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 23, 2009

RAPTOR ATTACK

This scenario requires having ten small plastic dinosaurs. Alternately, dinosaur pogs can be made up—but 3-D plastic dinos look cooler.


BACKGROUND: During a hard-fought battle, the two teams stumble across forgotten batch of robot velociraptors—all that remains of a pre-human civilization. The dinosaurs are inadvertently activated and begin to rampage across the map.


During set-up, right after placing objects, players take turns putting a total of ten dinosaurs on the map. Place them on the map using the same rules as placing objects, except that they may not be placed adjacent to either player’s starting area.


At the end of each player’s turn, after he had completed ALL other actions, that player may move and/or attack with one of the dinosaurs.


1. The dinosaurs affect LOF and force breakaway rolls just as normal figures do.


2. The dinosaurs are neutral. They must always make breakaway rolls themselves in order to move if they begin their turn next to either player’s figures.


3. The dinosaurs are immune to Incapacitate and Mind Control. They are not given action tokens and never push.


4. The dinosaurs have a movement of 12. They’re fast little suckers.


5. The dinosaurs have Charge, Blades/Claws/Fangs and Super Senses. They also have the Armor Piercing Feat Card assigned to each of them.


6. The dinosaurs have no attack, defense, or damage numbers.


7. If a dinosaur attacks, roll two dice. On a 2, the dinosaur short-circuits and is removed from the game. Any other number is a hit, with a die roll for Blades/Claws/Fangs to determine damage. Knockback for rolling doubles and critical hits for rolling 12 still apply.


8. Any damage-dealing attack targeting a dinosaur hits on any dice roll other than a critical miss. If the dinosaur misses its Super Senses roll, it is destroyed. Remember that if a dino is caught in a Pulse Wave, he doesn’t get his Super Senses roll. He’s simply a goner.


9. Dinosaurs may be TK’d. No attack roll is necessary to do this.



10. If a dinosaur attacks a Mystic, the player controlling the Mystic must decide at that time to just take the hit or destroy the dinosaur with feedback damage and lose the 25 points.


VICTORY: The robots are valuable scientific items and—as artifacts of an ancient civilization—protected by international law. Both good guys and bad guys would like to get hold of them. Consequently, every time a player destroys a dinosaur via an attack, he loses 25 points off his final score. (He’s not responsible for a dino that was destroyed when it rolled a critical miss.) Other than this, calculate victory points normally.

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