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Author Topic: Super Force Seven Gaming Project  (Read 14400 times)

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
Super Force Seven Gaming Project
« on: 27 September 2013, 03:31:22 PM »
Finally had a chance to give some rules I am working on a run through (longer post with pics).

The scenario is entitled Mayhem in Midtown. The villains have been hired to create a diversion, keeping the guardians of the city busy while another team of villains are busy elsewhere wreaking havoc. The objective for the villains are to 1). Remain in play as long as possible and 2). eliminate as many civilians as possible--a bit morbid, I know.

The hero's objectives are to 1). Protect and rescue as many civilians as possible and 2). eliminate or capture the villains so they can leave the game as soon as possible.

The Heroes


Magno, The Magnetic Man: master of magnetism.
Big Sister: A giant-sized duplicator.
Brimstone: Think Thor + Human Torch
Iron Goliath: A hulking monster of a robot.

The Villains


Medusa: A time-controlling assassin
Green Salamander: Another brick
Ice: Mistress of cold, ice and snow.

The Game Board


The are four civilians in play. The heroes control the civilians and will attempt to get them off the game board alive.

The Game Begins

In the first round, the villains arrive unchallenged. The Green Salamander leaps into action, eliminating 2 civilians; Ice froze another, and the last remaining civilian manages to avoid Medusa's usually deadly fire.


At the beginning of round 2, the heroes arrive.


Over the next several rounds, the Iron Goliath and the Green Salamander exchange blows. Big Sister begins duplicating herself everywhere, helping to tie up the villains. Medusa and Brimstone square off against each other, as do Magno and Ice. Despite the heroes, best efforts, the villains were able to eliminate several civilians, with just a few civilians escaping.

All the Heroic Deeds and Vile Deeds kept the heroes and villains from suffering massive blows.


As the game starts winding down, Brimstone grabs Medusa to prevent her from shooting any move civilians. Magno finally takes down Ice; however, she was able to take out more civilians than any other villain, essentially sacrificing herself.

With the game into later rounds, the villains had achieved their objective and were ahead in points. So Medusa and the Green Salamander were preparing to flee, ending the game.
 


However, after rolling poorly for most of the game, and having his first mega-attack negated by a vile deed, the Iron Goliath lands a 9 point attack, slamming the Green Salamander across the game board and out of play.


And in what would prove to be the last turn, before Medusa could freeze time and escape from the game, both Brimstone and Magno land crushing blows, pun intended, bringing an untimely, another pun, end to the maleficent master of time

The Score
Points were awarded based on when the heroes would end the conflict, how many civilians were eliminated (villains earned 1 point each) or saved (heroes earned 2 poins each), and how many heroes or villains were eliminated from play.

The villains scored 4 points for delaying the heroes and 7 points for eliminating civilians; the heroes, on the other hand, scored 1 point for leaving before the very end of the game (5 was the maximum score for both sides), 12 points for saving civilians, and another 3 points for eliminating all three villains. So the heroes only barely edge out  the villains in the end.

Wrap Up
All and all, the game played well. The early rounds were all about exchanging blows and using up what special abilities the characters had to minimize the lucky hits. It seemed to drag a bit--but the dice were very, very, very unkind. Although right around halfway through the game, as expected, characters started to become Wounded, which allowed more deadly criticals to come into play.

The Duplication power worked about the way I thought it would. Effective for distracting an opponent and supporting team mates when attacking.

In amidst of the game, a few things came up, needing specific rules for Elemental powers, without necessarily have one for every form of energy or matter--but maybe that's unavoidable. But I think I can summarize them into Solid, Liquid, Gas or Plasma.

Also, adding free criticals when as a result of a character's attack, an opponent's status changes to Wounded or Fatal. Makes sure there are some great comic-book moments in the game.

Lastly, I think the concept of the scenario. It was a lot of fun and created a very strategic question. Do you try to eliminate/save the civilians, or do you try to eliminate your opponent. A late round shift from attacking civilians to attacking the heroes cost the villains the game.






The only thing better than gaming... is more gaming!

Super Force Seven: Once upon a time, the Earth needed to be saved on a daily basis.

Offline styx

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Re: Super Force Seven Gaming Project
« Reply #1 on: 27 September 2013, 05:30:05 PM »
Great report! Love to see the stats you did up for both sides!
Check out my blogs!

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Offline grant

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Re: Super Force Seven Gaming Project
« Reply #2 on: 27 September 2013, 09:22:12 PM »
Great report! I like that the cars get used the thump stuff. :)
It’s a beautiful thing, the destruction of words - Orwell, 1984

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
Re: Super Force Seven Gaming Project
« Reply #3 on: 28 September 2013, 05:02:26 AM »
Magno, The Magnetic Man
Index: Hero
Team:Super Force Seven
Point Value: 30

Actions: 2
Default: 2+2
Life: 10

4+3 Telekinesis (MLe) (5)
4+3 Shield (vs. XL-IA) (5)
4+3 Super Intelligence (vs. I-SIA)(C) (5)
3+3 Armor (vs. L-SIAe*) (2)
3+3 Levitation (2)
3+3 Super Sense (RX) (2)

Elemental: Plasma (Magnetism) (5)
SF: Defensive Blast
SF: Phoenix
Karma (2)
Heroic Deed (1)
Murphy's Law (1)


Iron Goliath
Index: Hero
Team:Super Force Seven
Point Value: 30

Actions: 2
Default: 2+2
Life: 11

5+3 Power Armor (vs. L-SIA) (10)
4+3 Super Strength (ML) (5)
3+3 Super Speed (2)

Construct (5)
Elemental: Solid (Metal ) (5)
SF: Hardened
SF: Blast
Rampage (2)
Bodyguard (1)



Brimstone
Index: Hero
Team:Super Force Seven
Point Value: 30

Actions: 2
Default: 2+2
Life: 10

4+3 Energy: Fire (RML) (5)
4+3 Super Strength (ML) (5)
4+3 Molecular Form (vs. LX-SI) (5)
4+3 Defiant (vs. I-SIA*) (5)
3+3 Super Sense (RX) (2)
3+3 Flight (2)

Elemental: Plasma (Fire) (5)
SF: Defensive Blast
SF: Phoenix
Heroic Deed (1)



Big Sister
Index: Heroes
Team:Factor 5
Point Value: 30

Actions: 2
Default: 3+2
Life: 11

5+3 Duplication (10)
4+3 Armor (vs. L*) (5)
4+3 Super Ego (vs. I-SIA) (5)
3+3 Super Strength (ML) (2)

Amazon (5)
Goliath  (2)
Bullet Proof (1)


Green Salamander
Index: Villain
Team:Solo
Point Value: 30

Actions: 2
Default: 2+2
Life: 10

4+3 Super Strength (ML) (5)
4+3 Bio Armor (vs. L-SIA) (5)
4+3 Defiant (vs. I-SIA*) (5)
4+3 Poison (MX) (5)

Amphibian (5)
Veteran (2)
Rampage (2)
Vile Deed (1)


Medusa
Index: Villain
Team:FEAR
Point Value: 30

Actions: 2
Default: 2+2
Life: 10

4+3 Time Control (PX) (5)
4+3 Weapon (RL) (5)
4+3 Fight (ML) (5)
4+3 Super Agility (XL) (5)
4+3 Super Discipline (vs. I-SIA) (5)

Super Feat: Deadeye (2)
Bold (2)
Vile Deed (1)


Ice
Index: Villain
Team:Solo
Point Value: 30

Actions: 2
Default: 2+2
Life: 10

4+3 Energy: Cold (RML) (5)
4+3 Invulnerability (vs. L-SIA*) (5)
4+3 Transform: Ice Statue (RX) (5)
3+3 Super Ego (vs. I-SIA) (2)
3+3 Sensory Negation (2)

Elemental: Plasma (Ice) (5)
SF: Defensive Blast
SF: Phoenix
Vile Deed (1)

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
Re: Super Force Seven Gaming Project
« Reply #4 on: 01 October 2013, 09:56:55 PM »
The only thing better than smashing around with super-powered minis is a great scenario that brings some other elements into game play other than "Hulk, Smash!"

The previous scenario was very much a simple elimination scenario, but adding points for civilians eliminated/rescued completely changes a player's approach to exactly who he is going to select.  So with that in mind...

Next Scenario: Smash 'n Grab: Billionaire Burglary

Concept: The villains are hired/tasked with kidnapping Barton B. Bryceton, billionaire philanthropist, for the purposes of ransom and extortion; of course, the heroes find out and they need to prevent the villains from succeeding.

A few twists:

All the characters do not arrive at the same time. Those characters with some form of super movement--4+--arrive on Turn 1. Everyone else arrives on turn 2.

Barton is placed into play on turn 4, unless a character with some form of Super Sense makes a successful task challenge to find him sooner.

The pre-game complications involve the heroes gaining additional security, in the form of Minions, placed with Barton when he enters play; the villains gain an insider (Ambush for one character), who is placed right next to Barton when he enters play. The pre-game complications can also indicate who gets to place Barton when he comes into play.

No one can attempt to flee with Barton until the start of the 6th round.

If Barton is still in play by round 8, he turns into the Armored Avenger--or some other hero of the player's choice.

Any ways, any ideas of how to further enhance the scenario with additional twists, objectives, and fun would be appreciated.

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
The Green Salamander
« Reply #5 on: 03 October 2013, 07:26:58 AM »


Did more of a paint over of a Heroclix Abomination figure--really a great looking model, and it was already green. He is a brick of villain with a nasty poisonous bite.

Offline Conquistador

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Re: Super Force Seven Gaming Project
« Reply #6 on: 03 October 2013, 03:52:49 PM »
Good stuff!   8)

Great looking game!   :-*

Gracias,

Glenn
Viva Alta California!  Las guerras de España,  Las guerras de las Américas,  Las guerras para la Libertad!

Offline Puuka

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Re: Super Force Seven Gaming Project
« Reply #7 on: 04 October 2013, 04:52:41 PM »
Are there rules available for this? I found this blog, but haven't looked too hard in it
http://www.superforceseven.com/ (That image in there with all the Hammer of Thor figures was one I created by gathering all the previews way back on HCRealms, and I find it funny that I see it around the net all the time now).
Looking for a set of rules that adaptable for different genres.

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
Re: Super Force Seven Gaming Project
« Reply #8 on: 04 October 2013, 05:30:25 PM »
Thanks, for creating that image. I think people entering the hobby for this specific genre are always wondering where they can find figs. Once upon a time, that was a difficult prospect, but between Heroclix, SupFigs, PulpCity, and all the other independent minis houses, there are gobs of them. Just wanted to create a page to point out where they can be found.

Also, I am trying to get all the rules together for a solid beta. Just about there. I will let everyone know when they are ready. If you want to peak at the rules now, email me and I will send them on over.

Thanks for asking.
« Last Edit: 04 October 2013, 05:32:04 PM by mratomek »

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
Battle Report: Billionaire Bandits
« Reply #9 on: 15 November 2013, 09:08:27 PM »
Finally had a chance to run through a new scenario with rules updates for the game I am working on, Super Force Seven. For any one who is interested, I will have a beta-draft of the rules up on the superforceseven.com site this weekend. I would appreciate any comments, criticisms, and suggestions.

Smash 'n Grab: Billionaire Bandits

The villains have been hired to kidnap billionaire Boyd Buttersworth; and the heroes, of course, have been alerted to their plan and must stop them.

Rules:

Complication: The heroes can earn a small Minion-based security force to protect Boyd when he is placed; the villains can gain a free Ambush placement when Boyd is place.

Rules:
Any characters with super movement powers arrive on Round 1; all others arrive on Round 2.

The heroes are responsible for placing Boyd anywhere on the map, and must do so at the latest by the start of the 3rd round. If the heroes place Boyd, the villains choose which edge of the map he must exit from.

Alternatively, if the villains use an Action to find Boyd (TN 1), they get to place him anywhere on the map immediately, and the heroes determine which edge of the map he must escape from.

At the beginning of the 5th round, Boyd can escape from the game board.

Victory Points:

3 points for escaping with Boyd (either as a prisoner or to his freedom)

1 point per opponent (hero or champion) captured or eliminated from play.

The Heroes:


The Black Arrow, Volcanic, Psycho Girl, and Mr Invisible.

The Villains


Venom, Master Blaster, The Green Salamander, and Medusa.

Round 1:
Medusa wins initiative, so Medusa (Time Travel) and Venom (Swinging) arrive at the building and take up covered positions in the building. Medusa attempts to find Boyd and succeeds, placing him in the back of the building near her edge. The heroes place the security forces around Boyd as well--and then the Villains use the Ambush attack they won to place The Green Salamander right next to Boyd and the security forces.

Next, Mr Invisible (Teleporting), Black Arrow (Swinging), and Volcanic (Elasticity) arrive. Mr Invisible teleports further into the building in preparation to capture Boyd and move him into a safer area of the building. The Black Arrow moves into a cover position and fires on Medusa, missing.

The Green Salamander attacks the security forces in an attempt to reach Boyd, but is only able to eliminate 2 of the 5 officers, keeping him at distance from Boyd. Boyd uses a vacated space to flee from the Green Salamander into the open area. Meanwhile, Volcanic charges headlong into the room and using his elastic power, swings at Medusa and Venom, scoring a slight hit on Medusa.

The remaining security forces are ineffective against the Green Salamander.

Round 2:
Mr Invisible wins initiative and teleports to Boyd side and then teleports them both away from the villains. Psycho Girl arrives, and attempts to use her Telepathy power to Mind Blank Medusa but fails. The Green Salamander rushes headlong into Volcanic with a huge 6-point hit. Medusa follows up, using her time movement to close on Volcanic, causing another 4 points of damage.

Volcanic attacks Green Salamander but is unable to hit the armored villain. The Black Arrow hits Medusa for a deadly 12 hits, but she uses her Vile Deed to minimize the damage. Mr Invisible hangs back, keeping Boyd near him, waiting for the opportunity to teleport the two of them to freedom.

Master Blaster enters and eliminates the remaining security forces, and then moves further into the room. Venom takes the opportunity to triple-team Volcanic, causing another 2 points, bringing the hero to the brink.




Round 3:
Mr Invisible wins initiative, teleporting himself and Boyd across the building to the other side. Volcanic makes one last attack on Medusa, causing 5 hits of damage.

Medusa attack Volcanic, but is ineffective. The Green Salamander finishes-off the giant, knocking hm across the building and eliminating him from play.

Psycho Girl puts the whammy on Medusa, blank-minding her. The Black Arrow takes aim with a heroic action, causing 15 points--while blanked, Medusa cannot use any of her super powers to defend herself. She is only able to reduce the total damage by 2 points, and is eliminated as well.

Master Blast takes aim at The Black Arrow. His first shot misses, and the Black Arrow takes the opportunity to find better cover. Master Blaster's second shot causes slight damage. Venom takes the chance to attempt to tangle up the archer, who is able to avoid her attacks.

Round 4:
Master Blaster wins initiative and blasts Mr Invisible knocking him away from Boyd. Venom attacks to grab Boyd and to keep Mr Invisible back.. Mr Invisible responds by teleporting Venom across the building. Psycho Girl attempts to Mind Blank The Green Salamander and succeeds.

The Black Arrow fires on Master Blaster with deadly aim, but the villain blasts the arrows out of the air.

Round 5:
Master Blaster wins again and fires on Mr Invisible again, severely weakening him and keeping him away from Boyd--who can know be taken out of the building. The Green Salamander challenges for control and wins, freeing himself from Psycho Girl. He uses his last action to rush Mr Invisible and slam him out of the building, eliminating him from play.

Psycho Girl tries to Mind Blank Master Blaster but fails. Boyd takes the opportunity to run for the exit--but he must get past Master Blaster who will easily capture him.

Venom moves to engage Psycho Girl to keep her from putting the whammy on anyone else, and causes minimal damage. The Black Arrow fires on Master Blaster again, who once again blasts his arrows from the sky.

Round 6:



Black Arrow wins initiative. Rather than attacking to kill, he decides to use a Sleep arrow and finally succeeds at knocking out Master Blaster. Boyd takes the opportunity to exit. Game over.


Points:

Heroes: 4 (3 for rescuing Boyd, and 1 for eliminating Medusa)

Villains: 2 (1 point each for eliminating Mr. Invisible and Volcanic)






« Last Edit: 15 November 2013, 09:18:24 PM by mratomek »

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
Super Force Seven Beta Rules for download
« Reply #10 on: 17 November 2013, 01:38:11 AM »
For anyone interested, you can download a draft of the beta rules at:

http://www.superforceseven.com/files/super-force-seven-draft-11-13.pdf

It is primarily text--no graphics or art yet.

Basics of the game:

Create your own characters

Easy to learn

Fast playing

Lots of depth.

Comments, criticisms and suggestions are always appreciated.

Thanks.


Offline grant

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Re: Super Force Seven Gaming Project
« Reply #11 on: 17 November 2013, 06:40:37 AM »
Cool! I'll take a read of that tomorrow! Thanks!

Offline Puuka

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Re: Super Force Seven Gaming Project
« Reply #12 on: 18 November 2013, 09:14:54 PM »
Might I suggest something for your site. A blank gaming card or "SuperNet Data Card" that players could fill out, or use as a guideline when making characters. I'm reading it and It's not gelling how to set this up. You have an un-formatted list that represents Iron Goliath, but it's a big jumble to my head. Not sure about other people, but I'm a visual kind of person and it's almost an overload for the brain.

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
Re: Super Force Seven Gaming Project
« Reply #13 on: 18 November 2013, 11:27:20 PM »
Might I suggest something for your site. A blank gaming card or "SuperNet Data Card" that players could fill out, or use as a guideline when making characters. I'm reading it and It's not gelling how to set this up. You have an un-formatted list that represents Iron Goliath, but it's a big jumble to my head. Not sure about other people, but I'm a visual kind of person and it's almost an overload for the brain.

I will get something posted--and a video also explaining. I am in the process of making a character builder on the web. But until then, I will put up a basic PDF and a video example of creating a character.

Thanks.

Offline mratomek

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    • Super Force Seven: Superhero Miniatures Battle Game
Character Sheet
« Reply #14 on: 19 November 2013, 06:06:22 AM »
There is a 4 character, character sheet available here:

http://www.superforceseven.com/super-force-seven/character-sheet/

I will try to put together some short lists of powers, feats and special abilities for anyone interested in messing around with some character builds.


 

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