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 20, 2009

Royal Rumble Heroclix Style

For this campaign You will need to go Heroclix retro. You'll need a complete set of Infinity Challenge, Hypertime, Clobbering Time, Explosion, Indy, Cosmic Justice or Critical Mass. This scenario works best with IC,HT or Indy though.

Here's how it works. You take a complete set of Infinity Challenge figure and divide them into two groups good and evil. If you have a character who straddles the fence such as Elektra or Rogue you place them on the side that they usually are on.

In the case of generic figures you can use one rookie, exp and vet or just use the vet version.

You take the figures and line them up according to point value lowest to highest
So the heros should begin with a S.H.I.E.L.D. agent and end with the Hulk.
The villains should begin with the thug and end with the Sentinel.

I always liked to use the warehouse map for this. The idea is the warehouse belongs to the Kingpin and hides an artifact that the Kingpin and the other villains are trying to understand so they can control the world. The heroes are arriving to try to retrieve the artifact.

The first round you place the thug somewhere in the center of the warehouse. Several objects will be scattered in and out of the warehouse. For a more realistic feel try to limit to objects that would logically be there.

Roll dice to see where the S.H.I.E.L.D. agent enters the map. From now on you use a dice roll to determine where each new character enters the map. play out the first round determining movement and actions for both the agent and the Thug.
the next round you introduce the next entries, the S.H.I.E.L.D. medic for the heroes and the Henchman for the villains while the agent and the Thug wait for the next round.
The third round give the agent and the Thug their actions first, then introduce the third participants for the heroes and the villains which should be Blade for the heroes and the Hydra Operative for the villains.
Fourth round play the medic and the henchman then introduce the newcomers for each side.
Once a figure has been eliminated they are out of the game. You will have to devise a means of keeping track of pushes and characters who turtled to move on the opposite round. I suggest you write a list showing who moves on which round dividing the rounds between A round and B round with most characters acting on their assigned rounds unless they've pushed.

If you're doing this with Hypertime the warehouse becomes the Joker's hideout.

Sets after Critical Mass make this concept less feasible because the ratio of villains isn't enough to give the villains a fighting chance. (Though your welcome to get creative and devise mixed sets of figures to pull this off.)

If you're feeling ambitious, you can mix IC and Hypertime for a real battle royal or if you're feeling REALLY ambitious you can add Indy for a real free for all.

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