Building for the Event Dial [part 21]: Warrior Madness

As I checked my inventories of clix stuff and old articles, it occurred to me that I never finished this Event Dial series! There were still two left to go. Here’s the first.

Read the introduction to the series HERE to get caught up on the whole premise and to link to the rest of the articles if you’re a recent visitor or follower and missed them the first time around.


E102 WARRIOR MADNESS

"Love" that bad early 1990s art!

THE SETUP
The Madness of a God: The character on your force with the highest point value is “Insane”: opposing to your force and friendly to the opponent to your left. (If two or more characters are tied, that opponent chooses one.) On your turn, before you give any actions, the opponent to your left can give an action to your Insane character. This action does not count against any player’s action total, and the Insane character can also be given actions normally on that opponent’s turn. Insane characters can use Willpower. If the Insane character you own is not defeated, you score 50 additional victory points. Choose a different friendly character to be your “Valkyrie”.

WHAT IT MEANS: Your high-point figure will be a liability, so try to field one that won’t deal death to your own team so easily. Avoid tentpoles! This may be a good time to pull out some less-than-efficient character to head up your team. Also note that your “Valkyrie” will be a key to your team that needs to be watched out for.

TURN THE DIAL: At the end of each round.
The Mind Valkyrie (brown, slots A-F) Valkyries can use Phasing/Teleport and Super Senses.

WHAT IT MEANS: Your “Valkyrie” will be hard to tie down or hit for several rounds. Pick a character that can’t already use these powers.

A Power Gem Gone Astray (blue, slots C-F): Before a player gives an action to your “Insane” character, that player rolls a d6. That player can replace any of that character’s combat values with a value equal to it’s unmodified value plus the result of the roll (halve the result if damage value is chosen) until the beginning of your next turn.

WHAT IT MEANS: The Insane character is even more dangerous to you, so again try not to field your usual power piece.

A Visit to Thanos (yellow, slots G-J) Insane characters can’t be given actions.

WHAT IT MEANS: For these four rounds, your high-point fig will be a sitting duck…one more reason not to pick your best pieces to be your Insane piece. You probably do want to pick one that’s defensively good, though, to help survive the inevitable assault.

Thanos vs. Odin (red, slots I-K) Choose a friendly character. That character can use Outwit, Perplex, and Force Blast. Choose another friendly character. That character can use Quake, Energy Explosion, Pulse Wave, and Toughness.

WHAT IT MEANS: Utter chaos and havoc, basically. With the sudden appearance of Outwit and Perplex, someone’s going off the board, most likely.

Death of the Valkyrie (black, slot L) If your Valkyrie has not been defeated, remove it from the game and you score 50 additional victory points. If your Valkyrie was defeated by an Insane character, that character’s controller scored 50 additional victory points.

WHAT IT MEANS: As though your Insane piece wasn’t enough to worry about, now you’ve got to worry about your “Valkyrie,” too.

SUMMING IT UP: Wild event dial that it is, it’s still not too hard to pick up and play. Warrior Madness probably rewards larger teams with lower-cost figures more than small, tentpole + pit crew-styled forces.

Next entry will wrap up the series entirely with the final event dial (ever?): Atlantis Attacks. Watch for it!

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