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, July 6, 2009

Dawn of the Superhero--A mixed universe Heroclix campaign

This campaign is set in a universe that combines characters from both the Marvel and DC universes. It is obviously influenced by (and often steals directly from) the Ultimates universe, as well as the many Elseworlds and What If stories that have been published over the years.


The campaign consists of 6 scenarios. Each player builds a team for each scenario from his pool of characters and generics. Before each scenario (starting with the second), each player will be able to add a new character to his pool, as the number of superpowered beings on the planet gradually rises.


One player will control SHIELD and the superheroes. The other player will control Hydra and the supervillains. Hereafter, the two players will be respectively referred to as the Hero and the Villain.


WARNING: This campaign requires owning or borrowing a lot of generics.


MAPS: Each scenario specifies a specific map. If the specified map is not available, then the players should be able to agree upon a good alternative. Roll dice to resolve any disputes.


HISTORICAL BACKGROUND: Until recently, the only costumed superbeings in history were from the Second World War. The Germans had the Red Skull, a man whose face was hideously changed in a chemical accident and who spread terror in the German cause throughout Europe.


The Allies had Captain America, the recipient of the Super Soldier formula. The two arch enemies clashed repeatedly, an ongoing feud that ended tragically when Captain America was lost on a mission in the Artic.


The Skull survived the war. One side effect of the accident that scarred him was that it slowed the aging process. After the war, the Skull used remnants of the German army to form a terrorist group called Hydra. For decades, Hydra tried again and again to achieve world domination. Finally, the nations of the free world formed SHIELD, a multi-national force dedicated to stamping out Hydra.


SHIELD was headed up by Nick Fury. It consisted of a force of agents, troopers, and snipers. It was reinforced by a special commando force called Checkmate. Using weapons designed by industrialist Tony Stark and built by WayneTech, SHIELD fought Hydra to a standstill again and again.


It was during this fight that new super-beings began to emerge. Both SHIELD and Hydra began to experiment with genetic engineering and high tech body armor. Soon, both sides in this secret war began to field Supers.


SHIELD had Tony Stark himself wearing his newly-designed Iron Man armor. Another less complex (and easily mass-produced) version of battle armor gave SHIELD the Mandroid. In addition, WayneTech owner Bruce Wayne designed his Batman costume, which supplemented Wayne’s impressive fighting skill with some high-tech gadgets, and personally joined the fight for freedom. WayneTech also supplies the Bat Sentry robot.


Hydra, meanwhile, had formed AIM—a subgroup that concentrated on thefts of information and prototypes, as well as doing independent research of their own. They quickly developed the Dreadnaught—a large battle robot. Their own research into battle armor produces the Sentinal Trooper. Soon afterwards, Hydra began to use the services of Silver Samurai, whose energy sword and teleportation ring made him dangerous in a fight; as well as Deathstroke, a genetically enhanced and highly lethal killer. Constrictor, with his deadly whips, was soon another addition to Hyrda’s ranks. A combination of high-tech weaponry and genetic engineering produced Fatality.


Then, to the surprise of the entire world, Captain America rejoined the fight. After being found frozen in ice—in suspended animation for nearly 6 decades, Cap rapidly assimilated himself to the modern world and rededicated himself to fighting the Red Skull’s madness.


The battle continues as both sides work frantically to bring additional Supers into the fray.


TEAMS: Both sides form teams out of specific pools. Players may use as many figures of any generics that they wish, but must pick ONE specific version of named characters to use throughout the campaign. If there is more than one version available (for instance--Captain America or Batman), the player using that character can freely choose which one he’s using.


For the first scenario, the Hero gets: Nick Fury; Sharon Carter, Gabe Jones, Dum Dum Dugan; Clay Quartermain; Captain America; Iron Man; Batman (he may NOT use Vampire Batman); and any number of the following generics: SHIELD agents/troopers/snipers, Mandroids, and Checkmate agents. The Hero may also use the Bat Sentry and may consider it a generic (and can thus use multiples if he wants.)


The Villain gets: Red Skull, Silver Samurai; Deathstroke; Constrictor; Fatality; and any number of the following generics: Hydra agents/footsoldiers/technicians/officers, AIM agents, Sentinal Troopers and Dreadnaughts.


MEDICS: Players may play ONE medic in each scenario. The Hero may use a SHIELD or Checkmate medic, while the Villain may use a Hydra or AIM medic. Players may mutually agree not to use medics.



FEAT CARDS: Both players may use most feat cards as desired when forming teams. BUT only the Hero may use the In Contact with Oracle card—and even he may use it ONLY if Oracle has become part of his pool. Only the villain may use the Lazarus Pit card.


CAPTURES: The loser of each scenario stands a chance of losing a named character. After a scenario end, randomly select on of the loser’s named KO’d figures. Roll one die. One a 5-6, this character as been captured. On a 1-4, or if the player lost without a named character being KO’d, then there is no effect.


Before each scenario, a player rolls a die separately for each of his characters that has been captured. On a 5-6, the character has escaped or been rescued, thus becoming available to use again. Otherwise, the character is still captured and may not be used in the next scenario.


NEW RECRUITS: The scientists for both sides work frantically to produce new Supers. Before each scenario after the first, each player randomly picks a character from the lists below. This character immediately becomes a part of their pool and is available to use in all future scenarios. (Unless captured, of course.)


The Hero’s list:

1. Green Arrow: Master archer Oliver Queen (or Conner Hawke—the Hero chooses which) is provided with a multitude of trick arrows and recruited to join SHIELD.


2. Black Widow: A former KGB agent is another valuable asset to the team.


3. Steel (the giant figure) OR Steel (from Hypertime/Origin)—the player picks one or the other: New advances in battle armor tech continue to pay off.


4. Captain Marvel OR Warbird—the player picks one or the other (plus the Hero may add Kree Warriors to his available generics): SETI finally got a hold of some aliens and Nick Fury quickly forms an alliance.


5. Sgt. Rock (plus the Hero may add HDC troopers to his available generics): The U.S. loans a Special Forces unit to SHIELD. Their commander has an affinity for WWII weaponry, but he’s the best top kick in the business.


6. She Hulk OR Doc Samson—the player picks one or the other: A radiation leak on the helicarrier should have been fatal, but instead produces yet another super.


7. Oracle: A computer genius is linked to soldiers in the field to provide tactical advice.


8. Human Torch OR Firestorm—the player picks one or the other: SHIELD’s first real success in deliberately giving a human being a non-mechanical superpower.


9. Hellcat OR Black Canary—the player picks one or the other: Another successful try at genetic engineering produces yet another Super.


10. Cloak & Dagger OR Hawk & Dove—the player picks one pair or the other. This time, two volunteers with similar genetic backgrounds are altered together.


The Villain’s list:

1. Pyro OR Heat Wave: AIM stole the tech intended to make the Human Torch and managed a partial success in their own experiments.


2. Mr. Freeze OR Killer Frost: An AIM scientist’s experiments with subzero technology mutates him into a new Super.


3. Elecktra OR Lady Shiva—the player picks one or the other (plus the Villain may add Hand Ninjas to his pool of generics): A genetically enhanced killer forms her own League of Assassins to aid Hydra.


4. The Persuader: A combination of giving a human superpowers AND a really nasty high-tech axe.


5. Black Cat: A thief is recruited by Hydra and given “bad luck” powers.


6. Cheetah OR Hyena—the player picks one or the other: More genetic engineering at work


.7. Abomination OR Rhino—the player picks one or the other: Still MORE genetic engineering.


8. Superskrull (plus the Villain may add Skrull generics of all types to his pool of available generics): The villains make an unholy alliance with invading aliens.


9. Giant Yellowjacket OR Validus OR Chemo OR zombie Giant-man. A SHIELD scientist mutates himself, then goes insane and switches sides.


10. Kobra Fanatics (add these as another available generic). A little brainwashing and some minor surgery produces a front line soldier with unthinking courage.


Players are, of course, free to modify these lists to reflect their own collections and their own personal preferences. Both players should mutually agree to any changes to the list before beginning the campaign.


VICTORY: Resolve victory for each scenario normally and keep a running total of points. The player with the most points at the end of the campaign wins.


SCENARIO #1: A Clash in the Night


Not all battles in a war are decisive or meaningful. In this scenario, the two factions run into each other near a construction site. A skirmish ensues.


TEAMS: Both players make 300 point teams out of their respective pools.MAP: Use one of the following: the construction site map that came with the Outdoor Adventure set; the Starro harbor map or the convention-exclusive Carnival map. First player chooses the map.


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


BATTLEFIELD CONDITION: It’s night and the lights in the area are out. The Darkness BFC card is in effect.


VICTORY: The scenario lasts for 10 rounds. Normal victory conditions apply.


SCENARIO #2: The Earthquake generator.


Hydra attacks the home of a scientist who is doing research into generating artificial earthquakes. Their goal: Steal his device and use it for their own nefarious ends.


TEAMS: Use 400 point teams this time.


MAP: Use the house map that came with the Indoor Adventure kit.


SET-UP: The Villain is first player. Choose sides normally. Before setting up figures, the Hero should place the Scientist pog in one of the four center squares of the map. After this, set up normally.


“THERE HE IS! GET HIM, YOU FOOLS!”: The Villain may kidnap the Scientist by making a successful Close Combat attack against him. (While adding 2 to the Scientist’s defense value.) The Hero may also capture the Scientist, though this represents rescuing him.


While holding the Scientist, the figure that captured him may only make Move Actions. He may only move at the slowest of their two movement values. He must place the Scientist in a legal adjacent square whenever he completes movement.


The player who has captured the Scientist may announce that he is releasing him at the beginning of a turn, before taking any actions. (He may opt to do this in order to allow the capturing figure to take an attack or power action.) The Scientist is freed if the capturing figure is successfully attacked (close combat or ranged combat). The attack does no damage, but the Scientist is now free and may be re-captured by anyone.


The Scientist may never be the target of a damage dealing or Incapasitate attack. Neither player may perform an Energy Explosion or Pulse Wave if there is a chance of hurting the Scientist.The Scientist can never himself be assigned actions—EXCEPT through mind control if he is not currently captured.


If either player is controlling the Scientist at the end of the scenario, that player is awarded 25 points.


BATTLEFIELD CONDITION: The prototype Earthquake Generator in the Scientist’s basement has been inadvertently activated by the battle. The Earthquake BFC card is in effect.


VICTORY: The scenario lasts ten rounds. Normal victory conditions apply.


SCENARIO #3: Hulkin’ Out.


Yet another scientist is experimenting with giving himself superpowers. Both SHIELD and Hydra arrive at the same time to subdue/capture the monster he has become.


TEAMS: Use 400 point teams.MAP: Use the Star Labs map from the DC map kit.


EXPERIMENT GONE WRONG: Randomly pick any version of the Hulk. (The players may mutually agree on a particular version rather than picking randomly.)

SET-UP: Roll for first player. After sides are chosen, the first player sets up the Hulk in one of the four center squares of the map. After that, continue the normal set up procedure.


EXPERIMENT STILL GOING WRONG: The Hulk is immune to attack during both players’ first turn.


At the end of the first player’s second turn, after he has completed all other actions, he may take a free action with the Hulk. If the version of the Hulk being used has a transformation click (an initial click with no powers), then click the figure once BEFORE taking an action.


From then on, each player may take an action with the Hulk at the end of his turn.


The Hulk always has Charge. This is in addition to whatever other movement power he normally has showing on his dial. (So he might, for instance, be able to use Charge and Leap/Climb together.) His Charge cannot be outwitted or countered in any way. (If he has a Special Power that includes Charge, this power may not be outwitted or countered either.)


The Hulk never needs to roll breakaway, but he does force normal breakaway rolls for both players’ figures when applicable.


The Hulk never gets action tokens. He is immune to Incapacitate and Mind Control. Otherwise, he takes damage normally.If the Hulk is ever showing Regeneration on his dial, he gets a free Regeneration roll at the end of each player’s turn, before the player takes his Hulk action.


BATTLEFIELD CONDITION: No BFC cards are in effect for this scenario.


VICTORY: The scenario lasts ten rounds. Normal victory conditions apply. If a player KOs the Hulk, he gets the Hulk’s point value added to his total.


SCENARIO #4: Attack of the Spider Clones


Yet another experiment goes wrong. A secret lab, working independent of either SHIELD or Hydra, develops Spider-powered clones. Their intention is to sell the clones to the highest bidder. But a simultaneous raid by both factions on a warehouse where the clones are hiding forces them to choose hastily choose sides.


TEAMS: This is a 500 point battle.


CLONES: Each player MUST use at least two versions of Spider Man and/or Venom and/or Carnage on his team. These represent the clones that have joined their side.


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


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


BATTLEFIELD CONDITION: No BFC card is in effect for this scenario.


VICTORY: The scenario lasts ten rounds. Normal victory conditions apply.


TRAGEDY: The clones turn out to be defective and melt into lifeless blobs soon after the battle ends. None of them are available for future scenarios.


SCENARIO #5: If This Be Magic


Both factions decide to seek magical support. Both rush teams to a small Pacific island that is all that remains of the continent of Lemuria. Here, each faction manages to recruit a magical ally to their team.


TEAMS: 500 point teams. Each player randomly picks a character from the following lists and MUST use that character on his team for this battle. The character also is available to use in the next scenario, unless it is captured.


The Hero’s list:

1. Zatanna

2. Dr. Fate

3. Dr. Strange

The Villain’s list:

1. Morgan le Fey

2. Demon

3. Ghost Rider


Players should feel free to change these lists based on their own collections and their own preferences.


MAP: Use the Japanese Garden map that came with the Indy starter set or the Swamp map from the Hellboy starter set. The first player gets to pick.


SET-UP: Roll for first player and follow normal set up procedures.


BATTLEFIELD CONDITIONS: No BCF cards are in play this scenario.


VICTORY: The scenario lasts for 10 rounds. Normal victory conditions apply.


SCENERIO #6: Showdown!


SHIELD learns the location of Hydra’s base and launches an all-out assault.


TEAMS: Use 600 point teams. Unless either of the characters are captured, the Hero MUST use Captain America and the Villain MUST use Red Skull.


MAP: Use the Secret Base map that came with the Indy Starter set.SET-UP: The Hero is first player. Otherwise, choose sides and set up normally.


BATTLEFIELD CONDITIONS: When SHIELD crashes into the base, it causes the electrical system to go wild. The lights flash on and off like strobes.At the beginning of each player’s turn, roll one die:

1-2: Deep Shadows is in effect.

3-4: Darkness is in effect.

5-6: Bright Lights is in effect.

Only one of the cards is in effect at any one time.

VICTORY: The battle lasts for 12 rounds. Normal victory conditions apply, but the victor of this battle also gets to add an extra 100 points to his cumulative total.

FINAL VICTORY: The player with the highest cumulative point total wins. If SHIELD, then Hydra has finally been defeated and the world is a little safer. If Hydra, then the Skull’s evil organization survives and breaks the back of SHIELD. World domination soon follows.

No comments:

Post a Comment