'Firepower' - by adajon42 Firepower is an unforgiving but exciting custom scenario, in which the player takes control of four abducted servants attempting to find a way off the spaceship on which they've been captured. The player must use move cards wisely to make the four security bots shoot each other, whilst ensuring the servants - Gus Tylar, Sprat and Nob - don't meet a nasty fate from laser barrages themselves. This must be accomplished within ten rounds; an enemy turret occupies a single victory square outside the map boundaries. There is also a hacked turret in the middle of the board, which respawns at the start of the round if destroyed and is worth no victory points. The player wins when three of the four security bots have been beaten. Pre-battle Text Gus presses his clammy hand onto the button, and with a hiss of escaping gas, the strange, metallic door slides open. He stumbles into the chamber ahead of his friends, who hang behind, whimpering - Gus wishes they could act braver in their predicament, yet he too is panicked inside his tough exterior. His sweaty eyes squint into the gloom, trying to make out any ways to escape this bizarre vessel onto which they were abducted. Suddenly, azure lights flicker and spurt into life along the floor, and a view of the room is provided; Gus's eyes widen in panic as doors glide open across the chamber to reveal hulking metal beasts striding towards them! Glinting red eyes target the party of servants, and Gus is struck with fear as a booming disembodied voice shouts instructions from all around - 'Organic life forms detected in Antechamber B6! Proceed to eradicate intruders!'. Through a smothering wave of dread, Gus notices the hefty-looking firearms the metal men wield - although he and his friends are hopelessly outgunned, perhaps he can trick them into shooting each other... Post-Battle Text The third security bot falls sparking onto the floor, destroyed by it's own ally in a burst of superheated death. Gus and his party make a break for the nearest open door; the final metal man flails uselessly as the servants dart around it, pausing only to grab a few shards of complex-looking machinery. Gus races down maze-like corridors, flashing red lights and metallic voices pursuing him, until finally - a glimpse of sunlight! Yet his feelings of relief and euphoria are suddenly dashed as, out of the gloom, a pair of piercing red eyes hurtle towards him. A splitting mechanical scream is the last thing Gus hears... Screenshots Spoiler: Screenshots The layout of the board at the start of the battle. Terrain view of the board.
Wouldn't it make more sense to have the entire map be enemy-only VP terrain and then not have the turret sitting off the map?
Another turret needs to exist in the map to ensure that the turrets are a minion group. I used a tag to make minion groups respawn at the start of each round.
You can get around this by saying 2 turrets in the scenario, but only have one spawn point on the map. Have you tried using both respawnFilterMinion and respawnFilterPlayer1? Also the post-battle text says "third security bot" but you have 4 on the map.
Thanks for the tip! I'll change this in the next version! Yes, I'm using both in the board. Is there a way to make specific groups respawn? For example, making Player 1's group 5 the only group to respawn. Yes, I thought that trying to make the hacked turret kill the final security bot on its own would be a bit too challenging and luck-based.
Cool map, wish I'd have seen it this morning then I would have said the things above. But because everything is already said for me, all I can say is this is a good concept and fun looking map!
Thanks for all the replies! I'm going to post this on the Mauve Manticore submission thread now, before it's too late.