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.

Tuesday, June 30, 2009

Fantastic Voyage

FANTASTIC VOYAGE: A Heroclix scenario for either DC or Marvel characers--set inside the body of a human being. Icky.


Background: A team of supervillains plans to take control of an important political leader. Their method of doing this is unique: They will miniaturize themselves to the size of microbes, then (equipped with breathing masks where necessary) enter their victim’s bloodstream. Once they’ve made their way to the man’s brain, they will install mind-control equipment at certain key points.


A team of superheroes learns of the plan—but not soon enough to stop the villains from entering their victim’s body. The heroes are also miniaturized, then also enter the body to intercept the villains. The two sides meet in battle inside the carotid artery.


TEAMS: The players can mutually decide on the team sizes. One player uses heroes and the other villains. Teams should be comic accurate, but otherwise you can use whomever you like.


MAP: Use the blank map that’s on the opposite side of the factory map from Armor Wars. This is the carotid artery, carrying blood to the victim’s brain.


SET-UP: Roll normally for first player. Since there are no terrain features, it really doesn’t matter which side of the map is chosen for a starting area. BUT after choosing sides, roll a die to decide which way the blood in the artery is flowing. It runs along the 36” length of the map.


SPECIAL SET UP RULES:


1. No objects are placed in this scenario.


EXCEPTION: Each player may place one Laser Turret on the map. This represents a weapons platform that they brought with them in anticipation of the coming battle.


2. The team setting up “down stream” (at the end of the map towards which the blood is flowing) sets up in the 3rd and 4th row from that end of the map. The “upstream” team uses the normal starting area.


MOVEMENT RULE: The characters are all swimming in thick plasma, so water terrian restrictions apply. The Submerged feat card can be played on applicable characters. (So players will want to use swimmers, flyers, and Leap/Climbers as much as possible.


LINE-OF-FIRE RULE: Though Blood Plasma is relatively clear, the red blood cells and platelets floating past do limit vision. All ranges greater than 10 are reduced to 6.


SPECIAL “BLOOD FLOW” RULES:

1. At the end of each player’s turn, roll a die for each figure on the map. On a roll of 1-3, that figure has been swept one square straight backwards (unless blocked by another figure or a White Blood Cell) in the direction of the blood flow.

2. Figures with Super Strength, Charge and Running Shot, as well as Giant Figures and Transporters, are immune from this effect.


3. A figure that is swept off the map by the flow of blood is lost in the maze of arteries and veins. The figure is out of the game and the opposing player is awarded normal victory points.


4. Laser Turrets are automatically moved one square. If a figure is occupying the Laser Turret, it automatically moves with it.


WHITE BLOOD CELLS:The players may use special markers to represent White Blood Cells (WBCs). Creative players may want to make their own WBC markers.


1. At the end of a player’s turn, he rolls a die. On a 1-2, he places a WBC in any unoccupied square at the “upstream” end of the map. There is no limit to the number of WBCs that might be on the map at any time.


2. At the end of each player’s turn, that player moves any WBCs already on the board one square “downstream.” He may move it either straight forward or diagonally to the right or left, as long as he moves it into an unoccupied square.


3. After WBCs have all been moved and a new one placed on the map, all figures adjacent to any WBC takes one click of damage. This damage may not be reduced or avoided in anyway. A figure next to multiple WBCs take multiple damage.


4. WBCs have a defense of 14 and are destroyed by any damage-dealing attack that hits them.


5. WBCs count as Hindering Terrain for Line-of-Fire issues.


VICTORY: The scenario lasts 10 rounds. (Players can mutually agree to alter the length.) Normal victory conditions apply. If the villains win, they gain control over an important world leader and eventually take over the world.

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