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.

Wednesday, July 8, 2009

The Adventures of Fred: Free-Lance Goon

BACKGROUND: Fred has always been a loser. His first step outside the law came when he was five years old: his kindergarten teacher caught him cheating at finger-painting. From there, he quickly descended into a morass of crime—everything from coloring outside the lines to shoplifting to eventually extorting his classmates’ lunch money.


By the time Fred reached adulthood, he was a professional thug. Initially, he worked as a leg-breaker for a loan shark. But he wanted to move up in the world. When an opportunity to join the gang of a costumed supervillain, he jumps at the chance. It was the first step in a new career path.


This campaign involves 4 scenarios in which Fred is working for a different supervillain or evil cabal. One player fields that bad guys and will heretofore be referred to as the “Villain.” His opponent will be referred to as the “Hero.”


MAPS: Each scenario requires a different map. If a specific map is not available, the players should be able to agree on a reasonable alternative. Roll dice to resolve any disputes.


GENERICS: No way around it—you need a lot of generics to play this campaign. If you don’t got ‘em, get ‘em. Remember—“If you don’t own armies of Heroclix generics, then you are not living life to its fullest possible potential.” (quote from Abraham Lincoln’s 2nd Inaugural Address.)


FRED: The Villain designates one of the generics in each scenario as being Fred. Mark Fred with a Special marker. Fred gets the Armor Piercing feat card free of charge in each scenario.


FEAT CARDS: Neither player may use ICWO or Lazarus Pit. Otherwise, Feat Cards may be assigned freely in each scenario.


FINAL VICTORY: Keep a running total of victory points throughout the campaign.


SCENARIO #1:


A supervillain and his gang attempt to knock over a bank. But one of New York’s many superheroes arrive to stop them.


TEAM SIZE: 100 points


SCENARIO LENGTH: 12 rounds.


TEAMS: The Villain uses any one of the following figures: Doctor Octopus, Vulture, Electro, Mysterio, Scorpion, Blob, Hydro Man, Beetle, Boomarang, Constrictor, Mr. Hyde, Whirlwind. This figure must be low enough in cost to be able to include at least 2 Henchmen and/or Criminals. (He may use more if he wishes.) One of these goons is designated to be Fred.


The Hero uses one or two of the following figures: Spider Man, Daredevil, Shang Chi, Iron Fist, Black Panther, Black Widow, Paladin, Night Thrasher, Falcon, Captain America, Hawkeye. He may also use the Security Guard pog.


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


MAP: The Bank Map.


SPECIAL RULES:

THE MINI-VAULT: During set up, the first player places a Special Marker in one of the back corners of the vault. This is a special mini-vault containing a fortune in diamonds.


Fred is carrying the explosive device needed to blow open the mini-vault. To use it, he must be on or adjacent the mini-vault and perform a power action. Once this it done, the mini-vault marker is removed. Fred is now considered to be carrying the diamonds.


If Fred has the diamonds and is not KO’d at the end of the scenario, then the Villain gets 50 bonus Victory Points.


ACTIONS PER TURN: Both players get 2 base actions per turn.


VICTORY: Calculate Victory Points normally, remembering to include the bonus for the Villain if he earned it.


SCENARIO #2:


Fred is later recruited as a student in Taskmaster’s Henchman school. But class is cancelled one day when the Avengers raid the place.


TEAM SIZE: 200 points.


SCENARIO LENGTH: 12 rounds.


TEAMS: The Villain uses Taskmaster and (to represent his students—who are equipped with body armor and advanced weapons) any number of HDC Troopers and Checkmate Agents. Remember to designate one of the mooks as Fred. All figures are assumed to have “Taskmaster’s school” as a keyword.


The Hero uses any figures with the “Avengers” keyword.


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


MAP: Taskmaster was using a generic deserted building or area as a training camp. The first player may pick any generic location map (shopping mall, construction site, etc.) for this scenario.


SPECIAL RULES:


FRED’S FEELING HIS OATS: Every time an attack by Fred deals any damage to an opposing figure, the Villain earns 5 extra Victory Points.


VICTORY: Calculate Victory Points normally.


SCENARIO #3:


Fred eventually graduates from Taskmaster’s School for Henchmen (though he cheated on the essay portion of the final exam) and is recruited by Hydra. He is part of a team assigned to activate an Earthquake Generator buried underneath Manhattan Island. But SHIELD is there to stop them.


TEAM SIZE: 400 points


SCENARIO LENGTH: 12 rounds.


TEAMS: The Villain uses either the Red Skull or Baron Strucker. He must include at least 3 Hydra Troopers/Footsoldiers/Technicians/Officers. He may also use any number of figures with the Sinister Syndicate key word—these are costumed villains recruited as mercenaries. He may also use up to two Dreadnaughts. One of the Hydra goons, of course, is Fred.


The Hero can use Nick Fury, any number of SHIELD Troopers/Agents/Snipers, up to three Mandroids and Captain America.


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


MAP: Use any generic map showing an urban location. First player can choose which one.


SPECIAL RULES:


Fred has been entrusted with the remote needed to activate the Earthquake Generator. He does this by occupying one of the four central squares of the map and performing a power action. If he does this, Earthquake BFC card immediately comes into play (with players rolling dice for the Earthquake each turn as described on the card) and the Villain gets 50 bonus victory points.


VICTORY: Calculate Victory Points normally.


SCENARIO #4:


While Fred is doing a stretch in the slammer, he takes a correspondence course in Chemistry. After his release, he manages to fast-talk his way into joining AIM. So, when AIM sets out to activate a “MADMEN” bomb (Mutation And DevelopMental EnslavemeNt) in the Bronx Zoo and turn all the animals there into super-powered slaves, Fred tags along.


SCENARIO LENGTH: 12 rounds.


TEAM SIZE: 400 points


TEAMS: The Villain uses MODOK and any number of AIM Agents. He may use up to two Dreadnaughts. He may also use any number of figures with the Sinister Syndicate Team Ability: once again, these are mercenaries hired by AIM to help on this job. One of the Agents, of course, is Fred.


The Hero uses figures with the Fantastic Four keyword.


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


MAP: Use the Zoo map.


SPECIAL RULES:


Fred has the job of setting the timer on the MADMEN Bomb. During set-up, the Villain places a Special marker in any of the four central squares of the map. Fred must be on or adjacent to this square and then perform a power action. If he does this, the Villain gets an extra 100 victory points.



VICTORY: Calculate Victory Points normally.



FRED: CHUMP OR CHAMPION: Total all victory points for the entire campaign. If the Hero is in the lead, then Fred is sent to jail for life as a career criminal. If the Villain is ahead, then Fred is able to save up enough loot to buy that bowling alley he always wanted.

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