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 5, 2009

Captain America---TRAITOR!!!!!!!

Captain America a traitor? It can't be! But the evidence, recently uncovered by SHIELD operatives, seems conclusive. Captain America has been using his security clearance to steal vital defense information and sell it to America's enemies.


The public is shocked, especially when Cap and his partner, the Falcon, go on the run rather than surrendering to the authorities.Cap is, of course, innocent. Most of the superhero community knows this and offer to provide Cap with help as he searches for the identity of the villain who framed him.


In this campaign, one player will operate Cap, the Falcon and a variety of allies as he fights to locate the information that will clear him. The other player will operate the scum and villainy that is working to fool the American people into thinking their greatest hero is a traitor. Henceforth, the two players will be referred to as the Hero and the Villain respectively.


WARNING: This campaign uses the mix-and-match method of scenario design. Some generics from the DC sets will be used to represent specific types of characters in the Marvel universe.


MAPS: Each scenario requires a specific map. If that map isn't available, the players can agree on a reasonable substitute. Roll dice to resolve any disputes.


TEAM SIZE: All scenarios are 400 points.


FEAT CARDS: Players have access to all feat cards except ICWO and Lazarus Pit, Neither of these two cards may be used. Players can assign feat cards freely for each scenario. They are not required to use the same feat cards on the same figure throughout the campaign.


HEROIC TEAM BUILDING:The Hero must pick any one version of Cap and any one version of Falcon. He must use these two figures in every scenario. For additional figures, he must roll on the following Guest Star Chart. He then picks any version of the figure that's chosen. If the total cost of Cap, Falcon and the guest star is less than 360 points without feat cards, then he may roll again for a second guest star. Re-roll any duplicate results. He repeats this process until his figures total at least 360 points OR he voluntarily chooses to stop rolling. If he rolls up a guest star that puts him over 400 points, then he may drop any chosen figure other than Cap and Falcon to get his team below 400.This process is repeated for each scenario, thus building a different team for each scenario. Since the heroes must help Cap secretly or themselves be arrested, they are forced to come and go randomly in order to fool the authorities.


GUEST STAR CHART:


Roll one 20-sided die:


1: Hawkeye and/or Mockingbird


2: Iron Man OR War Machine


3: Daredevil and/or Black Widow


4:Machine Man


5: Ant Man (OR Giant Man) and/or Wasp


6: Iron Fist and/or Power Man


7: Swordsman and/or Mantis


8: Vision and/or Scarlet Witch (may not use Ultimates or Brotherhood version of S.W.)


9: Hercules


10: Silver Sable


11: Thing OR the Human Torch


12: Black Knight


13: Black Panther


14: Punisher


15: Firestar OR Captain Marvel/Photon/Pulsar


16: Beast OR Iceman


17: Wolverine OR Shang Chi


18: Spiderman



19. Nighthawk (May not use Sinister Syndicate version) OR Valkerie



20. Moon Knight



VILLIANOUS TEAM BUILDING: In each scenario, the Villain will be required to use a certain figure or figures. Also, when the Villain is allows to use "Crooks," he may include any number of Henchmen, Lackeys, Criminals and Thugs on his team. When the Villain is allowed to use "Mercenaries," he had hired some high-tech mercs to supplement his gang. He may use any number of Checkmate agents.

Since Nighthawk may show up as a good guy, the Villain may not use the Sinister Syndicate version of him during this campaign.


KEEPING SCORE: Players should keep score normally during the first four scenarios and keep a running total. If the Hero is ahead, that means Cap is quickly and effectively gathering clues and thus has an advantage in the last scenario. If The Villain is ahead, then Cap's hunt for clues has been too slow and the bad guys will have an advantage in the last battle.


SCENARIO #1:


BACKGROUND: The latest theft of classified information was at the Pentagon, where an electronic lock-pick was left behind. Some of the components used to build the lock-pick indicate that the Beetle may have been responsible. Cap and his allies track down Beetle and his gang to their hide-out in an old chemical factory.


VILLAIN'S TEAM: The Villain must use any version Beetle. He may use any figure with the Sinister Syndicate Team Ability, plus Crooks and Mercenaries.


MAP: Use the Chemical factory from the Icons starter set.


SET-UP: Roll dice for first player and set up normally. No BFC card is in effect.


LENGTH: The Scenario lasts 10 rounds.


SCENARIO #2:


BACKGROUND: Cap learns that an innocent bystander (a waitress at a truck stop restaurant) was inadvertantly passed information on scrawled on the back of a dollar bill that was left as a tip. Cap rushes to save her and recover the information before the bad guys can get to her. A team of hired assassins arrive on the scene simultanously with the heros.


VILLAIN'S TEAM: The Villain uses any one version of any of the the following characters: Bullseye, Sabertooth, Abomination, Moonstone, Green Goblin, Wrecker, Thunderball, Bulldozer, Piledriver, Absorbing Man, Titania, and any Sinister Syndicate members. (The head of the conspiracy is quickly arranging for the release of captured bad guys, so villains who appeared in one scenario can reappear even if Cap kicked their butts.) He may use Crooks and Mercenaries.


MAP: Use the truck stop map.


SET-UP: Roll for first player and set up normally. After placing objects, the first player places the Deli Worker pog in one of the middle four squares of the map. There is no BFC in effect.


SPECIAL RULE: Either side may attempt to capture the Deli Worker using the capture rules that came with the DC and Marvel Map Sets. (These are online at the Heroclix website if you need them.) This represents the Hero rescuing her or the Villain kidnapping her. If a player has her in his possession at the end of the scenario, he gets an extra 50 points.


LENGTH: The Scenario lasts 10 rounds.


SCENARIO #3:


BACKGROUND: Amazingly, an informant within the conspiracy has coded more information into the genes of a monkey at the Bronx Zoo. Cap and the Villain race to be the ones to recover the animal.


VILLAIN'S TEAM: The Villain must use any version of Kraven, plus any members of the Sinister Syndicate. He may use Crooks and Mercenaries.MAP: Use the Zoo map from the Icons Starter set.


SET-UP: Roll dice for first player and choose sides normally. The power to the Zoo has been cut, so the Deep Shadows BFC card is in effect.


LENGTH: The Scenario lasts 10 rounds. (The winner chases the other team off and gets ahold of the monkey.)


SCENARIO #4:


BACKGROUND: SHIELD forces manage to track down Cap and the Falcon when the outlaw heroes meet with some friends at a deserted rendevouz


VILLAIN'S TEAM: The Villain is using heroes this time--though heroes bound by duty to do battle with America's greatest hero! He may use Nick Fury (regular universe), Sharon Carter, Clay Quatermain, Gabe Jones, any number of SHIELD agents/troopers/snipers (both old and new versions), any number of Mandroids and 1 SHIELD medic. He may also roll on the guest star chart until he gets a guest star not on Cap's team for this scenario. This represents a superhero who has decided the best thing to do is to help bring Cap in so that he can have a fair trial.



MAP: The construction site map, the Starro harbor map or the convention-exclusive Carnival map. The first player chooses which. The Debris BFC is in effect.


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


LENGTH: The scenario lasts 10 rounds.


INTERLUDE: Whoever is ahead on points at this time gets an advantage going into the last scenario, where Cap tries to put a stop to the terrible plot to gain control of America. The leader is given 20 free points in Feat Cards when building his team. (In other words, he can build a 420 point team, as long as at least 20 points of it consist of feat cards.)



SCENARIO #5:



BACKGROUND: One of Cap's archvillains proves to be the leader of the conspiracy. He's ready to bring his plan to culmination and gain control of America by staging a coup through agents planted in key government and military positions. Key to his plan is (drum roll please) ZOMBIE RICHARD NIXON.


Yes, the villain has brought Richard Nixon back as a zombie and has installed a mind control device in the Nixon's brain. The conspiracy to frame Cap was to distract the hero's attention while the evil plan was finalized. Now, if Zombie Nixon can reach the communications array located at Camp David, he will broadcast the signal that will launch the coup and place him back in the White House as supreme dictator, with one of Cap’s archenemies pulling his strings from behind the scenes.


VILLAIN'S TEAM: The Villain picks one of the following bad guys: Baron Strucker, Baron Zemo, Red Skull or Modok. If he picks Strucker, Zemo or Skull, then he may also use any number of Hydra agents/footsoldiers/technicians/officers and up to 1 Hydra medic. He may also use any version of Viper and Silver Samurai. If he picks Modok, he may use any number of AIM agents and up to 1 AIM medic. In either case, he may also use any number of figures with the Sinister Syndicate or Serpent Society Team Ability. He may also use any version of any of the following characters: Bullseye, Sabertooth, Abomination, Moonstone, Green Goblin, Wrecker, Thunderball, Bulldozer, Piledriver, Absorbing Man, Titania.Also, Zombie Richard Nixon is represented by the Politican Pog. (The Villain does not count this pog as part of his point total when building his team---he includes him for free.)


MAP: Use the Mansion map that came with the Inside Adventure set.


SET-UP: Roll for 1st player and set up normally. The War Zone BFC card is in effect.


SPECIAL: Zombie Richard Nixon (ZRN) must reach the opposite side of the map in order to use the communications array. He operates according to the following rules:


1. ZRN is given actions normally. He is affected normally by terrain.


2. ZRN uses the Politican pog stats normally.


3. ZRN must breakaway normally when necessary.


4. It takes 30 points of damage to destroy ZRN. Everytime he is successfully attacked, the damage done to him is recorded. When the total damage reaches 30, he's been destroyed.


5. ZRN can be pushed repeatedly (like a Sentinal) without being KOed. But every time he's pushed, he takes 5 points of damage.


6. ZRN cannot by carried by anyone. He’s, well, too icky for that.



LENGTH: The scenario continues until ZRN either exits from the map on the side opposite the Villain's starting area OR he is destroyed.


VICTORY: If Zombie Richard Nixon leaves the map, he reaches the communications array and the Villain gains control of America. If he's destroyed, then Cap and his allies foil the evil plan and save the country yet again.

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