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.

Thursday, June 11, 2009

The Brave and the Bold

THE BRAVE AND THE BOLD: A DC UNIVERSE HEROCLIX CAMPAIGN

The life of a superhero is a hectic one, but they usually manage to get by with a little help from their friends. In a series of revolving team-ups, the costumed heroes of the DC Universe gradually uncover a plot to conquer the world. Can they put a stop to this insidious plot before it’s too late?


One player in this campaign will be using the good guys, with a requirement to two specific figures each scenario, while randomly picking a third member of his team from a “guest star” list. The other player will operate the bad guys, trying to stave off the heroes until their plan of world conquest has reached fruition. The figures available to him will be listed within each scenario. The two players will be respectively referred to as the Hero and the Villain.


TEAM SIZES: For all scenarios except the last, players will use 300 point teams. The last scenario will be 600 points.


GUEST STAR LIST: At the beginning of each scenario except the last, the Hero will be assigned the two figures he is required to use. He then rolls on the tables below to generate one guest star, then rolls again to generate a second. Reroll duplicates. He picks one or both of the randomly generated guests. Then, along with feat cards and whichever generics are allowed for that scenario, he builds his 300 point team.


Roll 1 6-sided die:

1-3: Use Chart A (roll a 12-sided die on this chart)

4-6: Use Chart B (roll a 12 sided die on this chart)

Chart A
1: Katanna
2: Black Lightning
3: Robin
4: Nightwing
5: Metamorpho
6: Firestorm
7: Batgirl (Barbara Gordon)
8: Cyborg OR Starfire
9: Green Arrow (Connor Hawke)
10: Fire and/or Ice
11: Red Tornado
12: Zatanna

Chart B
1: Hawk and/or Dove
2: Jade
3: Wildcat
4: Huntress
5: Flash
6: Captain Atom
7: Blue Beetle and/or Booster Gold
8: Geo-Force
9: Halo
10: Robotman OR any figure with Metal Men for a key word
11: Atom
12: Ray

FEAT CARDS: Neither player may use ICWO. The Villain may use the Lazarus Pit card in the last scenario only.


VICTORY CONDITIONS: The Players will keep a running victory point total throughout the initial scenarios. Whoever is winning gets an advantage going into the last scenario. The winner of the last scenario is also the winner of the campaign.


SCENARIO #1: The Dark Knight and the Ductile Detective.


Within hours of arriving in Gotham City with his beautiful wife Sue, Ralph Dibny’s nose started twitching. Someone has been stealing experimental high-tech electrical equipment from various companies, including WayneTech. Ralph digs up a clue and, leaving his long-suffering help-mate alone at the dinner table, follows up on it.


But Batman has been following clues as well. The two heroes team up and, along with a few other heroes who happen by, track the thieves to their hide-out. They discover that Mr. Freeze is behind the spat of robberies.


TEAMS: The Hero must use any one version of Batman and any one version of Elongated Man, as well as his random guest stars. He may also use any number of Gotham Police and/or Gotham Undercover.


The Villain may use any one version of Mr. Freeze. To represent minions in high-tech armor that protects them from low temperature, he may use any number of Sentinel Troopers and/or Hellfire Club guards. Mr. Freeze has also teamed up with at least one more of Gotham’s costumed baddies—the Villain may pick one or two of the following figures: Penguin, Two-Face, Killer Croc, Bane, Scarecrow, Poison Ivy, Deadshot, Clayface, Catman, Copperhead.


MAP: Use the Warehouse map from the Marvel Premiere set.


SET-UP: Roll for 1st player and set up normally.


SPECIAL: The ice coating Mr. Freeze’s warehouse is making things very slippery. The movement value of any grounded figure without Leap/Climb is reduced by 2. (This is considered a replacement value.) Mr. Freeze is also immune to this penalty.


LENGTH: The scenario lasts 10 rounds.


VICTORY: Calculate victory points normally. If the Hero wins, then he has quickly and effectively gathered clues pointing to the larger plot of which Mr. Freeze is just a small part. If the Villain wins, then the investigation is slowed down.


SCENARIO #2: Come Fly with Me


Batman and E.M. discover that Mr. Freeze was selling the stolen components to someone else. The Dark Knight is called away to deal with the Joker’s attempt to poison Gotham’s water supply. Ralph follows a trail of clues to Midway city, where he teams up with Hawkman. The two soon track down a gang of superpowered thugs run by Gorilla Grodd.


MAP: Use the Chemical Factory map from the Icons Starter set.


TEAMS: The Hero uses E.M (same version as in the last scenario)., Hawkman and his random guests. He may also use any number of Gotham police and/or Undercover. (In this case, representing Midway City’s finest.).


The Villain uses Grodd and up to two other figures with the Injustice League team ability (except for the Joker, who is busy in Gotham). Grodd has also recruited a squad of former Rocket Reds and some rogue Russian special forces. He may use any number of Rocket Reds and HDC Troopers.


SET-UP: Roll for 1st player and set up normally.


SPECIAL: Grodd’s experiments with some of the stolen equipment is causing weird effects. At the beginning of each player’s turn, that player rolls one die:

1-3: The Astral Plane BFC card is in effect for this turn only.
4-6: The Low Gravity BFC card is in effect for this turn only.


LENGTH: The scenario lasts 10 rounds.


VICTORY: Continue to keep track of victory points. The trail to the true mastermind continues on from here. Once again, victory points are used to calculate how efficiently the good guys are in conducting their investigations.


SCENARIO #3: “Liberal nut!” “Oh, yeah, well you’re a right wing blowhard!”


It’s Sue’s birthday, so Ralph heads back to her to make to tend to his marriage for a day or two. Hawkman, learning that Grodd (like Mr. Freeze) is not the end of the trail for the stolen equipment, follows clues to Star City. Here, he reluctantly teams up with Green Arrow to take on a gang headed by T.O. Morrow.


MAP: Use the Mansion map that came with the Indoor Adventure kit.


TEAMS: The Hero uses Hawkman (same version as last time) and Green Arrow. He gets his random guest stars and may use any number of Gotham Police and Undercover—this time representing the Star City P.D.


The Villain uses T.O. Morrow, who has also recruited help from both the past and the future.


From the Future: He may use any member of the Fatal Five. He may use any number of Morlocks and Vampire Lackeys (representing post-nuclear holocaust mutants).


From the Past: He may use any one version of Major Maxim (representing a genetically altered WWII German officer) and any number of U-Men (representing a squad of WWII German commandos with advanced equipment.)


SET-UP: Roll for 1st player and set up normally.


LENGTH: Morrow’s time manipulations make the length of the battle uncertain. At the end of round 8, roll one die. On a 5 or 6, the battle ends. Repeat this at the end of each successive round until the scenario ends.


VICTORY CONDITIONS: Remember to continue to keep track of victory points.


SCENARIO #4: Wet and Wild


Hawkman is called away to rescue Hawkgirl from the clutches of a space dragon that attacked the Midway Museum. So Green Arrow continues to follow the trail of stolen equipment. He meets up with Aquaman when the trail takes him to a remote Pacific Island. They discover a secret H.I.V.E. base.


MAP: Player #1 will pick the map, but must choose either the Park map from the Marvel Premiere set, the Swamp map from the Hellboy starter set or the Park map from the Danger Room starter set.


TEAMS: The Hero must use Green Arrow (same version as last time), Aquaman and his random guests. A squad of Checkmate Agents shows up as well, having been following a separate trail of clues to the same location. The Hero may use any number of Checkmate Agents and one Checkmate Medic.


The Villain gets any number of H.I.V.E. troopers. He may pick up to three of the following figures to represent the muscle H.I.V.E. has recruited to help protect the base: Arcane, Deathstroke, Captain Cold, Dr. Light, Killer Frost, Blockbuster (rookie only), Trickster, Lady Shiva, Cheshire, Mirror Master.


SET-UP: Roll for 1st player and set up normally.


LENGTH: 10 rounds.


VICTORY CONDITIONS: Add up all victory points earned by both players through this scenario.


SCENARIO #5: Death Comes for All.


Finally, the true mastermind is revealed. Ra’s Al Ghul has forced Weather Wizard to help him construct a weather control satellite. The stolen parts were needed for this. Ra’s cleverly funneled the stolen materials through several sets of bad guys in order to keep the heroes distracted until the satellite was ready to be launched from his secret base in the Himalayas.


Now the satellite is moments away from launching. Can the heroes come together in time to stop it?


MAP: Use the Underground Base map from the Indy Starter set.


TEAM SIZE: This one will have 600 point teams.


ADVANTAGE: Which ever player is ahead on points at this point may build a 610 point team. He still has a base 6 moves per turn.


TEAMS: The Hero MUST use Batman, Elongated Man, Hawkman, Green Arrow and Aquaman. He must use the same versions he used in the earlier scenarios. He also rolls three times on the guest star list and uses any of these that he wishes. He may also use any number of Checkmate Agents and up to one Checkmate medic.


The Villain uses Ra’s Al Ghul, Weather Wizard and Talia, was well as any number of League of Assassins generics and (to represent his super-elite Ninjas) any version of up to two of the following Indy figures: Arashi, Boon, Death Demon, Kabuki and Shi. Ra’s has also been busting captured villains out of prison as quickly as the Hero as put them there: He may use up to two of any named figure used in the first four scenarios (same versions as used before.) He may use the Lazarus Pit Feat Card.


SET-UP: Roll for 1st player and set up normally.


BFC: Ra’s has booby-trapped his base in anticipation of an assault by the good guys. The Proximity Mine BFC card is in effect.


LENGTH: The scenario lasts 12 rounds.


VICTORY IS MINE: Normal victory conditions apply. It all comes down to this battle. If the Hero wins, he saves the world. If the Villain wins, Ra’s uses the weather satellite to eliminate most of humanity, then takes over to rule those who are left.

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