I love the superhero game Heroclix. Like most of us who play the game, I also enjoy the comic books upon which the characters of the game are based.


So I've created a number of campaigns designed to simulate storylines with a traditional comic book feel to them. I'll be gradually posting the several dozen I've got ready over the next few weeks. After that, whenever I get around to creating a new campaign, I'll add that as well.


For the most part, the campaigns will be divided up into Marvel, DC and Mixed Universe. There will be a few single scenario entries as well.

If I can figure out how to manage it, I'd like to allow other Heroclix fans to post their own campaign/scenario creations here as well.

Friday, July 19, 2013

Star Trek Meets Marvel and DC

In this scenario, you use the available Star Trek crew; Kirk, Spock, McCoy, Scotty, Chekov, Sulu and Uhura and team them with the Starjammers, Adam Strange, Starlord and Rocket Raccoon.

Pit them against Nebula teamed with Blackfire leading an army of generic aliens.

Available alien races you can use would be:

Dominators
Badoon.
Kree (Probably shouldn't be used with Skrulls)
Skrulls (Probably shouldn't be used with Kree)
Shiar
Saurian Troopers (From the Indy set)
You can use Korg figures as  Kronan's (Stone Men Of Saturn

Thursday, March 14, 2013

Mage Wars

In this scenario, Marvel's mystic heroes cross universes to battle DC's top mystical villains and vice versa.

Marvels Mystic villains attack the DC universe while DC's villains attack the Marvel universe braced by a phalanx of the invaded universe's Mystic heroes.

Choose from:
Dr. Strange
Clea
Dr. Druid
Brother Voodoo
Jennifer Kale
Karnilla
Scarlet Witch
Daimon Hellstrom
Satana
Nico Minoru

For the Marvel heroes.

Baron Mordo
Loki
The Enchantress
Morgan Le Fey
Selene
Dormammu
Umar
Nightmare

For the Marvel villains.

For the DC heroes:
Dr.Fate
Zatanna
Sargon the Sorceror
The Enchantress
Raven
The Spectre (Non Collossal)

DC villains:
Felix Faust
Mordru
Circe
Trigon
Queen Of Fables
Jinx

Saturday, February 23, 2013

Monster Mash

In this scenario, The Grandmaster has gotten himself involved in another Contest Of Champions situation. This time he gets mixed up with either Metron or Despero (original version).

They're wagering over access to the opposite opponent's universe. If it's Metron so he can study the Marvel universe. If it's Despero, it's so that he can conquer the Marvel Universe unimpeded by the Elders. If the Grandmaster wins, the Elders of the Universe get a whole new playground.

On the Marvel side you field:
Frankenstein's Monster,
Dracula,
Werewolf By Night,
The Living Mummy,
Simon Garth,
Manphibian,
Daimon Hellstrom,
Satana,
Morbius,
  Man Wolf,
Man Thing,
Ghost Rider, both versions if you want,
any other characters you feel fit the theme.

On the DC side:
Frankenstein,
The Demon,
Blue Devil,
Swamp Thing,
Manbat,
Solomon Grundy,
Killer Croc,
Clayface,
The Spectre (non-collossal),
Trigon (non- collossal),
Any other characters you feel fit the theme.

I'd house rule flock of Bats for Dracula if you have it.

You could also do one of these where the B.P.R.D universe is involved, though I don't know who might be the opponent for Grandmaster that drafts them into the contest..

Thursday, February 21, 2013

Quality vs Quantity

This is a mixed universe scenario where you use only the Quality comics characters from the DC side.
That would be:
Plastic Man
Uncle Sam
Max Mercury
Phantom Lady
The Ray
The Human Bomb
The R/E/V Blackhawks available

Assume they live on Earth Q and are being invaded by a team of Marvel villains led by a coalition between Immortus, Psycho-Man and the Molecule Man. Henchmen villains could be characters like Hydro Man, Killer Shrike and/or other follower style villains.

The idea is that Immortus, Psycho-Man and the Molecule Man have discovered the existance of the Quality universe and decided to conquer it, thinking it would be easy pickings.

Sunday, February 17, 2013

Dracula--Lord of Vampires

This is a two player campaign set in the Marvel Universe. One player will use Dracula and his army of vampires. The other will use various superheroes (and--in one scenario--supervilians) trying to stop the Lord of the Undead. The two players will be respectively referred to as the Vampire and the Mortal.

The campaign consists of five scenarios. In each of these scenarios, the Vampire is battling to gain one of four magical jewels. If he wins all four scenarios, he recovers all the jewels and automatically conquers the world (thus winning the campaign).

If the Mortal wins all four scenarios, then the Vampire's evil machinations have been spoiled. The world is saved.

If the Vampire wins 1, 2, 3  or 4 of the scenarios, then he gains a 20% chance of conquering the world. After all the scenarios are played, roll percentile dice or generate a random number in any other way acceptable to all the players. This die roll is used to determine the winner, with the Vampire having anywhere from a 20% chance to a 80% chance of taking over the world.

WARNING: Each scenario comes with a suggested map. Players lacking one of these maps should be able to mutually agree on an acceptable replacement.

ALL TEAM SIZES ARE 400 Points


SCENARIO #1:

The Rubies of Death--three large jewels that each hold enormous magical power.

In 1942, Count Dracula learns of the existence of these jewels. He realizes that if he can get all three, then he will have the power to give vampires complete dominion over men. Dracula will rule the world, with humans kept as cattle to give the vampires a steady supply of blood.

But the jewels have been lost for centuries. As of 1942, Dracula has only located one of them--being studied by Allied scientists at an airbase in England. The Ruby is guarded by the group known as the Invaders.

MAP: Use the Airbase map that came with the Avengers set.

TEAMS: The Vampire uses Dracula and any number of Vampire and Vampire Lackey generics. He may also use Baron Blood--the Nazi vampire who was active during World War II. I

The Mortal uses any of the following figures with the Invaders keyword: Captain America, Bucky, Namor, the Human Torch, Toro, Spitfire, Union Jack, Blazing Skull, Thin Man. He may only use one version of each of these figures. He may use the Captain America/Bucky duo figure instead of the individual figures. He may also use any number of Howling Commando generics.  He may also use the Avengers Movie versions of Dum Dum Dugan and Gabe Jones.

SPECIAL NOTE: If both players agree, the Mortal may use the Avengers Movie version of Bucky rather than the Marvel 616 version. The versions of Dum Dum and Gabe are close enough to the 616 versions from the war-time period to be uses as such, but using the Movie Bucky means stepping outside 616 continuity. Both players must agree in advance that this campaign is taking place in an alternate universe before this is allowed.

SET-UP: Roll for first player and set up normally.

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.


NOTE ON THE FOLLOWING SCENARIOS:

The next four scenarios take place in modern times. The important thing is to have Dracula and his minions face off against three teams of good guys and one team of bad guys. Players can easily insert their own preferences here--replacing teams and maps accordingly. Simply make sure both players mutually agree on any changes before hand.

SCENARIO #2:

Many years after his battle with the Invaders, Dracula learns that another of the Rubies is hidden in a remote swamp. But Dr. Strange and the Defenders are also seeking the powerful magical item.


MAP: The swamp map that came with the Hellboy set.

TEAMS: The Vampire gets Dracula and any number of Vampires and Vampire Lackeys. Dracula has also gained hypnotic control over several superpowered beings who were inhabiting the swamp. The Vampire may use the Lizard and/or Man-Thing.

The Mortal must use any one version of Dr. Strange plus any figures with the Defenders keyword. He may only use one version of each named figure. He may NOT use the Man Thing/Howard the Duck duo figure since Man Thing is being controlled by Dracula during this scenario.


SET-UP: Roll for first player and set up normally.

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.



SCENARIO 3:

A criminal organization has gotten his hands on one of the Rubies. Dracula acts to take it away from him, striking at the organizations secret and out-of-the-way headquarters. He makes a temporary alliance with a ninja assassin who wants vengeance on the crooks, because the ninja knows where the headquarters is.

MAP: The waterfront map that came with the Giant-Sized X-Men set.

TEAMS: The Vampire uses Dracula and any number of Vampire and Vampire Lackey generics. He may also use any one Hand Ninja.

The Mortal uses one of the following two teams:

Red Skull AND Viper AND any number of Hydra generics. He may substitute Baron Strucker forr the Red Skull.

OR

Modok and any number of AIM Generics


SET-UP: Roll for first player and set up normally.

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.


SCENARIO #4:



SHIELD agents recover one of the Rubies. Dracula moves to take if from them. His attack causes an imprisoned super-villain to escape from one of the holding cells on the carrier.


MAP: Any of the SHIELD Helicarrier maps. First player can choose which one if more than one is available.

TEAMS: The Vampire uses Dracula and any number of Vampire and Vampire Lackey generics. The Vampire may also choose any one Marvel 616 super-villain between 50 and 150 points to use on his team.

The Mortal may use any one version of the following figures: Nick Fury, Dum Dum Dugan (SHIELD version); Sharon Carter; Mockingbird, Maria Hill. He may also use any number of SHIELD generics.


SET-UP: Roll for first player and set up normally.

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.





SCENARIO #5: 


The last Ruby is located in an ancient castle in Eastern Europe, ironically not far from Dracula's homeland. But as he races to obtain it, an ad hoc band of heroes moves to stop him. Dracula, though, locates an old "friend" as he approaches the castle.


MAP: Use the castle map from the Horrorclix set or the more recent European castle map. First player would pick the map if both are available.

TEAMS: The Vampire uses Dracula and any number of Vampire and Vampire Lackey generics. He may also use Frankenstein's Monster.

The Mortal uses a team made up of any of the following characters: Spider Man, Daredevil, Power Man, Iron Fist, Coleen Wing, Misty Knight, Punisher, Shang-Chi, White Tiger, Wolverine, Black Panther, Tigra, Black Widow Werewolf by Night; Hannibal King; Blade; Frank Drake.  Appropriate duo figures may be used.



SET-UP: Roll for first player and set up normally.

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.




FINAL VICTORY:



Remember, if the Vampire wins all five scenarios, then Dracula automatically conquers the world. If the Mortal has the shut-out, the world is automatically saved.

Otherwise, multiply the number of Vampire wins by 20%. This is the percentage chance of Dracula conquering the world. Roll die or otherwise generate a random number to determine the winner.








Saturday, February 16, 2013

Kang the Conqueror Tries to Conquer the DC Universe.

This scenario has Kang invading three different time periods, assuming he gets past the first one.

He begins with the 31st century, attacking the Legion of Superheroes. If he defeats them, he moves on to the 21st century, attacking the J.L.A., Titans and any others heroes of that time frame you choose. If he wins that battle, he then moves on to attack the W.W. II era J.S.A. and any heroes active during that period such as the Freedom Fighters, Max Mercury, Plastic Man, Aquaman whoever you choose.

Kang will need an invading army to attack the DC Universe. Here's an excuse to use those Haloclix, Gears of War and Assassin's Creed figures as time lost soldiers of Kang. You can flesh out his forces with Kree soldiers, Badoon, and Shiar warriors. Aliens like Korg could be used as generic Stone Men soldiers.

 You could also give Kang alliances with the various enemies of whoever he's attacking. For instance, when he's attacking the Legion he could ally with the Fatal Five, Saturn Queen, Lightning Lord, and/or Cosmic King.

Do it in whichever order you prefer. Start with WWII if you like. Use whatever point totals you like. Me, I like to field the entire Legion so the point totals are huge when I play.

Thursday, August 9, 2012

Ben Grimm's Poker Night

The idea for this campaign is taken from several issues of the old Marvel Two-in-One comic that featured Ben’s interrupted poker nights.

BACKGROUND: There are few things in Ben Grimm’s life that he enjoys more than poker night with the guys. He’ll put something together once a month or so. Nick Fury will come whenever he’s in or near New York. Ol’ Shellhead usually shows up, as does Cap, Hawkeye, Hank McCoy and Wonder Man. Ben’s a little suspicious of girls in a poker game, but there’s no denying that both Carol Danvers and She-Hulk can play a mean hand. Occasionally, they’ll meet at the Baxter Building, but with such a high percentage of the group being Avengers, the Mansion became the usual meeting place. Jarvis makes good sandwiches anyways.Yes, it was always a time that Ben looked forward to. Or it would be—if only they weren’t always being interrupted by the necessity of saving the world yet again.



GENERAL RULES: The following is a series of four linked scenarios. Each scenario represents a situation that arose during one of Ben’s poker nights. Players will keep a running total of points throughout the campaign, with the high scorer being the winner.There’s two ways of playing through this. The first way has one player fielding Ben and his buddies in every scenario, while the second player fields the villains.


The second method has the players taking turns being the good guys or the bad guys. In this case, the two players roll dice. The high roller then picks one of the four scenarios in which he’ll play the poker buddies. After that scenario’s been played, the other player will choose which one comes next while he fields the good guys. And so one. The scenarios in this campaign are not interconnected other than by the poker night theme, so there is no requirement to play them in order.


For each scenario, the Poker Buddies will have several figures they are required to field and a pool of characters from which to build the remainder of their force.The players may not used named duplicates in these scenarios. (Only one Thing or Cap per game.) But, in order to give the players more leeway during while team building, different versions of each may be used in different scenarios.


WARNING: Each scenario requires using a different map. If that particular map isn’t available, then players should be able to decide on a good substitute. Use a dice roll to resolve any disputes.

FEAT CARDS: Neither player may use ICWO or Lazarus Pit. Otherwise, Feat Cards may be assigned freely.


SCENARIO #1: TROUBLE AT THE TRUCK STOP


BACKGROUND: Ben and Carol Danvers (Captain Marvel) are the high winners. Carol’s just won a big hand, beating Ben’s flush with a full house (a pat hand, for gosh sakes, she didn’t even draw), when the alarm goes off. The Abomination is up to no good—he and some cronies are hijacking some trucks that had been transporting an experimental jet fuel to New York.

TEAMS: Both players form 600 point teams.


The Poker Buddies must field any version of Thing, (or the Ben Grimm LE), Nick Fury and Captain Marvel (the Carol Danvers version). The following figures with the Avengers keyword may also be used: Captain America, Iron Man, Wonder Man, Hawkeye, Black Panther, Falcon, Beast, Quasar, Black Knight, Hercules, Swordsman and Ant Man/Giant Man (choose one ID or the other for Hank Pym for this scenario).  He may also Sharon Carter, Dum Dum Dugan, Clay Quartermain and/or Gabe Jones.


The bad guy fields any version of Abomination. He may also use any figures with the Sinister Syndicate keyword, EXCEPT Doc Ock or Kingpin (neither of these guys would work for the Abomination).. The bad guy can also use any number of HDC troopers to represent a mercenary team that’s helping Abomination with the robbery.


SET-UP: If available, use the truck stop map from the old DC starter set. Roll for 1st player, then choose sides and set up normally. If this map isn't available, see if you have a map that justifies the use of SPECIAL RULE # 2 in some way--otherwise drop that rule from the scenario. Any map used should represent a normal Earth location and not an outer space or alien location.


SPECIAL RULE #1: Carol’s riding high going into this fight after taking Ben in that last hand. Throughout this scenario, she hits on any roll of doubles other than snake eyes. (Snake eyes is still a critical miss.)


SPECIAL RULE #2: One of the jet fuel trucks was damaged in the initial attack and there a small fire burning inside. It may explode at any moment. To represent this: the Earthquake Battlefield Condition card is in effect—accept that the damage inflicted if it goes off will affect fliers and non-fliers both.The battle lasts 12 rounds, with normal victory conditions. Remember to keep track of points scored


SCENARIO #2: THE WASP’S STING


BACKGROUND: “Okay, so Nick couldn’t make it tonight. That’s no big deal. Janet Pym offers to sit in for him. That’s okay too ‘cause though Jan’s got more than her share of brains, she’s never played a hand o’ poker in her life. We figured we’d be rakin’ in the chips from her. It even made up for the fact that Bic Head tagged along kinda uninvited to the game. But it didn’t work out that way—oh, no. Instead, she fills an inside straight THREE TIMES IN A ROW! Had half the chips piled in front of her in no time. Jeez, it was aggravatin’! Then, to make matters worse, I had just drawn a four jacks when the blasted alarm went off! Turns out Morgan le Fey was bustin’ into the Natural History Museum, lookin’ to steal some ancient mystical artifact. We had to leave the game in a hurry to intercept her..”


TEAMS: Both players form 600 point teams.



The Poker Buddies must use any version of Thing, any version of the Human Torch and any version of Wasp. He may also use any version of the following figures with the Avengers keyword: Captain America, Falcon, Iron Man, Wonder Man, Hawkeye, Black Panther, Quasar, Beast, Black Knight, Hercules, Swordsman and Ant Man/Giant Man (choose one ID or the other for Hank Pym for this scenario). LEs of any of these characters may be used if they have the proper TA. He may also include any number of SWAT cops (who have also responded to the scene).


The bad guy uses Morgan le Fey. He also uses Ulik and any number of Rock Trolls, Fire Demons and Mindless Ones, all of whom Morgan has vamped into helping her.


SET-UP: If available, use the Museum map that came with the old DC Premiere set. Otherwise, players can agree on a reasonable substitute. Roll dice to choose 1st player, then set up and begin normally.


SPECIAL RULE #1: The mystical energy that permeates the museum during the battle does strange things. At the end of each player’s turn, that player rolls one die:


1-2: Nothing happens.
3: An enemy figure of your choice heals one click
4: A friendly figure of your choice heals on click.
5: An enemy figure of your choice takes one click of damage.
6: A friendly figure of your choice takes one click of damage.


SPECIAL RULE #2: Ben’s so aggravated by Jan’s dumb luck at poker that he’s off his game slightly in the initial part of the fight. Ben subtracts 1 from his attack during the first 4 rounds.


The battle lasts 12 rounds. Normal victory conditions apply.


SCENARIO #3: SHE-HULK’S RAMPAGE


BACKGROUND: She-Hulk joins in the game tonight, but the group barely gets started when the Mansion is attacked by Kang, who has recruited both former Masters of Evil and Serpent Society members to aid him. Kang is up to his time traveling tricks again as well, bringing in an evil version of one of the Avengers from a parallel dimension.


TEAMS: Each player builds a 600 point team. The Poker Buddies must use any version of Thing, She-Hulk and Nick Fury.  He must use the Jarvis pog. He may use any version of the following figures that have the Avengers keyword: Captain America, Falcon, Wonder Man, Iron Man, Hawkeye, Beast, Black Panther, Quasar, Black Knight, Hercules, Swordsman and Ant Man/Giant Man (choose one ID or the other for Hank Pym for this scenario). He may also Sharon Carter, Dum Dum Dugan, Clay Quartermain and/or Gabe Jones.


The bad guy uses any version of Kang. He may use any figure with the Avengers keyword, including a duplicate of someone on the Poker Buddies team. He may use any number of Manhunter figures from the DC universe (here representing robot soldiers from the future.) He may use any figure with the Masters of Evil TA (except for Ultron) and any figure with the Serpent Society TA.


SET-UP: Use a map representing Avengers mansion--either the old-school one from the old Marvel adventure set or the new one from the Avengers Fast Forces set.. Set up all but one of the Poker Buddies and Jarvis in the conference room near the center of the map. The bad guy is automatically first player in this scenario.


SPECIAL RULE: If the evil Avenger is a duplicate of a figure on the Poker Buddy team (meaning if they have the same name--even if they aren't the same version), then either of these figures scores double points for KOing the other.

The fight goes on for 12 rounds and normal victory conditions apply


SCENARIO #4: THE LONG DAY OF FRANKLIN RICHARDS


BACKGROUND: “The mansion ain’t available—some sorta government inspection tonight--so we end up moving the game to the Baxter Building. On the way over we run across Spider Man while he’s nabbing a couple of muggers and stop to help him out—that took about three seconds. Shoulda seen the expressions on those two guys faces when we all charged in towards them—it was sweet! We invite the Webslinger to sit in on the game. Reed and the matchstick were out somewhere—but Sue brought little Franklin in to watch us play. I figured the little guy would enjoy seein’ his Uncle Ben clean everyone else out. But, as usual, the game didn’t last long. Turns out one of our old buddies from the Negative Zone had managed to bust in on us through the portal. Not only that, but he’d cut a deal with the Super Skrull and a Brood Queen to help out with his latest “Let’s conquer the world” scheme."Gee whiz, just ONCE I’d like to have a quiet night of poker!”


TEAMS: Both players form 600 point teams.The Poker Buddies must use any version of Thing, any version of the Invisible Girl/Woman, and Nick Fury. He must use the Franklin Richards pog if available, but does not count him towards his point total. He may use any version of Spider Man. He may use any version of the following figures with the Avengers TA: Captain America, Falcon, Iron Man, Wonder Man, Hawkeye, Beast, Black Panther, Quasar, Black Knight, Hercules, Swordsman and Ant Man/Giant Man (choose one ID or the other for Hank Pym for this scenario). He may also Sharon Carter, Dum Dum Dugan, Clay Quartermain and/or Gabe Jones.


The bad guys use Annihilus and Blastaar. He may use Super Skrull. He may use any number of Skrull generic figures. To represent Negative zone minions, he may use any number of Saurian Troopers and Parademon generics. He may also use any one Brood Queen and any number of Brood Warriors.


SET-UP: Use the Baxter Building map that came with the FF starter set.


SPECIAL RULE: This rule is in effect if the players have the Franklin Richards pog available. The Invisible Woman MUST keep Franklin Richards next to her at all times. Franklin does not move on his own. Sue may carry him and may not carry any one else unless he’s been KO’d. The Poker Buddies may not use Energy Explosion or Pulse Wave as long as there’s a chance Franklin could be hurt.The battle lasts 12 rounds. When all four scenarios have been played out, then add all point totals together. High score wins.