leader power, rolls 2D6,  and scores 1 Success (6). Dr Terror rolls using his Default power, rolls 2D6,  and scores 1 Success (5). Captain Shield wins the tie with his  6.

For Captain Shield first Action, he attacks Dr. Terror, rolling 2D6, and only scoring 1 Hit (4). His second Action/attack is a complete miss. The dice are not being kind to The Captain.

Dr. Terror uses Fear gun to attack Captain Shield. For his first Action he scores 2 Hits + 1 Critical (4,6), and affects the hero with his Fear power. For his second action, he attacks again using his Default power and scoring another 1 Hit + 1 Critical. He selects 1 Hit of Damage and another Knock Back wound, pushing the Captain farther away from his thugs. He follows the Captain.

4 of the thugs loot the store, moving in and grabbing bags. Now a total of 2 bags have been nabbed and 4 thugs are inside the store.

The remaining rushes Captain Shield and attacks using his Brawl: Combo power. He only rolls 1D6, but manages to score 1 Hit (5).

End of Round

Dr. Terror
   Damage Level: 2

Captain Shield
   Damage Level:  3



Round 3

Dr. Terror automatically wins initiative, since Captain Shield is cowering under the influence of the villain's Fear power.

He decides to let two of the thugs in the store move. He moves the first thug, who grabs another bag of jewels and moves on through the store.

Captain Shield declares he is using his Tactical special ability, that allows him to move out of turn. He also uses his Heroic Deed to automatically overcome Dr. Terror's control.

Capt. uses his first Action to attack with his Shield: Weaponize power and scores 2 Hits + 1 Critical (5,6).  He selects 2 Hits of Damage--Dr. Terror is now Wounded--and holds onto his Critical to see if he can score another with his second attack and combine the two.

With his second attack, he scores 1 Hit + 1 Critical (6), doing 1 Hit of Damage, and combing the 2 Criticals to score a Disarm. He targets Dr. Terror's Fear Gun that goes fliying 3" away.

Now that Captain Shield's out-of-turn move is over. Dr. Terror decides to immediately run for his gun. By moving out of contact with Captain Shield, the Capt. gets a free attack, scoring 1 Hit and instead of selecting Damage, he using the Hit to Grab Dr. Terror. By grabbing Dr. Terror, Capt. prevents him from moving to pick up his gun.

On his next Action, Dr. Terror attacks the Capt. rolling only 1D6 and scores 1 Hit (4), which he uses to score a Grab and free himself from the hero. He then uses his Quick special ability for one last free move.

Once again Capt gets a free attack but misses! Dr. Terror moves next to his gun, but must wait until next turn to pick it up.

The thug next to Captain Shield attacks and misses twice.

One thug in the store grabs a second bag and heads for the door; another grabs a bag and moves; and the last two move and then each grab a bag.


End of Round

Dr. Terror
   Damage Level: 5

Captain Shield
   Damage Level:  3



Round 4

Dr. Terror wins initiative with 1 Success.

Dr. Terror uses his first Action to pick up his gun and his second Action to shoot. Dr. Terror only scores 1 Success, only temporarily affecting the Capt.

Captain Shield uses his Tactical special ability again to move out of order. He targets the thug outside of the store with 2 bags of jewels. Due to his greater ability, he rolls 3D6. His first attack misses, but his second attack he rolls 3 Hits + 1 Critical (4,5,6). He decides to convert all his Hits to Criticals and selects the Lockdown wound. The thug is captured and taken out of play.

Captain scores his first 2 victory points.

The thug near Shield attacks twice scoring 1 Hit.

2 more thugs run out of the store with 2 bags of jewels each. The last grabs 1 more bag of jewelry and heads for the door.


End of Round

Dr. Terror
   Damage Level: 5

Captain Shield
   Damage Level:  4
   Victory Points: 2



Round 5

Dr. Terror wins again with 2 Successes.

Dr. Terror shoots at Shield. His first attack only scores 1 Success, not enough to affect the Captain. But the second attack scores 2 Success and once again, Shield cowers in fear.

The nearby thug attacks twice and misses.

Captain Shield makes his free challenge roll and only scores 1 Success. He uses his first Action to try again, but fails. His last Action is used to move 6" away from Dr. Terror. Furthermore, as he disengages the nearby thug, the tug gets a free attack, but misses.

All remaining thugs move to escape from the game board with 2 bags each. Depending on who moves first next round, at least 2 thugs will exit the game board, scoring 4 vps for Dr. Terror.


End of Round

Dr. Terror
   Damage Level: 5

Captain Shield
   Damage Level:  4
   Victory Points: 2


Round 6

Dr. Terror wins initiative with 1 Hit--Shield is having a bad dice day (bad dice).

Dr. Terror uses 1 Action to upkeep his control over Shield and then uses his second Action to start moving to the nearest edge of the game board.

The thug that was fighting with Shield, moves to escape as well, stopping to pickup the jewels that the captured thug dropped.

Captain Shield makes his free challenge roll and scores 2 Successes. He is free. He uses his first Action to run back around the corner of the building where he can see the villains. He uses his last Action to attack one of the thugs who is about to escape from the game board. He rolls 2D6, due to the range, and scores 2 Hits + 1 Critical and easily eliminates the thug. He scores 1 more vp.

1 thug escapes from the game board with 2 bags of jewels scoring 2 vp for Dr. Terror. The last moves within inches of escape.

End of Round

Dr. Terror
   Damage Level: 5
   Victory Points: 2

Captain Shield
   Damage Level:  4
   Victory Points: 3


Round 7

Finally, Captain Shield scores wins initiative.

He attacks Dr. Terror scoring 2 Hits (4,5) . Dr. Terror is now heavily wounded. For his second attack he tries to stop 1 of the thugs from escaping. He only scores 1 Hit which is not enough to do anything.

1 thug exists the game with 2 bags of jewels scoring 2 more vps for Dr. Terror.

The last thug runs for the edge of the game board with 2 bags of jewels.

Dr. Terror attacks Shield two time with his Fear power and misses both times.


End of Round

Dr. Terror
   Damage Level: 7
   Victory Points: 4

Captain Shield
   Damage Level:  4
   Victory Points: 3


Round 8

Terror wins initiative and immediately moves the last thug off the game board, scoring 2 more vp.

Captain Shield uses his Tactical special ability to move out of order. He attacks Terror scoring 2 Hits.

Terror is now only 1 Hit away from being eliminated. He decides to keep moving to the edge of the game board.


End of Round

Dr. Terror
   Damage Level: 9
   Victory Points: 6

Captain Shield
   Damage Level:  4
   Victory Points: 3



Round 9

Captain Shield wins an initiative and attacks Terror, finally scoring the big hit with double 6, 4 HIts + 4 Criticals. He selects the Lockdown and Destroy, capturing Dr. Terror alive, for 2 more vps.

The game ends. Although captured, Dr. Terror wins by getting away with 6 bags of jewelry. Captain Shield captured Dr. Terror and 1 other thug. The last he eliminated. The difference between success and failure.


End of Round

Dr. Terror
   Damage Level: 9
   Victory Points: 6

Captain Shield
   Damage Level:  4
   Victory Points: 5


What's fun here is if the game were merely a battle, Captain Shield would have likely kicked Dr. Terror's--and his thug's--collective butts. But the combination of Terror's Fear power and multiple targets, was too much and overwhelmed our hero.
Title: Re: Battle Report (SF7)
Post by: Faust23 on February 07, 2009, 03:23:54 AM
Sounds cool!  Any pics?
Title: Re: Battle Report (SF7)
Post by: mratomek on February 07, 2009, 03:43:29 AM
I forgot to take any--don't know what I was thinking--but next time for sure.