Background:
At a special facility built to imprison monsters, the
allies of Frankie Kilgore and Justin Vanderhoff– sometimes called the “Slumber Slasher” and the “Campground Killer” – have been locked up. They bide
their time and stoke their hatred while nervous guards
patrol the halls. Suddenly, the cellblock is plunged
into darkness – a blackout! While the emergency lights
flicker on and the generators struggle to restore
electronic security measures, the monsters make their
move…
Objective: Each player aims to escape from the prison. Victory
points are earned for each monster that escapes (see
special scenario rules for the logistics of escape).
Only if both players are tied will additional victory
points be earned for victims slain and monsters
killed.
Army Size: 300 pts.
Time Limit: 90 minutes
Map:The Haunted House. (Or, as a special option, use the
Sinister map from HeroClix. See below for special,
optional rules.)
Setup:
One team starts in the A19-C21 starting area, the
other in the K19-M21 area. Both teams seek to reach
the exit area at F1, G1, H1. Special portals (called ‘barriers’) are placed at B18, D20, J20, and M18,
obstructing the monsters’ escape from their cells.
Each player may place 2 additional barriers on the map
as desired (use portals with the ‘closed’ side up).
Barriers are permanently closed until smashed by a
monster.
Each player contributes an equal number of victims.
Half of these must be Cops; the remainder should be
victims from the Lab set. Each player may contribute a
Slasher minion in place of one victim. Several
Guardian minions should be kept in reserve.
Each player’s army must include at least one monster
with the Slasher keyword.
(If desired, the scenario can allow for a third
player. In this case, put the third starting area in
the E20-H21, with a portal blocking access to G19.)
Special Rules:
On Guard:
When a monster you control completes a move action,
all victims with a clear line of fire to that monster
are revealed. During your hourglass phase, after all
monsters with an hourglass showing have been dealt 1
damage, any Cop victim with a clear line of fire to
any of your monsters is replaced with a Guardian
minion. This minion is a neutral monster (see below).
Join Us or Die:
Slasher minions revealed among the victims are neutral
monsters (see below). At any time during the hunting
phase when a player’s friendly monster is adjacent to
a neutral Slasher monster, he may attempt to recruit
the Slasher. Roll a d6. On a 5 or 6, the Slasher
becomes a friendly monster. Otherwise the Slasher
remains a neutral monster and cannot be recruited by
this player.
Neutral Monsters:
Neutral Monsters are minions that are not part of
either player’s army. They are treated as opposing
monsters by all players at all times. Neutral monsters
of the Guardian type treat each other as friendly
monsters at all times.
During the suspense phase, the active player may move
a neutral monster as if it was a victim. Like a
victim, it automatically breaks away and can move past
other monsters without engaging. The neutral monster
does not receive an action token for moving during the
suspense phase.
During the hunting phase, the active player may choose
to give one or more actions to neutral monsters. Note
that a neutral monster must attempt a breakaway to
move away from the active player’s friendly monsters.
Also note that the active player cannot give neutral
monsters any attack actions targeting his own friendly
monsters, but can give his friendly monsters attack
actions targeting neutral monsters (even neutral
monsters that were given actions the same turn).
Neutral monsters clear action tokens during any
player’s turn in which they are not given an action.
Escape:
Any monster that begins its turn in the escape area at
F1, G1, H1 may be given a move action to be removed
from the map. The active player earns victory points
equal to the point value of the monster that escapes
in this way. The first (non-minion) Slasher that
escapes is worth 50 extra victory points. Slasher
minions that escape are worth 10 victory points.
Optional Rules:
A Sinister Facility:
If using the Prison map from the Marvel Sinister
HeroClix set, each monster should be placed in its own
cell with its own barrier to smash (if a player has
more than five monsters, additional starting spaces
may be used in the empty four-space cells in the same
hall, and if necessary the empty nine-space cells).
Additional barriers should be marked at every
yellow-black line (with the exception of the border at
CDE 7/8). As noted above, all of these barriers act as
portals that are permanently closed until smashed by a
monster. Victims and neutral Guardian monsters may
pass through these barriers but stop immediately
after, as if having entered hindering terrain.
It is important to note that a smash will only
eliminate one section of a barrier, an opening one
space wide.
Bloodspot locations have been suggested for this map
by iosef at C3, O7, E9, H12, I12, K12, H13, I13, N14,
B16, P17, F20. This is a great arrangement for the
scenario, though I’d suggest that F20 be moved to E20,
for slightly better balance on the opening moves. The
only other suggestion I’d add would be that each
player should be required to contribute a neutral
Slasher Minion, placed face-up at O7 and P17, while
the remaining 10 victims should be placed randomly at
the other spots.
On this map the escape area is O12-P13.
It should be noted that using this map will tend to
force conflict before reaching the escape area, where
using the Haunted House map gives players routes by
which they can avoid contact until reaching the end.
Thus the play experience may be drastically different.
Part One - Part Two - Part Three