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)