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, June 12, 2009

BUSY NIGHT IN GOTHAM CITY

Of course, there’s rarely a quiet night in Gotham City, but tonight is particularly busy. Batman and his allies scramble from one emergency to another in an attempt to keep the lid from blowing off the city.


This campaign represents the adventures of Batman over the course of one extremely busy night. One player will use Batman, various Batman allies and (if he wishes) Commissioner Gordon and the Gotham police. The other player will use various bad guys. Heretofore, the two players will be referred to as the Hero and the Villain.


WARNING: Several scenarios in this campaign will require some generics, borrowed from the Marvel Universe to represent a specific threat in the DC Universe. Players will need to own or borrow some Brood warriors, Hellfire club guards and Hand Ninjas. Also, each scenario requires a specific map. If a certain map is not available, the players should be able to agree on an adequate substitute. Resolve any disputes with a dice roll.


BATMAN AND HIS ALLIES: For this campaign, the Hero must choose one “regular universe” version of Batman (or the duo Batman/Robin figure). He must use this same version throughout the campaign. In each campaign, he makes up the rest of his team from heroic characters with the Gotham City keyword or the Batman Team Ability. He must use the same version of each throughout the campaign. So, if you use the Vet. Robin in Scenario #1, then that’s the version of him you must use ever other time you opt to use him.


The Hero MUST use Batman in every scenario. He otherwise has complete freedom of choice regarding which Batman Allies to use in each scenario.


BATGIRL AND ORACLE: Well, not COMPLETE freedom of choice. The Hero must decide whether to use Barbara Gordon as Batgirl or as Oracle throughout the campaign. He must decide on which and stick to it. No switching back and forth. The Cassandra Cain Batgirl, though, is freely available regardless of what identity Barbara is using. The Hero may only use the In Contact with Oracle card if he is playing Barbara as Oracle.


“THIS JOB’S TOO BIG FOR THE POLICE!”: Well, yes. But that doesn’t mean the cops aren’t there to help. In each scenario, the Hero has the option of using Commissioner Gordon, the Gotham City Detective, the Harvey Bullock or Rene Montoya pogs and any number of Gotham PD and/or Gotham Undercover. It’s completely up to the Hero whether to use these figures in any scenario.


“Really, Master Bruce, I see you’ve been adding to your already notable collection of scars and bruises.”: The challenge for the Hero will be to win the campaign using an increasingly beat-up Batman and other allies.It works like this:


1) If Batman (or the Batman/Robin duo figure) takes any damage during a scenario (whether or not he’s actually KO’d), then roll one die at the end of the scenario. If you roll a 1 or 2, then Batman starts all the other scenarios with one click of damage. This is cumulative, so if Batsy keeps getting hit and you have a bad day with the dice, then he could go into the last scenario with three clicks of damage.


2) If any other Batman Ally, Commissioner Gordon, or the Gotham City Detective takes damage AND you use them in the very next scenario, then they automatically start with one click of damage. If you rest them for one scenario (in other words, don’t use them), then they become available at full strength again in the scenario after that. Once again, this is cumulative. If you use Nightwing in every fight and he keeps getting hit, then he’ll start the last scenario 3 clicks down.3) Gotham cops and undercover guys are infinitely replaceable and may be reused in each scenario without carryover damage.


THE MANY FACES OF VILLAINY: The Villain picks from a different pool of figures in each scenario. Thus he doesn’t have to worry about carryover damage. Villains are such cheaters.Neither player may use named duplicates, but may use multiple versions of generics.


Both players may use feat cards, though the Villain may NOT use the “In Contact with Oracle” card and the Hero may NOT use the “Lazarus Pit” card.


VICTORY: Calculate victory points normally at the end of each scenario and keep a running total. The most points at the end wins.


SCENARIO #1—Wrapping up a case


The night begins with Batman wrapping up a case he’s been investigating for several nights. Someone has been using blackmail, mind control and the services of a dishonest DEO agent to steal money from the Gotham branch of the Federal Reserve.


Teams: Each player uses a 300 point team. The Hero chooses from his pool as described above.


The Villain one of the following villains: Riddler, Penguin, Mad Hatter, Two-Face, Scarecrow, Ventriloquist. He also uses any version of Killer Croc OR Bane. He uses any one DEO agent (this is the agent on the take.) The rest of the team is made up of any number of Street Thugs, Henchmen, Lackeys, Criminals and Thugs. He may use any ONE Con Artist.


MAP: Use the warehouse map that came with the Marvel Premiere set.


SET-UP: The Hero is first player. Otherwise, choose sides and set up normally. The scenario lasts 10 rounds, with victory points calculated normally.


SCENARIO #2—Possession is 9/10s of the Law


Within minutes of wrapping up this case, Batman gets an emergency call from the Titans, who need the services of his detective skills. The Titans have been trying to track down a cadre of aliens who have set up on Earth to scout for an eventual invasion fleet. Unfortunately, one of the Titans has been infected with a mind control gas and is now secretly working for the aliens. Learning that one of their number is infected, the Titans now need Batman to help them figure out which of them it is.Batman meets them in a deserted office park. He soon deduces the identity of the mind control victim. But just as he reveals his/her identity, the aliens launch an attack.


TEAMS: 300 point teams. First, the Villain must randomly pick one Titan from among the figures available to him. Any random method (dice roll—picking a name out of a hat—whatever) is fine. He then builds a team using this Titan, plus any one version of a Brood Queen and any number of Brood warriors. Also, there’s a cult of humans who worship the aliens as gods and join them in battle. Use any number of Hellfire Club guards to represent them. The cultists have also hired extra muscle—the Villain may use any version of Deathstroke.


The Hero uses Batman and must use at least two Titans. The rest of team is drawn from his regular pool of characters.


MAP: Use the office park map that came with the DC starter set.


SET-UP: The Villain is first player this time. Otherwise, choose sides and set up normally. There’s no lights on in the office park, so either the Darkness or the Deep Shadows BCF card is in effect. Roll a die to choose which one.


The scenario lasts 10 rounds. Calculate victory points normally.


SCENARIO #3—Escape from Arkham.


Just as Batman wraps up the whole alien/mind control thing, he gets a call about a mass breakout from Arkham Asylum. A bunch of the inmates have escaped, taking Jeremiah Arkham hostage. Batman intervenes quickly, learning that Ras al Ghul masterminded the plot. He confronts them in a deserted location.



TEAMS: Use 400 point teams this time. The Hero draws from his usual pool. The Villain uses any one version of Ras al Ghul. He may use any one version of each of the following characters: Talia, Joker (not Emperor Joker, though), Riddler, Clayface, Poison Ivy, Harley Quinn. He may use as many of the following figures that were NOT used in Scenario #1: Riddler, Mad Hatter, Two-Face, Scarecrow, Ventriloquist, Killer Croc. Also, he may use any number of League of Assassins generics.


MAP: Use the Arkham Asylum map.


SET-UP: Roll for 1st player and set up normally. The Scenario lasts 12 rounds. Calculate victory points normally.


THE WOES OF JEREMIAH ARKHAM: The Villain sets up the Jeremiah Arkham pog in one of the four center squares of the map when he sets up his team. Arkham may be captured by either side. (Obviously, this represents the Villain kidnapping him or the Hero rescuing him.) Any figure may capture Arkham by performing a successful close combat action against him, with 2 added to Arham’s defense. The capturing figure then carries Arkham around with him, moving at whichever of them has the slowest speed. If the capturing figure is KO’d, then Arkham is free to be captured by another figure. If one player controls Arkham at the end of the scenario, then that player gets an extra 25 victory points. Arkham may not be targeted by any damage dealing attacks by either side.


SCENARIO #4—Intergang Hideaway


Batman’s getting ready to call it a night when he learns of a new threat from an informant. Metropolis has become too hot for Intergang and they are setting up a new headquarters in Gotham. Batman grimly decides to put a stop to this nonsense immediately.


TEAMS: 400 point teams again. The Hero chooses from his regular pool.


The Villain uses any version of T.O. Morrow OR the Ultra-Humanite. (Intergang has contracted the services of a mad scientist to help set up the new base.) He may use any number of Intergang agents and any ONE version of an Intergang medic. Also, Desaad (supplier of technology to Intergang) has taken a more personal interest in this project. The Villain may use him plus any number of Parademon Scouts/Warriors. Finally, the Villain may use any one version of either Deadshot OR Killer Frost, hired to provide extra security for the new base.


MAP: Use the secret base map that came with the Indy starter set.


SET-UP: The Hero is first player. Otherwise, choose sides and set up normally. The scenario lasts 12 rounds. Calculate victory points normally.


FINAL VICTORY: If the Hero is ahead on points, then he wins and Gotham struggles through another night. If the Villain wins, then Gotham City finally tips over the edge into social chaos. Crime runs rampant and Batman’s power is forever broken.

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