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.

Monday, June 29, 2009

JUSTICE LEAGUE TASK FORCE--A DC Universe campaign

This campaign is based on the late 1980s “Justice League Task Force” book that featured the Martian Manhunter. At the time, he had become a government go-to guy, to put together a superheroic “Mission Impossible” team to complete specific missions.


This campaign has four scenarios. You play through them in this manner:


The two players roll dice. High roller picks one of the scenarios and plays the good guys. After playing that scenario, the second player picks a scenario in which he plays the good guys. Repeat this process for the remaining two scenarios.


VICTORY: Keep a running total of victory points. High score wins.


WARNING: This scenario uses the mix-and-match theory of campaign design. Generics are borrowed from the Marvel and Indy sets to represent specific sorts of threats in this campaign.



MAPS: Each scenario requires a specific map. If that map is not available, then the players should be able to agree on a reasonable substitute. Roll dice to resolve any dispute.


“GOOD MORNING, Mr. J’ONNZ”---Forming the heroic team.


Whenever you play the heroes, you MUST use any one version of the Martian Manhunter. You may always include Gypsy on the team if you wish to do so. Then, roll four times on the following charts:


1st die roll:1-2: Use Chart A

3-4: Use Chart B


5-6: Use Chart C


2nd die roll (Using 12-sided die):



Chart A:

1. Robin

2. Hawkman and/or Hawkgirl

3. Blue Beetle (either version) and/or Booster Gold

4. Nightwing

5. Hawk and/or Dove (may use the duo figure)

6. Mr. Terrific

7. Black Canary and/or Green Arrow (either Ollie or Conner)

8. Hourman (either version)

9. Firestorm

10. Speedy/Arsenal

11. Batgirl (Either version)

12. Captain Atom


Chart B:

1. Metamorpho

2. Elongated Man OR Plastic Man

3. Manhunter (the girl--not the robot)

4. Black Lightning

5. Red Tornado

6. Cyborg OR Starfire

7. Zatanna

8. Fire and/or Ice

9. Atom

10. Jade

11. Katana

12. Huntress

Chart C:

1. Phantom Lady

2. Wildcat

3. Ray

4. Halo

5. Question

6. Atom

7. Steel

8. Robotman OR any figure with the Metal Men keyword

9. Geo-Force

10. Mr. Miracle and/or Big Barda (may use the duo figure)

11. Stargirl and/or Stripes


12. Wonder Girl


After the Hero rolls up to four choices from these charts (re-rolling any duplicates). He must use at least TWO of these choices on his team. He may use all four if he wants.

He may also use any number of Checkmate Agents.

The player using the bad guys in any one scenario forms a team from the figures available to him as described in that scenario.

“MY PLAN CANNOT FAIL THIS TIME”—Forming the villainous team.

At the beginning of each scenario, the Villain picks one of the following groups of figures to use in that scenario. He does this secretly, writing down his choice, before the Hero forms his team. He must use at least two figures from that group on his team, but may use more if he wants. Once a group of villains is used in the campaign, it is no longer available for future scenarios:

• Figures with the CSA Team Ability and/or any or all of the following—Despero, Eclipso, Amazo, Sinestro (regular or big fig).

• Named figures with the Superman Enemies TA plus any number of Intergang agents.

• Figures with the Injustice League and/or Rogues keyword.


• Villains from the future (Mordru, Professor Zoom, Persuader, Emerald Empress, Validus, Mano, Tharok, Time Trapper, Abra Kadabra)

• Figures with the Batman Enemies TA

Also, the Villain is always able to hire high-tech mercenaries for the duration of each scenario. He may always included as many Hellfire Club Guards and Sentinel Troopers on his team as he likes.

Finally, some scenarios will list additional figures that are available for the villain to use.



FEAT CARDS: The Lazarus Pit card may only be assigned to Ra’s Al Ghul should he happen to appear in a scenario.

The Hero may use the ICWO card (option 1) to represent Martian Manhunter’s telepathic link. The villain may not use ICWO.

All other feat cards may be used freely by either player.

BFC CARDS: A scenario will specify if a BFC card is to be used.

TEAM SIZE: All scenarios are for 500 point teams.SCENARIO LENGTH: All scenarios last for 10 rounds.


SCENARIOS

SCENARIO #1: “They’ve kidnapped the President!!”


Yes, it’s true. A team of supervillains has kidnapped the President. The Task Force is called in to pull off a last-minute rescue. They locate the President in an out-of-the-way house in the Rocky Mountains that the villains are using as their headquarters. Can they rescue the President from the disintegration chamber before it’s too late?

MAP: The mansion map from the Inside Adventures kit

BFC: Roll one die. On a 1-3, the Deep Shadows card is in effect. On a 4-6, the Darkness card is in effect.

SET-UP: Roll for 1st player and set up normally. The Villain also places the politician pog in one corner of the map.

SAVING THE PREZ: The president is held prisoner in a disintegration chamber. This chamber will activate and turn him into atomic mist at the end of the scenario unless he is freed. The Hero frees the president by having a figure adjacent to him perform a power action. If an enemy figure is also adjacent to the Hero, then the president is only freed on a die roll of 4-6. Otherwise it is automatic.

If the President is freed, then a teleportation beam immediately locks onto him and beams him to safety. Remove the pog from the game.

Otherwise, if the President is still a prisoner at the end of the scenario, he’s disintegrated.

The Hero gets 50 points for rescuing the President. The Villain gets 50 points if he gets zapped. This is in addition to regular victory points.

SCENARIO #2: Takeover at STAR Labs.

Alien shape-changers, with the help of some supervillains, have secretly replaced the scientists at STAR Labs. It’s up to the Task Force to set things right.

MAP: Use the STAR Labs map from the DC Map set

BFC: There is no BFC card in effect for this scenario.

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

SPECIAL: The Villain must use at least 3 Skrull Warriors/Agents/Commandos and or Saurian troopers to represent the shape-changing aliens.



SCENARIO #3: Genetic free-for-all


Bad guys are attacking Cadmus to steal valuable genetic materials. In the ensuing free-for-all, genetic creations being held at Cadmus break loose, while a damaged power reactor spews radiation into the air.


MAP: Use the Chemical Factory map that came with the Icons Starter set.

BFC: The Radiation Leak BFC is in effect

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

SPECIAL: The rampaging genetic creations are represented by Morlocks and Vampire Lackeys. They soon end up picking sides and joining either the Hero or the Villain. Each player must include two Morlocks, Brood Warriors and/or Vampire Lackeys on his team.


SCENARIO #4: Nuclear Blackmail.


A rogue Special Forces team joins with some supervillains to take over NORAD and gain control of the United States’ nuclear arsenal. If they’re not stopped, millions of lives will be at risk.


MAP: Use the Underground Base map that came with the Indy starter set.


BFC: The Armor Wars BFC card is in effect for this scenario.


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


SPECIAL: The villain must include at least three HDC troopers on his team.

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