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SCENARIO 1 : Return of an

old threat !

DOKTOR
NUMBER OF HEROES SKAROV
ADVISIBLE BY TEAM

MISSILE TOKEN

DEPLOY DOOR
AREA
SECRET CORPS
DEPLOY AREA
ALPHA BATALLION

DOOR DOOR

DOKTOR SKAROV IS BACK AND, AGAIN, HE WANTS TO DESTROY


ZURKOVIA CAPITAL!
NOTHING BETTER TO MAKE SOME ADVERTISMENT TO YOUR YOUNG
SUPERHEROES TEAM: BE THE FIRST TO STOP HIM!

HEROES MISSION: Two new Superheroes team, the Secret Corps and the Alpha
Batallion, looking for easy fame, has decided to stop Doktor SKAROV when he
attempt, once more, to destroy his native country: Zurkovia.
To be on the front page of local newspappers and get the deserved gratitude,
they will have to be the first team to stop the missile launch and stop the
inomable Doktor SKAROV !

Follow instructions MENACE Sheet 09 to know how the


starting positions, Actions at the end of each turns,
Victory conditions and Villains Actions occur.

ITEMS TO USE for this scenario:


• MENACE Sheet: MENACE 09. • Sbires: Androïds, Gynoïds,
• Vilain: Doktor SKAROV. Aracknoïds.
• Tiles: Objective A01, Trap • Tokens: Missile token,
A01, Trap A04, Trap A05. 3 Door tokens, +1 tokens.
Players are divided in 2 teams: Doktor SKAROV Objective
- Guardians team. DOKTOR SKAROV If the Missile token goes on the square HIT:
- Messengers team. End of the Game!
Place Doktor SKAROV as shown on the Heroes’ teams Objective
diagram. Place the «Missile token» on the If one of the two teams make a majority of
turns counter ladder. successful MENTAL rolls (Diff 4 + Numbre of
Place the teams as described in the scenario Guardians) on an orange Space of the tile to
MISSILE TOKEN
and 1 Androïd on each 1+ and 2+ defuse the missiles: End of Game!
reiforcement Space.
The Heroes’ team who defuse
the most of the Missiles.
If there is an equality, the
article is not win.
Doktor SKAROV performs these actions in the following order:
1 Imminent launch
The «Missile token» is moved to the next square. The Heroes’ team who knock Doktor
SKAROV out.
Robots moves
The team who has NOT the Initiative move each Robot on the board of a number of zones
up to their Speed value.
Once all the moves are done, The team who has NOT the Initiative make 1 Attack with every
Robot, if possible.

2 Failed prototypes
Roll a Combat dice for every Robot on the board.
At the begining of the game,
SKAROV put a +1 token on his
POW : the Robot explods. If there is Heroes in its Zone, they take an attack with 3 Combat dice. ATTACK value per Heroes in the

3 New Robots constructed


The +1 token is moved on the next type
Guardians team.

of Robot and a miniature of the new type is After having been Attacked,
placed on every +1 and +2 free reinforcement Space. SKAROV make 2 Attacks on his
attacker with 1 Combat dice less.
After having been ranged
Attacked: After having been Ranged
At the end of the turn, roll a
- Araknoïds explode and Attacked, SKAROV charge and is
Combat dicefor each Robot on the
inflict 1 Dammage to all the placed on an adjacent free Space
board.
characters in the Zone. near the attacker then make
POW : Heroes in the zone undergo
- Gynoïds Attack the attacker if an Attack on him who makes 2
an attack of 3 Combat dice and the
they can. Dammages.
Robot is destroyed.

When a Hero ends his Activation When a Hero ends his move When a Hero end his
in a Robot’s Zone, this Robot in line of sight, Gynoïds make a Activation on SKAROV’s tile,
immediatly make an Attack on this ranged Attack with 2 additionnal he makes a ranged Attack with 1
Hero. hits on this Hero. additional hit on this Hero.

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