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

World's Finest

This campaign pits two players against each other in a series of scenarios set in the DC universe. One player will be referred to as the Hero (using Superman, Batman and their allies), while his opponent will be called the Villain (who initially uses one of the Dark Knight’s arch enemies, then later wields the forces of an intergalactic invader.) The story-line initially follows Batman and his allies as he investigates a gang leader who suddenly has access to high-tech weaponry. He finds a trail that takes him to Metropolis and—eventually—he uncovers a plot by aliens to invade the Earth.


WARNING: This campaign requires owning or borrowing a lot of generics. Also, figures from the Marvel and Indy sets will used to represent different sorts of characters throughout the campaign.The Hero will be using Batman Allies, Superman Allies, JLA, Gotham cops and Metropolis SCU. He may not use named duplicates, though he can use as many duplicates of generics as he wants. He must use the same version of a named character throughout the campaign. (For instance, if he uses the Experienced Legacy Batman in the first scenario, then he must use that same Batman in all future scenarios.)



World’s Finest Duo Figure: Starting with Scenario #2, the Hero may use the World’s Finest Duo Figure as his entire team for the rest of the campaign. The Villain will be using different pieces in different scenarios. His available pieces will—as we’ll see—range from thugs and lackeys to Beings of God-Like Power. He also gets access to some hypnotized heroes in the last scenario. Players must mutually agree in advance before each scenario on whether to use battlefield condition cards.


MAPS: Each scenario specifies a particular map. If you don’t have the required map, the players should be able to decide on an adequate alternative. Use a dice roll to resolve disputes.


FEAT CARDS: Only the Hero may use the “In Contact with Oracle” card, and then only if he is using Barbara Gordon as Oracle. Only the Villain may use the Lazarus Pit card. Otherwise, both players may use Feat cards freely.


KEEPING SCORE: Score each scenario normally and keep a running total. Whoever’s ahead on points will be given an advantage in the final scenario. (When the villain wins on points in a specific scenario, it represents his having time to destroy clues and better cover his tracks—making Batman’s investigation more time consuming.)


SCENARIO #1:


{Batman leans over the body, examining the massive burn on the corpse’s chest. “Some sort of plasma energy gun,” he said. “Not the sort of weapon you usually see in a street fight.”


Robin grimaced. “Like the two we found at the waterfront last night.”


“Or like the body the police found the night before that,” added his mentor. “He was identified as a hitman from Central City. He was probably brought in for a job by one of the local dons, but someone got to him first.”


“So what is it then?” asked Robin. “Someone wants to take over the Gotham underworld and he’s bringing in sci-fi guns to do it with?”


“I’m afraid so, Robin,” replied the Batman. He stood, his cape bellowing back in the wind. “But it won’t happen. Not in my city.”}


BACKGROUND: Following up on various clues, Batman locates the headquarters of the high-tech gang. He leads an assault on the place, accompanied by some chosen allies.


TEAMS: Both sides form 400 point teams.The Hero gets Batman (any “regular universe” version or the Batman/Robin duo figure) plus any Batman Allies. He may not use named duplicates and may use Barbara Gordon either as Batgirl or Oracle, but not as both. He may also include Commissioner Gordon, any number of Gotham police and up to two Gotham undercover cops. For reasons that will be apparent in the final scenario, he may NOT use Nightwing or a Dick Grayson Robin.


The Villain chooses any version of ONE of these characters: Two-Face, Penguin, Joker (not Emperor Joker, though) or Bane. Any other Batman Enemies may be included, as well as any number of Thugs, Criminals, Lackeys and Henchmen. Also, the Villain’s access to high-tech weapons is represented by being able to include any number of Hellfire Club guards, Mandroids and/or Sentinel Troopers.


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


SET-UP: Choose sides and set up normally, with the Hero moving first.


VICTORY: The battle lasts 10 rounds, with normally victory conditions applying.


SCENARIO #2:


{“This place is a mess,” said Gordon, as he surveyed the wreckage of the warehouse.


Batman just grunted. He was examining an invoice found in one of the desks. “According to this, the last three shipments delivered here all came from the same company in Metropolis. Automobile parts from the Styx Auto Company. But there’s not record of who the buyer is or who took final delivery.”


“Then the Styx Auto Company is probably a front for whoever’s selling these weapons.”


“There will be a trail somewhere,” said Batman. “There always is.”}


BACKGROUND: There is indeed a trail. Batman backtracks the trail of weapons to Metropolis, where—to his surprise---he discovers that STAR Labs is their apparent source. Investigating further, Batman discovers that Gorilla Grodd has used his mind control power to take over the Lab. Grodd is stock-piling futuristic weapons at the Lab for his own purposes, selling small batches of them to other criminals to help fund his dreams of world conquest.


TEAMS: Both sides form 500 point teams.The Hero gets Batman, Superman (any “regular universe” version), any Superman Allies and any JLA. He may also include any number of Metropolis SCU. Remember, starting here the Hero has the option of using the World's Finest Duo Figure as his entire team.


The Villain gets Grodd, any figure with Injustice League as a keyword , and any named Superman Enemies. (No Intergang or Lex Corp people). He may also use any number of HDC troopers to represent STAR Labs security people under Grodd’s thrall.


MAP: The STAR Labs map from the DC map collection.


SET-UP: Choose sides and set-up normally, with the Hero moving first.


VICTORY: The battle lasts 10 rounds, with standard victory conditions applying.


SCENARIO #3:


{Superman shook his head as he finished his X-Ray scan of the building. “There’s no evidence that Grodd was manufacturing those weapons here. He was forcing the scientists to make some modifications, but the actual hardware seems to have come from somewhere else.”



Batman grunted, his attention taken up by the computer terminal he was studying as he typed in lines of code.


Superman waited patiently for a minute, then asked “Can I help?”


“No.”


“It’s just that I type very quickly.”


Batman ignored the jape and continued to do his own typing, then nodded in satisfaction. “Grodd wasn’t building these weapons. He was stealing them. Intercepting them as they were teleported to Earth.”


“Teleported from where?”


“Apokolips. Grodd figured out how to divert a Boom Tube.”


Superman’s eyes widened in surprise. “Amazing. Well, we’ve put a crimp in Grodd’s plans, but I suppose we might want to find out why Darkseid’s stockpiling weapons on our planet.”



“I concur,” replied the Dark Knight.”}


BACKGROUND: The investigation continues and soon the two heroes discover the location of an Intergang hideout where some of the weapons have been stockpiled. It also turns out to be a genetic engineering laboratory.


TEAMS: Both players get 500 point teams.


The Hero gets Batman, Superman, and any Superman Allies, Batman Allies and/or JLA. As in the first scenario, he may not use Nightwing. Also remember the above restriction on Barbara Gordon’s identity. Of course, if he's using the World's Finest figure, then that will constitute his entire team.



The Villain gets any number of Intergang agents, up to two Intergang medics and any Superman Enemies not used in the previous scenarios. He may also use any of the following characters from Marvel & Indy sets to represent genetically engineered creatures: Hecate, Arcane, Awesome Android/Andy, Abomination, Ultimate Abomination, Hellboy, Abe Sabian, Man Thing, Rhino, Ultimate Green Goblin, Vulture, and any number of moloids, vampire lackeys, Rock Trolls, Fire Demons and/or Morlocks.


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


SET-UP: Choose sides and set up normally, with the Hero moving first.


VICTORY: Normal victory conditions apply.


SCENARIO #4:


{“We need to take the fight to Darkseid,” said Superman. “Give him a black eye and remind him that messing with Earth is a bad idea.”


“I concur,” said Batman. His voice was more grim than usual. “But the fight won’t be easy.”


“It never is on Apokolips.”


“That’s not what I meant. I’ve just questioned one of the prisoners. Darkseid’s invasion plans involved more than just setting up weapon stockpiles and making monsters. He was planning on using our own against them.” Batman paused, then continued. “He’s kidnapped the Titans and brainwashed them. When we get to Apokolips, we’ll be fighting against them.”}


BACKGROUND: Using a motherbox provided by Big Barda, the heroes take a Boom Tube to Apokolips. The final battle begins.


TEAMS: The Hero gets a 600 point team. The Villain gets a 550 point team if the Hero is ahead on points. If the Villain is ahead on points, he gets a 650 point team. Both players get a base six actions per turn. (This represents the amount of time Darkseid had to prepare for the fight.)

{If the Hero is using the World’s Finest Duo figure, then change his point value to 500 points. The Villain gets either a 450 or 550 point team.}


The Hero uses Batman, Superman, any Batman Allies, Superman Allies and JLA. If Barbara Gordon was being used as Oracle, neither she nor the “In Contact with Oracle” feat card may be used in this scenario. (Radio contact with Oracle won’t work while the heroes are off-planet.)


The Villain gets Darkseid and/or Kalibak and/or Granny Goodness. He may also use Desaad and any number of Parademon Scouts and Troopers. He may also use any Titans—all of whom are under Darkseid’s thrall for the duration of the fight. (He may not use the Nightwing/Starfire duo figure unless both players agree not to use the “Love Conquers All” special rule.) In addition, he may use any number of Saurian Troopers, Kree and/or Brood Warriors, representing new breed of warriors Darkseid has recently created.


MAP: Use the Danger Room map from the Marvel map set, but treat it as an outdoor map. This is the surface of Apokolips.


SET-UP: Set-up normally. If the Hero is ahead on points, he moves first. Otherwise, the Villain moves first.


SPECIAL RULES (or, Love Conquers All): If at any point Batman attempts to perform a close-combat or ranged combat attack on Nightwing, roll one die. If it is a 5 or 6, Batman is not able to force himself to attack his former ward. This does not use up his action—he may still do something else. He may also attempt to attack Nightwing on future turns, but with the same die roll taking place each time.


If at any point Nightwing attempts to perform a close-combat or ranged combat attack on Batman, then roll one die. If it is a 5 or 6, then the emotional strain of being forced to attack his mentor allows Nightwing to break free from Darkseid’s control. He immediately switches sides and becomes a part of the Hero’s force. This does not use up one of the Villain’s actions for that turn.


If Nightwing joins the Hero, then later attempts to perform a close-combat or ranged combat attack on Starfire, then roll one die. If it is a 5 or 6, then he can’t bring himself to attack the woman he loves. This does not use up an action—Nightwing may still do something else. He may also attempt to attack Starfire on future turns, but with the same die roll taking place.


If Nightwing joins the Hero and is later the target of a close-combat or ranged combat attack from Starfire, then roll one die. If it’s a 5 or 6, then Starfire also breaks free from the mind control and immediately switches sides. This does not use up one of the Villain’s actions for that turn.



VICTORY: Fight to the death. If the Hero wins, they humble Darkseid and free the Titans. If he loses—well, we didn’t really need that pesky free will thing here on Earth anyways.

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