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, July 7, 2009

Time Enough at Last--A Marvel Universe campaign set in World War II

BACKGROUND: A super-powered villain has acquired time travel technology. His plan: travel back to 1943 and change history to help the Nazis win World War II. In exchange, he will take a position of power (perhaps even eventually usurping Hitler and obtaining ultimate power) or simply take a share of the tremendous amount of loot the Nazis had acquired from conquered territories.


But a modern day hero learns of the evil scheme (or perhaps the hero was somehow immune to changes in reality made by the villain and remembers how things used to be.) The hero manages to trail the villain beck in time, contacting the Invaders for help, determined to save history!!!!


TEAMS: In this campaign, the two players will be respectively referred to as the Hero and the Villain.


The Villain will choose any one modern day 616-Universe villain. Since there are any number of reasonable explanations for how various characters can get time travel tech, the Villain should be free to choose pretty much anyone he wants. Doctor Doom, for instance, has his time platform. Any other villainous scientist might invent or acquire a time machine. Even a low level guy like Whirlwind or Sandman might end up simply stealing the tech from somewhere.


In addition, the Villain will have access to the following World War II villains:


Red Skull
Baron Strucker
Baron Blood
Baron Zemo
any number of Hand Ninjas (representing a team of Japanese assassins)
any number of Major Maxim (borrowed from Indy—representing steroid-drenched SS troopers)


The Villain may also use small plastic German soldiers of about the right scale or make pogs to represent German soldiers. Each soldier costs 6 points. The stats for each soldier would be as follows:


Move—7
Attack—7
Defense—7
Damage—1
Range—6 (1 target)
Hydra Team Ability


The Hero picks any one modern day 616-universe hero. Once again, there’s a wide enough range of story possibilities to give him a fairly wide choice. Perhaps it’s the arch enemy of the villain who was already pursuing him. Perhaps one of the FF was in the Negative Zone when history changed and was thus immune to the change. Perhaps something about Pym Particles allows Ant Man and/or the Wasp to avoid the change in reality.


In addition to the modern-day hero, the Hero gets the following characters:

Captain America
Bucky
Original Human Torch
Toro
Sub-Mariner
Spitfire
Thin Man
Blazing Skull
Union Jack
any number of Easy Company soldiers (borrowed from DC to represent Allied soldiers)


The hero may use the Cap/Bucky Duo Figure in place of those two separate figures.


Both players MUST use their modern day character in each scenario, but otherwise may pick freely from his pool of available characters when building teams. Each player may change his team between scenarios, as long as he includes the modern day character each time.


Neither player may use ICWO or Lazarus Pit. Otherwise, feat cards may be assigned freely.


TEAM SIZE: All scenarios are 400 points. If both players pick modern day characters that cost more than 150 points each, they may mutually agree to play 500 point scenarios.


SCENARIO LENGTH: All scenarios are 10 rounds long.


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


BFC Cards: At the beginning of the campaign, each player chooses three BFC cards. At the beginning of each scenario, roll one die. On a roll of 5 or 6, randomly pick on of the BFC cards. It is in effect for that scenario.


FINAL VICTORY: Keep a running total of victory points throughout the campaign. The player with the highest score at the end wins.


SCENARIO #1: “Of all the towns in all the world, the costumed villains had to come into mine.”


The Villain sneaks a commando force into Allied-occupied Casablanca during the famous conference of world leaders. Will he take out Roosevelt, Churchill and Stalin in one fell swoop, or will the villain stop him?


MAP: The Villains are intercepted near a warehouse at the waterfront. Use the Warehouse or the Harbor map.


SET-UP: Roll for 1st player and set up normally.


SPECIAL OPTIONAL POG RULE: If the players are able to make pogs, then they may include Churchill, Stalin and Roosevelt pogs with stats that match the Politician pog from the old Map sets. Then the pogs are included in the Hero’s team (without cost). Any pog KO’d during the scenario is worth 50 victory points to the Villain. Any of these pogs that is still active at the end of the scenario is worth 50 victory points to the Hero.


SPECIAL OPTIONAL POG RULE #2: Rick Blaine and Captain Renault (from the movie Casablanca) show up to help the good guys. Each would cost 10 points and have the following stats:


Move—8
Attack—9
Defense—16 (willpower)
Damage—2
Range—6 (one target)


SCENARIO #2: “Russians Bleed Red”


The Villain heads for Leningrad, which has been under siege by the Germans for months. He hopes to change the military balance and allow the Germans to actually capture this key city.


MAP: The battle takes place in a ruined castle that was once the estate of the Czar. Use the Castle Ruins map.


SET-UP: Roll for 1st player and set up normally.


SPECIAL RULE: Because of the extreme cold, all Ninjas, German Soldiers and Easy Company troopers are -1 to movement.


SCENARIO #3: “The Wild Blue Yonder”


The Villain raids an 8th Army Air Force base in Britain to try to stop the first American bomber raid into Germany before it even starts.


MAP: Use the battlefield map that came with the Avengers set.


SET-UP: Roll for 1st player and set up normally.


SPECIAL RULE: The machine gun posts on the map can be manned. Any figure in the same square as a machine gun may perform a Ranged Combat Action with a range of 8, 3 damage and 3 targets.


SCENARIO #4: “Nuclear Winter”


The Villain uses either his knowledge or textbooks he brought back to help German scientist build an atomic bomb. The Hero raids the lab to put a stop to this.


MAP: 1st player chooses either the Chemical Factory map from Icons, the Factory map from the Indoor Adventures kit or the Armor Wars factory map.


SET-UP: Roll for 1st player and set up normally.


THE END: The modern day characters are thrown back into their own time as the chronal energy they absorbed to travel in time wears off. Will the world be the same—or will the Nazis be ruling over the Earth? Add up total victory points for both players to find out.

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