The Breeder Bombs

The Breeder Bombs is a role-playing game adventure published by TSR in 1984 for the Marvel Super Heroes role-playing game.

The Breeder Bombs
Cover
Publisher(s)TSR
System(s)Marvel Super Heroes

Plot summary

The Breeder Bombs is a scenario pitting the X-Men against Magneto, who has planted four dirty radioactive bombs that the heroes must deactivate before they go off.[1] The Breeder Bombs has the players taking the parts of the Uncanny X-Men, attacked within their own headquarters by a surprise visitor who has an even more surprising motive.[2] One of the X-Men is accused of murder, and clearing him leads the players to the discovery of huge bombs built to release deadly radiation into the atmosphere, to encourage mutations in newborn children.[2] The Breeder Bombs pits the X-Men against Magneto and other super-villains in the X-Men's headquarters, and sites in the United States, USSR, Australia, and Chile.[3] Seven chapters lead the characters through a search to destroy four "breeder" bombs designed to increase radiation levels and cause millions of mutations.[3] This would result in massive death counts around the world, so the X-Men must fly all over the world to stop this plot of their old arch-enemy, Magneto.[2]

Publication history

MH1 The Breeder Bombs was written by Jeff Grubb, and was published by TSR, Inc., in 1984 as a 16-page book, a large color map, and an outer folder.[1] This scenario has 16 pages, and is packed with a cover folder containing character details and a double-sided 22"x17" map.[3]

Reception

Marcus L. Rowland reviewed The Breeder Bombs for White Dwarf #62, rating it 7/10 overall.[3] He stated: "There are several tricks and twists, which lead to an amusing and apocalyptic conclusion."[3] Reviewing the adventures The Breeder Bombs, Time Trap, and Murderworld! together, Rowland declared that "All three adventures work reasonably well, but stress combat above role-play or campaign development. None give any opportunity for the characters to use their secret identities (an important feature of the game rules), all are extremely violent."[3]

Craig Sheeley reviewed the adventure in Space Gamer #70. Sheeley felt that "Breeder Bombs should please any X-Men fan: it features plenty of slugfests, lots of chances to display the X-Men's prowess, and a lineup of some major Marvel villains, including the justly-feared Sentinel robots."[2] He called the maps "well-made" and noted that the Danger Room level of the X-Mansion was "a welcome addition to the amp in the original game".[2] He commented that "TSR made one major mistake with the adventure: They forgot to include counters for the X-Men and their foes in the game set. The counters are a must for the map movement and add greatly to the game, and the only counter available is the Wolverine counter from the basic game." Seeley concluded his review by saying, "Breeder Bombs is a pretty expensive adventure to come without counters, and kind of simple at that: the characters are more led around by their noses than by any merit of their own. Still, if what you want is plenty of combat, Breeder Bombs is your baby."[2]

Reviews

gollark: Done.
gollark: Really? Your information is wrong.
gollark: They rotate nearby apioforms too little.
gollark: Canonically, until 1996.
gollark: If we include God, then obviously them. They remained active for most of the 20th century.

References

  1. Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 52. ISBN 0-87975-653-5.
  2. Sheeley, Craig (July–August 1984). "Capsule Reviews". Space Gamer. Steve Jackson Games (70): 44.
  3. Rowland, Marcus L. (February 1985). "Open Box". White Dwarf. Games Workshop (62): 10–11.
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