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.

Friday, July 19, 2013

Star Trek Meets Marvel and DC

In this scenario, you use the available Star Trek crew; Kirk, Spock, McCoy, Scotty, Chekov, Sulu and Uhura and team them with the Starjammers, Adam Strange, Starlord and Rocket Raccoon.

Pit them against Nebula teamed with Blackfire leading an army of generic aliens.

Available alien races you can use would be:

Dominators
Badoon.
Kree (Probably shouldn't be used with Skrulls)
Skrulls (Probably shouldn't be used with Kree)
Shiar
Saurian Troopers (From the Indy set)
You can use Korg figures as  Kronan's (Stone Men Of Saturn

Thursday, March 14, 2013

Mage Wars

In this scenario, Marvel's mystic heroes cross universes to battle DC's top mystical villains and vice versa.

Marvels Mystic villains attack the DC universe while DC's villains attack the Marvel universe braced by a phalanx of the invaded universe's Mystic heroes.

Choose from:
Dr. Strange
Clea
Dr. Druid
Brother Voodoo
Jennifer Kale
Karnilla
Scarlet Witch
Daimon Hellstrom
Satana
Nico Minoru

For the Marvel heroes.

Baron Mordo
Loki
The Enchantress
Morgan Le Fey
Selene
Dormammu
Umar
Nightmare

For the Marvel villains.

For the DC heroes:
Dr.Fate
Zatanna
Sargon the Sorceror
The Enchantress
Raven
The Spectre (Non Collossal)

DC villains:
Felix Faust
Mordru
Circe
Trigon
Queen Of Fables
Jinx

Saturday, February 23, 2013

Monster Mash

In this scenario, The Grandmaster has gotten himself involved in another Contest Of Champions situation. This time he gets mixed up with either Metron or Despero (original version).

They're wagering over access to the opposite opponent's universe. If it's Metron so he can study the Marvel universe. If it's Despero, it's so that he can conquer the Marvel Universe unimpeded by the Elders. If the Grandmaster wins, the Elders of the Universe get a whole new playground.

On the Marvel side you field:
Frankenstein's Monster,
Dracula,
Werewolf By Night,
The Living Mummy,
Simon Garth,
Manphibian,
Daimon Hellstrom,
Satana,
Morbius,
  Man Wolf,
Man Thing,
Ghost Rider, both versions if you want,
any other characters you feel fit the theme.

On the DC side:
Frankenstein,
The Demon,
Blue Devil,
Swamp Thing,
Manbat,
Solomon Grundy,
Killer Croc,
Clayface,
The Spectre (non-collossal),
Trigon (non- collossal),
Any other characters you feel fit the theme.

I'd house rule flock of Bats for Dracula if you have it.

You could also do one of these where the B.P.R.D universe is involved, though I don't know who might be the opponent for Grandmaster that drafts them into the contest..

Thursday, February 21, 2013

Quality vs Quantity

This is a mixed universe scenario where you use only the Quality comics characters from the DC side.
That would be:
Plastic Man
Uncle Sam
Max Mercury
Phantom Lady
The Ray
The Human Bomb
The R/E/V Blackhawks available

Assume they live on Earth Q and are being invaded by a team of Marvel villains led by a coalition between Immortus, Psycho-Man and the Molecule Man. Henchmen villains could be characters like Hydro Man, Killer Shrike and/or other follower style villains.

The idea is that Immortus, Psycho-Man and the Molecule Man have discovered the existance of the Quality universe and decided to conquer it, thinking it would be easy pickings.

Sunday, February 17, 2013

Dracula--Lord of Vampires

This is a two player campaign set in the Marvel Universe. One player will use Dracula and his army of vampires. The other will use various superheroes (and--in one scenario--supervilians) trying to stop the Lord of the Undead. The two players will be respectively referred to as the Vampire and the Mortal.

The campaign consists of five scenarios. In each of these scenarios, the Vampire is battling to gain one of four magical jewels. If he wins all four scenarios, he recovers all the jewels and automatically conquers the world (thus winning the campaign).

If the Mortal wins all four scenarios, then the Vampire's evil machinations have been spoiled. The world is saved.

If the Vampire wins 1, 2, 3  or 4 of the scenarios, then he gains a 20% chance of conquering the world. After all the scenarios are played, roll percentile dice or generate a random number in any other way acceptable to all the players. This die roll is used to determine the winner, with the Vampire having anywhere from a 20% chance to a 80% chance of taking over the world.

WARNING: Each scenario comes with a suggested map. Players lacking one of these maps should be able to mutually agree on an acceptable replacement.

ALL TEAM SIZES ARE 400 Points


SCENARIO #1:

The Rubies of Death--three large jewels that each hold enormous magical power.

In 1942, Count Dracula learns of the existence of these jewels. He realizes that if he can get all three, then he will have the power to give vampires complete dominion over men. Dracula will rule the world, with humans kept as cattle to give the vampires a steady supply of blood.

But the jewels have been lost for centuries. As of 1942, Dracula has only located one of them--being studied by Allied scientists at an airbase in England. The Ruby is guarded by the group known as the Invaders.

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

TEAMS: The Vampire uses Dracula and any number of Vampire and Vampire Lackey generics. He may also use Baron Blood--the Nazi vampire who was active during World War II. I

The Mortal uses any of the following figures with the Invaders keyword: Captain America, Bucky, Namor, the Human Torch, Toro, Spitfire, Union Jack, Blazing Skull, Thin Man. He may only use one version of each of these figures. He may use the Captain America/Bucky duo figure instead of the individual figures. He may also use any number of Howling Commando generics.  He may also use the Avengers Movie versions of Dum Dum Dugan and Gabe Jones.

SPECIAL NOTE: If both players agree, the Mortal may use the Avengers Movie version of Bucky rather than the Marvel 616 version. The versions of Dum Dum and Gabe are close enough to the 616 versions from the war-time period to be uses as such, but using the Movie Bucky means stepping outside 616 continuity. Both players must agree in advance that this campaign is taking place in an alternate universe before this is allowed.

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

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.


NOTE ON THE FOLLOWING SCENARIOS:

The next four scenarios take place in modern times. The important thing is to have Dracula and his minions face off against three teams of good guys and one team of bad guys. Players can easily insert their own preferences here--replacing teams and maps accordingly. Simply make sure both players mutually agree on any changes before hand.

SCENARIO #2:

Many years after his battle with the Invaders, Dracula learns that another of the Rubies is hidden in a remote swamp. But Dr. Strange and the Defenders are also seeking the powerful magical item.


MAP: The swamp map that came with the Hellboy set.

TEAMS: The Vampire gets Dracula and any number of Vampires and Vampire Lackeys. Dracula has also gained hypnotic control over several superpowered beings who were inhabiting the swamp. The Vampire may use the Lizard and/or Man-Thing.

The Mortal must use any one version of Dr. Strange plus any figures with the Defenders keyword. He may only use one version of each named figure. He may NOT use the Man Thing/Howard the Duck duo figure since Man Thing is being controlled by Dracula during this scenario.


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

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.



SCENARIO 3:

A criminal organization has gotten his hands on one of the Rubies. Dracula acts to take it away from him, striking at the organizations secret and out-of-the-way headquarters. He makes a temporary alliance with a ninja assassin who wants vengeance on the crooks, because the ninja knows where the headquarters is.

MAP: The waterfront map that came with the Giant-Sized X-Men set.

TEAMS: The Vampire uses Dracula and any number of Vampire and Vampire Lackey generics. He may also use any one Hand Ninja.

The Mortal uses one of the following two teams:

Red Skull AND Viper AND any number of Hydra generics. He may substitute Baron Strucker forr the Red Skull.

OR

Modok and any number of AIM Generics


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

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.


SCENARIO #4:



SHIELD agents recover one of the Rubies. Dracula moves to take if from them. His attack causes an imprisoned super-villain to escape from one of the holding cells on the carrier.


MAP: Any of the SHIELD Helicarrier maps. First player can choose which one if more than one is available.

TEAMS: The Vampire uses Dracula and any number of Vampire and Vampire Lackey generics. The Vampire may also choose any one Marvel 616 super-villain between 50 and 150 points to use on his team.

The Mortal may use any one version of the following figures: Nick Fury, Dum Dum Dugan (SHIELD version); Sharon Carter; Mockingbird, Maria Hill. He may also use any number of SHIELD generics.


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

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.





SCENARIO #5: 


The last Ruby is located in an ancient castle in Eastern Europe, ironically not far from Dracula's homeland. But as he races to obtain it, an ad hoc band of heroes moves to stop him. Dracula, though, locates an old "friend" as he approaches the castle.


MAP: Use the castle map from the Horrorclix set or the more recent European castle map. First player would pick the map if both are available.

TEAMS: The Vampire uses Dracula and any number of Vampire and Vampire Lackey generics. He may also use Frankenstein's Monster.

The Mortal uses a team made up of any of the following characters: Spider Man, Daredevil, Power Man, Iron Fist, Coleen Wing, Misty Knight, Punisher, Shang-Chi, White Tiger, Wolverine, Black Panther, Tigra, Black Widow Werewolf by Night; Hannibal King; Blade; Frank Drake.  Appropriate duo figures may be used.



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

LENGTH: The scenario runs for 10 rounds. If Dracula wins, he's recovered one of the Rubies. Otherwise, he's been prevented from getting it.




FINAL VICTORY:



Remember, if the Vampire wins all five scenarios, then Dracula automatically conquers the world. If the Mortal has the shut-out, the world is automatically saved.

Otherwise, multiply the number of Vampire wins by 20%. This is the percentage chance of Dracula conquering the world. Roll die or otherwise generate a random number to determine the winner.








Saturday, February 16, 2013

Kang the Conqueror Tries to Conquer the DC Universe.

This scenario has Kang invading three different time periods, assuming he gets past the first one.

He begins with the 31st century, attacking the Legion of Superheroes. If he defeats them, he moves on to the 21st century, attacking the J.L.A., Titans and any others heroes of that time frame you choose. If he wins that battle, he then moves on to attack the W.W. II era J.S.A. and any heroes active during that period such as the Freedom Fighters, Max Mercury, Plastic Man, Aquaman whoever you choose.

Kang will need an invading army to attack the DC Universe. Here's an excuse to use those Haloclix, Gears of War and Assassin's Creed figures as time lost soldiers of Kang. You can flesh out his forces with Kree soldiers, Badoon, and Shiar warriors. Aliens like Korg could be used as generic Stone Men soldiers.

 You could also give Kang alliances with the various enemies of whoever he's attacking. For instance, when he's attacking the Legion he could ally with the Fatal Five, Saturn Queen, Lightning Lord, and/or Cosmic King.

Do it in whichever order you prefer. Start with WWII if you like. Use whatever point totals you like. Me, I like to field the entire Legion so the point totals are huge when I play.

Thursday, August 9, 2012

Ben Grimm's Poker Night

The idea for this campaign is taken from several issues of the old Marvel Two-in-One comic that featured Ben’s interrupted poker nights.

BACKGROUND: There are few things in Ben Grimm’s life that he enjoys more than poker night with the guys. He’ll put something together once a month or so. Nick Fury will come whenever he’s in or near New York. Ol’ Shellhead usually shows up, as does Cap, Hawkeye, Hank McCoy and Wonder Man. Ben’s a little suspicious of girls in a poker game, but there’s no denying that both Carol Danvers and She-Hulk can play a mean hand. Occasionally, they’ll meet at the Baxter Building, but with such a high percentage of the group being Avengers, the Mansion became the usual meeting place. Jarvis makes good sandwiches anyways.Yes, it was always a time that Ben looked forward to. Or it would be—if only they weren’t always being interrupted by the necessity of saving the world yet again.



GENERAL RULES: The following is a series of four linked scenarios. Each scenario represents a situation that arose during one of Ben’s poker nights. Players will keep a running total of points throughout the campaign, with the high scorer being the winner.There’s two ways of playing through this. The first way has one player fielding Ben and his buddies in every scenario, while the second player fields the villains.


The second method has the players taking turns being the good guys or the bad guys. In this case, the two players roll dice. The high roller then picks one of the four scenarios in which he’ll play the poker buddies. After that scenario’s been played, the other player will choose which one comes next while he fields the good guys. And so one. The scenarios in this campaign are not interconnected other than by the poker night theme, so there is no requirement to play them in order.


For each scenario, the Poker Buddies will have several figures they are required to field and a pool of characters from which to build the remainder of their force.The players may not used named duplicates in these scenarios. (Only one Thing or Cap per game.) But, in order to give the players more leeway during while team building, different versions of each may be used in different scenarios.


WARNING: Each scenario requires using a different map. If that particular map isn’t available, then players should be able to decide on a good substitute. Use a dice roll to resolve any disputes.

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


SCENARIO #1: TROUBLE AT THE TRUCK STOP


BACKGROUND: Ben and Carol Danvers (Captain Marvel) are the high winners. Carol’s just won a big hand, beating Ben’s flush with a full house (a pat hand, for gosh sakes, she didn’t even draw), when the alarm goes off. The Abomination is up to no good—he and some cronies are hijacking some trucks that had been transporting an experimental jet fuel to New York.

TEAMS: Both players form 600 point teams.


The Poker Buddies must field any version of Thing, (or the Ben Grimm LE), Nick Fury and Captain Marvel (the Carol Danvers version). The following figures with the Avengers keyword may also be used: Captain America, Iron Man, Wonder Man, Hawkeye, Black Panther, Falcon, Beast, Quasar, Black Knight, Hercules, Swordsman and Ant Man/Giant Man (choose one ID or the other for Hank Pym for this scenario).  He may also Sharon Carter, Dum Dum Dugan, Clay Quartermain and/or Gabe Jones.


The bad guy fields any version of Abomination. He may also use any figures with the Sinister Syndicate keyword, EXCEPT Doc Ock or Kingpin (neither of these guys would work for the Abomination).. The bad guy can also use any number of HDC troopers to represent a mercenary team that’s helping Abomination with the robbery.


SET-UP: If available, use the truck stop map from the old DC starter set. Roll for 1st player, then choose sides and set up normally. If this map isn't available, see if you have a map that justifies the use of SPECIAL RULE # 2 in some way--otherwise drop that rule from the scenario. Any map used should represent a normal Earth location and not an outer space or alien location.


SPECIAL RULE #1: Carol’s riding high going into this fight after taking Ben in that last hand. Throughout this scenario, she hits on any roll of doubles other than snake eyes. (Snake eyes is still a critical miss.)


SPECIAL RULE #2: One of the jet fuel trucks was damaged in the initial attack and there a small fire burning inside. It may explode at any moment. To represent this: the Earthquake Battlefield Condition card is in effect—accept that the damage inflicted if it goes off will affect fliers and non-fliers both.The battle lasts 12 rounds, with normal victory conditions. Remember to keep track of points scored


SCENARIO #2: THE WASP’S STING


BACKGROUND: “Okay, so Nick couldn’t make it tonight. That’s no big deal. Janet Pym offers to sit in for him. That’s okay too ‘cause though Jan’s got more than her share of brains, she’s never played a hand o’ poker in her life. We figured we’d be rakin’ in the chips from her. It even made up for the fact that Bic Head tagged along kinda uninvited to the game. But it didn’t work out that way—oh, no. Instead, she fills an inside straight THREE TIMES IN A ROW! Had half the chips piled in front of her in no time. Jeez, it was aggravatin’! Then, to make matters worse, I had just drawn a four jacks when the blasted alarm went off! Turns out Morgan le Fey was bustin’ into the Natural History Museum, lookin’ to steal some ancient mystical artifact. We had to leave the game in a hurry to intercept her..”


TEAMS: Both players form 600 point teams.



The Poker Buddies must use any version of Thing, any version of the Human Torch and any version of Wasp. He may also use any version of the following figures with the Avengers keyword: Captain America, Falcon, Iron Man, Wonder Man, Hawkeye, Black Panther, Quasar, Beast, Black Knight, Hercules, Swordsman and Ant Man/Giant Man (choose one ID or the other for Hank Pym for this scenario). LEs of any of these characters may be used if they have the proper TA. He may also include any number of SWAT cops (who have also responded to the scene).


The bad guy uses Morgan le Fey. He also uses Ulik and any number of Rock Trolls, Fire Demons and Mindless Ones, all of whom Morgan has vamped into helping her.


SET-UP: If available, use the Museum map that came with the old DC Premiere set. Otherwise, players can agree on a reasonable substitute. Roll dice to choose 1st player, then set up and begin normally.


SPECIAL RULE #1: The mystical energy that permeates the museum during the battle does strange things. At the end of each player’s turn, that player rolls one die:


1-2: Nothing happens.
3: An enemy figure of your choice heals one click
4: A friendly figure of your choice heals on click.
5: An enemy figure of your choice takes one click of damage.
6: A friendly figure of your choice takes one click of damage.


SPECIAL RULE #2: Ben’s so aggravated by Jan’s dumb luck at poker that he’s off his game slightly in the initial part of the fight. Ben subtracts 1 from his attack during the first 4 rounds.


The battle lasts 12 rounds. Normal victory conditions apply.


SCENARIO #3: SHE-HULK’S RAMPAGE


BACKGROUND: She-Hulk joins in the game tonight, but the group barely gets started when the Mansion is attacked by Kang, who has recruited both former Masters of Evil and Serpent Society members to aid him. Kang is up to his time traveling tricks again as well, bringing in an evil version of one of the Avengers from a parallel dimension.


TEAMS: Each player builds a 600 point team. The Poker Buddies must use any version of Thing, She-Hulk and Nick Fury.  He must use the Jarvis pog. He may use any version of the following figures that have the Avengers keyword: Captain America, Falcon, Wonder Man, Iron Man, Hawkeye, Beast, Black Panther, Quasar, Black Knight, Hercules, Swordsman and Ant Man/Giant Man (choose one ID or the other for Hank Pym for this scenario). He may also Sharon Carter, Dum Dum Dugan, Clay Quartermain and/or Gabe Jones.


The bad guy uses any version of Kang. He may use any figure with the Avengers keyword, including a duplicate of someone on the Poker Buddies team. He may use any number of Manhunter figures from the DC universe (here representing robot soldiers from the future.) He may use any figure with the Masters of Evil TA (except for Ultron) and any figure with the Serpent Society TA.


SET-UP: Use a map representing Avengers mansion--either the old-school one from the old Marvel adventure set or the new one from the Avengers Fast Forces set.. Set up all but one of the Poker Buddies and Jarvis in the conference room near the center of the map. The bad guy is automatically first player in this scenario.


SPECIAL RULE: If the evil Avenger is a duplicate of a figure on the Poker Buddy team (meaning if they have the same name--even if they aren't the same version), then either of these figures scores double points for KOing the other.

The fight goes on for 12 rounds and normal victory conditions apply


SCENARIO #4: THE LONG DAY OF FRANKLIN RICHARDS


BACKGROUND: “The mansion ain’t available—some sorta government inspection tonight--so we end up moving the game to the Baxter Building. On the way over we run across Spider Man while he’s nabbing a couple of muggers and stop to help him out—that took about three seconds. Shoulda seen the expressions on those two guys faces when we all charged in towards them—it was sweet! We invite the Webslinger to sit in on the game. Reed and the matchstick were out somewhere—but Sue brought little Franklin in to watch us play. I figured the little guy would enjoy seein’ his Uncle Ben clean everyone else out. But, as usual, the game didn’t last long. Turns out one of our old buddies from the Negative Zone had managed to bust in on us through the portal. Not only that, but he’d cut a deal with the Super Skrull and a Brood Queen to help out with his latest “Let’s conquer the world” scheme."Gee whiz, just ONCE I’d like to have a quiet night of poker!”


TEAMS: Both players form 600 point teams.The Poker Buddies must use any version of Thing, any version of the Invisible Girl/Woman, and Nick Fury. He must use the Franklin Richards pog if available, but does not count him towards his point total. He may use any version of Spider Man. He may use any version of the following figures with the Avengers TA: Captain America, Falcon, Iron Man, Wonder Man, Hawkeye, Beast, Black Panther, Quasar, Black Knight, Hercules, Swordsman and Ant Man/Giant Man (choose one ID or the other for Hank Pym for this scenario). He may also Sharon Carter, Dum Dum Dugan, Clay Quartermain and/or Gabe Jones.


The bad guys use Annihilus and Blastaar. He may use Super Skrull. He may use any number of Skrull generic figures. To represent Negative zone minions, he may use any number of Saurian Troopers and Parademon generics. He may also use any one Brood Queen and any number of Brood Warriors.


SET-UP: Use the Baxter Building map that came with the FF starter set.


SPECIAL RULE: This rule is in effect if the players have the Franklin Richards pog available. The Invisible Woman MUST keep Franklin Richards next to her at all times. Franklin does not move on his own. Sue may carry him and may not carry any one else unless he’s been KO’d. The Poker Buddies may not use Energy Explosion or Pulse Wave as long as there’s a chance Franklin could be hurt.The battle lasts 12 rounds. When all four scenarios have been played out, then add all point totals together. High score wins.

Monday, August 6, 2012

Lex Luthor Joins the Avengers

I've slightly updated this campaign.

In a complex scheme that takes him across three universes, Lex Luthor races to gain a source of power that will let him gain control over the entire multi-verse.


BACKGROUND: Lex has learned of an alternate Earth where the entire human race was disintegrated when a scientific experiment involving something called “Element X” went wrong. Lex realizes if he gains possession of a sample of “Element X,” he would have the power to gain control over all the multiple realities. But the JLA is hot on his heels, determined to stop him.


One player will use any one version of Lex Luthor (he must stick to the same version throughout the campaign) whatever heroes he has conned into helping him during each scenario. This player will be referred to as the Villain. The other player will be referred to as the Hero.


SETTING: This campaign consists of three scenarios. The first scenario takes place on Marvel Earth, to which Lex travels to gain allies against the Justice League. The other two scenarios are set on Dead Earth, an Earth upon which the human race has been destroyed.


ALTERNATE VILLAIN: If the players prefer, an alternate Superman villain such as Braniac or General Zod can replace Lex Luthor. Using the Braniac/Lex double clix is also a possibility.



OTHER FIGURES: No duplicate figures allowed. (Only one Superman, for instance). Also, the same version of a character should be used in each scenario in which that character is used. (So if you use a Captain America clix in the first scenario, then that’s the version of him you must use in each successive scenario in which you use him.) Players may vary the Feat Cards they assign to characters each scenario, though.

BATTLEFIELD CONDITIONS: Some scenarios have Battlefield Conditions listed. Players can mutually decide not to use these if they don't wish to do so.

VICTORY: Keep a running total of victory points throughout the campaign to determine the winner.


SCENARIO #1:


Pursued by the JLA, Lex jumps out of the DC Universe before he can recruit allies. He arrives at Marvel Earth, where the Avengers Mansion is being attacked by a combined force of Masters of Evil/Sinister Syndicate villains. Claiming to be a hero from another dimension, Lex joins the Avengers to help them fight off the villains and thus gain their trust.


TEAM SIZE: 1000 points.


MAP: First player can pick a map. If the players have an Avengers Mansion map available, one of these can be used (either the one that came with the Avengers Fast Forces set OR the old-school Avengers Mansion maps from the Indoor Adventures and Outdoor Adventures map.



TEAMS: Ironically, in this scenario, the Villain uses mostly heroes and the Hero uses all villains.


The Villain gets Lex plus any figures with the Avengers keyword. He may include the Jarvis pog on his team if it is available.


The Hero gets any figures with the Masters of Evil keyword or the Sinister Syndicate keyword. Remember only one version of a character can be used—if you use the MOE Constrictor, for instance, you can’t use the SS Constrictor.


BATTLEFIELD CONDITION: The Debris Battlefield Condition card is in effect.


SET-UP: The Hero is first player. Otherwise, choose sides and set up normally.


SCENARIO LENGTH: The scenario lasts 12 rounds.


SCENARIO #2:



Lex convinces the Avengers he is on a quest to get “Element X” and save his dimension from the evil Justice League. He and all available Avengers dimension-hop to Dead Earth, where they are encounter a faction from the Justice League.


TEAM SIZE: 1000 points.


MAP: The first player chooses any map. If the map represents a specific Marvel or DC location, then this simply means that this Dead Earth had a location parallel to that before all life was wiped out.


TEAMS: The Hero gets any figures with Justice League of America keyword. The Villain gets Lex and any figures with the Avengers keyword.



BATTLEFIELD CONDITIONS: The Debris Battlefield Condition card AND the Wasteland BFC card are both in effect.


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


SCENARIO LENGTH: The scenario lasts 12 rounds.


SCENARIO #3:


Some of the Avengers realize Lex is really a bad guy and switch sides. But some of the JLA members are convinced that the Lex they are fighting is not from their universe, but an alternate reality Lex who really is a good guy. So they switch sides. The final fight for possession of Element X begins.


FORMING YOUR POOLS: The players line up all their available Avengers and JLA figures on the table. They need include only one version of each figure. Roll dice to resolve any disputes over who to use.


Then, roll dice to see who picks first. The first player picks one Avenger. Then the other player picks one JLA. The first player then picks one JLA, then the second player picks one Avenger. Repeat this sequence until all the figures are picked.


TEAM SIZE: 1000 points.


MAP: Player 1 chooses any map.


TEAMS: The Villain uses Lex plus any figures from his pool. The Hero uses any figures in his pool.


BATTLEFIELD CONDITION: The Debris Battlefield Condition card AND the Wasteland BFC card are in effect. In addition, each player MUST play one BFC card of his choice.


SET-UP: Roll for First Player (This is separate from the roll to determine who picked first to form their pool.) Then set up normally.


SCENARIO LENGTH: The scenario lasts 12 rounds. If you have the time and both players agree, this scenario may be played to the death.


VICTORY: If the Villain is ahead on points at the end of the campaign, Lex manages to get hold of “Element X” and make his getaway. He is soon ruling over the multi-verse.


If the Hero wins, Lex’s plans are foiled and he is packed off back to prison on DC Earth.

Wednesday, August 24, 2011

Jonah and Lashina--such a cute couple

An episode of Batman: The Brave and the Bold featured Jonah Hex brought into the present and forced to work for Mongul, collecting targets who could fight in the tournaments on War World. In this continuity, Lashina  and other Apokolips characters work for Mongul instead.

The episode ended with Mongul defeated and Jonah deciding to stick around our time. He and Lashina have established an attraction with each other, so they opt to travel together.


This campaign assumes that Jonah and Lashina travel through time and across dimensions together, taking bounty hunting jobs to pay their way.  Each scenario here features the two lovebird teaming up with another hero to take down their latest target.

The player using Jonah and company will be referred to as the Hero. The player using the various villains will be referred to as the Villain.

Each scenario is 200 points. The Hero will use the Jonah Hex from the Jonah Hex action pack and Lashina from the Arkham Asylum set. This comes to 137 points. Each scenario will give them a 50 to 60 point ally. Feat cards can be used if needed to reach 200 points.

The Villain will make a 200 point team using the characters allowed for each scenario.

If a designated Map isn't available, the players should be able to agree on an alternate. Roll dice to resolve any disputes.

Keep a running total of victory points throughout the campaign. If the Hero is ahead at the end, Jonah and Lashina live happily ever after. If the Villain is ahead, the strain of making ends meet without enough bounty money coming in strains their relationship to the breaking point.

SCENARIO LENGTHS: All scenarios last ten rounds.


SCENARIO #1: Helping out a friend

Jonah and Lashina visit DC Earth and help out an old friend when bad guys show up at a Wayne Foundation construction site.

TEAMS: The Hero gets Bruce Wayne (from the Brave and the Bold set) as an ally. He change Bruce into the appropriate Batman if the opportunity arises.

The Villain uses any combination of Batman Enemies and mooks (Muggers, Henchmen, Thugs, Lackeys and Criminals) that equals 200 points.

MAP: Use the construction site map that came with the old Outdoor Adventure set.


SCENARIO #2: Domination!!

Jonah and Lashina travel to the future to bring in a Ruling Class Dominator wanted for genocide.

TEAMS: The Hero uses any 50 to 60 point member of the Legion of Super Heroes for his ally.

The Villain uses one Ruling Class Dominator and enough regular Dominators and Feat Cards to reach 200 points.

MAP: Use the Crashed Spaceship map.

SCENARIO #3:  Thugs Among the Stars

Zipping over to the Marvel Universe, Jonah and Lashina take a job bringing in an alien mop enforcer.

TEAMS: The Hero gets any 50 to 60 point member of the Avengers as an ally.

The Villain uses either Miek or Korg as the wanted thug, then uses Kree, Skrull, and/or Saurian Troopers as the thugs squad of enforcers.

MAPS: Use the Space Map.

SCENARIO #4:  Bank Job

On Marvel Earth, Jonah and Lashina notice that there's currently a hefty reward out for Doctor Octopus. They track the villain down just as he's pulling off a bank job. Jonah gets a chance to team up with another displaced Old West hero.

TEAMS: The Hero gets Two-Gun Kid as an ally.

The Villain uses Doctor Octopus, plus enough mooks (Muggers, Henchmen, Thugs, Lackeys and Criminals) and Feat Cards to reach 200 points. 

MAP: Use the Bank map.


That's it. Remember to add up all victory points to see whether Jonah and Lashina last as a couple.

Saturday, April 2, 2011

YAKUZA

YAKUZA

The following campaign can be used for either the Marvel Universe or the DC Universe.


The Japanese Mafia—known as the Yakuza—has set up a smuggling ring. To fool the authorities, they have based the operation outside of Japan, using the City of Hong Kong as a major hub. The other end of the smuggling route is in New York City (Marvel)/Gotham City (DC).


An American criminal runs the American end of the operation in a partnership with the Yakuza. Of course, this criminal plans to double-cross his partners and take over the whole operation eventually, but a band of superheroes interfere before this can happen.

One player will operate the various bad guys, while the other will run the good guys. They will be respectively referred to as the Villain and the Hero.


The Hero gets the following characters for each scenario:

MARVEL: Spider Man, Wolverine, Punisher, Daredevil, Eleckra, Luke Cage, Iron Fist, Hawkeye, Shang Chi. (Plus various generic pieces as detailed in the scenario descriptions.) These heroes will be referred to as his “core characters” in the scenario descriptions.

DC: Any Bat family character, Ragman, Question, Green Arrow, Black Canary, Huntress, any member of the Outsiders. (Plus various generic pieces as detailed in the scenario descriptions.) These heroes will be referred to as his “core characters” in the scenario descriptions.

Yakuza are represented by Hand Ninja (both old and new versions) and various martial arts oriented Indy figures such as Bron and Death Dealer. Indy characters such as Danger Girl can also be used, representing assassins in the Yakuza’s employ. MARVEL ONLY: The Villain may include Silver Samurai as a Yakuza. These villains will be referred to as “Yakuza” in the scenario descriptions. The Villain’s other available characters are listed in the scenario descriptions.

IMPORTANT: Except as described in the description for the final scenario, no player gets Theme Team bonuses in this campaign.

VICTORY: Keep a running total of victory points throughout the first three scenarios. Whomever is in the lead will get an advantage in the final scenario.

SCENARIO #1: RAID.

This scenario takes place in either New York (Marvel) or Gotham City (DC). The American end of the smuggling ring is raided by superheroes and/or police.


MAP: Use the Starro Docks map.

TEAMS: 500 points. The Hero gets his core characters. The Villain gets his Yakuza characters.

If this is MARVEL: The Hero may use any number of SWAT cops and Gotham City cops (Here representing the NYPD).
The Villain MUST use Kingpin. He may use any number of thugs muggers, lackeys, criminals and henchmen. He may use any member of the Sinister Syndicate EXCEPT Bullseye.

If this is DC: The Hero may use any number of SWAT cops and Gotham City cops.
The Villain MUST use either Penguin or Bane (but not both). He may use any number of thugs muggers, lackeys, criminals and henchmen. He may use any other Batman Enemy EXCEPT Deadpool.

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

LENGTH: The scenario lasts 12 rounds. Calculate Victory Points normally.



SCENARIO #2: AIRPORT

An American law enforcement agent delivers evidence about the smuggling ring to the Hong Kong police. But he/she is intercepted at the airport by Yakuza assasssins. Fortunately, an American superhero had secretly tagged along to help.


MAP: Use the airport map.

TEAMS: 300 points. The Hero may pick just ONE of his core characters.

If this is MARVEL: The Hero MUST use Sharon Carter (she ran across some evidence while on a SHIELD op). He may use any number of SWAT cops or HDC Troopers to represent cops and airport security.
The Villain MUST use Bullseye OR Deadpool Or Sabertooth as a top hitman brought in for the job. He may use any number of Yakuza.

If this is DC: The Hero MUST use Commissioner Gordon. He may use any number of SWAT cops or HDC Troopers to represent cops and airport security.
The Villain MUST use Deadshot OR Captain Boomarang OR Captain Cold as a top hitman brought in for the job. He may use any number of Yakuza.


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

LENGTH: The scenario lasts 10 rounds. If Sharon Carter/Commissioner Gordon is KOd, the Villain gets an extra 100 Victory Points. Otherwise, calculate victory points normally.


SCENARIO #3: FISHING EXPEDITION.

The Heroes raid a Yakuza operation at the Hong Kong docks to get evidence.

MAP: Use the Docks map that came with the GSX set.

TEAMS: 500 points. The Hero may use his Core Characters, plus any number of SWAT cops. The Villain may use Yakuza, plus whatever hitman he used in the Airport scenario. (If that figure was KOd, he managed to escape from the paddy wagon on the way to jail.)

If this is MARVEL: The smuggled shipment includes some Dreadnoughts. The Villain may use up to three of these.

If this is DC: Ra’s Al Ghul is negotiating with the Yakuza, planning on using them as a tool in his own evil plans, so he has some representatives present. The Villain may use Talia plus any number of League of Assassin generics.

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

LENGTH: The scenario lasts 12 rounds. Calculate Victory Points normally.


SCENARIO #4:

With enough evidence, the Heroes raid the main headquarters of the Yakuza.

SPECIAL: Whichever player is ahead on victory points gets the regular Theme Team bonues, regardless of the composition of his team.

MAP: First player chooses either the Mansion map (from the old Indoor Adventure set) or the Warehouse map (from whatever the heck set that was from.)

TEAMS: 500 points. The Hero gets his Core Characters, plus any number of SWAT cops. The Villain gets Yakuza, up to three League of Assassin generics, the hitman from the Airport scenario (the guy just keeps escaping) and any other two members of the Sinister Syndicate (Marvel)/Batman Enemies (DC). (He may reuse figures from the first scenario. These are the representatives from the American criminal, come to try to re-establish the smuggling operation.)

LENGTH: 12 rounds.

VICTORY: Calculate victory points for this scenario alone normally. This determines the winner. Either the heroes have broken the smuggling ring forever, or the villains have avoided capture and will soon be raking in their ill-gotten gains once more.

Tuesday, March 29, 2011

SCURVY DOGS: A DC Universe Space Pirate Campaign

FOLLOW ME, YOU SCURVY DOGS! WE’LL BE UP TO THE SCUPPERS IN EITHER BLOOD OR LOOT BY TOMORROW!!!”


What follows is the outline for a Heroclix campaign set in the DC universe.


One player takes operates a team of Space Pirates that have recently arrived in our Solar System and are bent on causing mischief. His opponent will operate a variety of heroes determined to put a stop to the evil pirates. The two players will heretofore be referred to as the Pirate and the Hero.


WARNING: This campaign requires owning or borrowing a lot of generics. Also, it presumes you own or have access to the DC Map set.


BACKGROUND: The pirates manning the space craft Centauri’s Revenge are clever. Knowing that Earth seemed to be a nexus for super-powerful beings, they came up with a plan for drawing some of the most powerful away from Earth while they make a series of lightning strikes to steal valuable commodities and technology.The pirates fake a distress call from the planet Rigel 4. The Justice League responds to the call. The pirates’ clever plan has worked! For the duration of their campaign of evil in our Solar System, Earth’s most powerful heroes will be absent.


FORMING THE PIRATE CREW:The Pirate now forms a pool to represent his crew. For each scenario, he will make his team up this pool. His crew is made up of several named figures and a lot of generics. It’s based on the logic of mixing-and-matching universes. Figures will be taken from the Marvel and Indy universes and used as alien creatures and races in the DC campaign. The Pirate uses any of the following pieces to form his crew:

Any ONE version of Corsair. He’ll be your captain. Give him a really cool pirate name of your own choice. If you don’t have Corsair, then choose Hepzibah, Nebula, Raza or Nightcrawler as your captain. You MUST use at least one of these four characters.


Any ONE version of Hepzibah and any ONE version of Nebula. (Space pirate babes. No crew should be without a few.)


Any ONE version of Abomination or Ultimates Abomination. In this campaign, he represents a semi-intelligent alien creature that has been tamed by either Hepzibah or Nebula. Pick one of these two girls to be the lady to which Abomination is fanatically loyal. Abomination may only appear in a scenario if his lady does as well. If his lady is ever captured, Abomination may then appear without her, but must always start with one click of damage. If the lady is KO’d while Abomination is on the board, he immediately heals to full strength. (It doesn’t pay to tick him off.) Obviously, if you don’t use either Hepzibah or Nebula, you can’t use Abomination.


Any ONE version of Nightcrawler. (Here he’s not an Earth-born mutant, but a space-born pirate. I think he’s probably much happier.)

Any ONE version of Raza.

Any ONE version of Brood Queen. (Yet another alien, um, babe.)

Any ONE Skrull General

Any ONE Ruling Caste Dominator (Serving with the pirate crew in hopes of one day manipulatively using them to carry out his own nefarious schemes)

Korg

Miek

Cho'd

ONE Parademoon Drill Sargent (The leader of the abandoned Parademon squad described below.)

Any one Science Police. This is an intergalactic cop who was on the take and ran off with the pirates after Internal Affairs got wind of her illicit activities.


A couple of Dreadnaughts of any level. Every space pirate crew needs to keep a battle robot or two handy.


The following three characters represent a pirate wearing high-tech battle armor. You may pick ONE OF EACH of any level:


Intergang Agent—(During an attempt to use a matter transmitter to rob Fort Knox, this agent was inadvertently transported to another planet. He subsequently joined the pirate crew.)


Mandroid


Doombot. . Optionally, the Pirate may play a Doombot (If he chooses the old-school version) atop a Lexcorp battlesuit base.



The next set of characters are the various aliens that make up the bulk of the crew. Use as many as you like of all available levels. With these guys, it doesn’t matter if they get captured. There’s always more lurking about the lower decks to take their place:

Rock Trolls (Here they are aliens from a primitive planet rather than Asgardian creatures. They were recruited for the crew when the captain convinced their tribe that he was a god decended from the heavens. Thus, their Special Power applies to the captain rather than Ulik.)

Saurian Troopers


Skrull Warriors, Agents, and Commandos


Kree


Brood Warriors


Moloids


Morlocks

Shi’ar

Badoons

Dominators

Vampire Lackeys. (Space is full of races of female vampires. It’s a well-known fact.)


Parademon Grunts, Scouts and Warriors. (Representing a contingent that was left behind on an alien world by Darkseid after an unsuccessful invasion attempt. Abandoned by their lord and master, they joined the pirate crew.)


“THERE BE ONLY ONE CAPTAIN ON THIS SHIP": The Pirate’s designated Captain has permanent leadership, which can not be countered or outwitted. The Captain is worth double points if KO’d.


THE HERO: The Hero may only use DC universe heroes of 100 points or less. Superman, Wonder Woman and the other powerhouses have flown off to Rigel 4 in answer to the fake distress signal. The Hero should use heroic characters, but if both players mutually agree that a particular villain might be helping against the pirates, such characters can be included. (Catwoman, for instance, is a reasonable choice.)


Within these restrictions, the Hero has several options. He may form one team to chase the pirates about from scenario to scenario. OR he may form a different team for each scenario (with the option of reusing some heroes in different scenarios still available.) He may only use ONE version of any named figure and must use the same version throughout the campaign. When he’s allowed to use generics, the Hero may use as many as he likes.


“ARRR! NO CHAINS WILL EVER HOLD ME!”: Some members of the pirate crew are unique. If they are KO’d during the course of a Scenario, roll one die. On a six, they are captured. A rescue attempt may be made late in the campaign, but until then the captured figure is not available to use.The following figures may be captured: Corsair, Hepzibah, Nebula, Raza, Abomination, Nightcrawler, Brood Queen, Skrull General, Science Police, Korg, Miek, Parademon Drill Sgt,  Intergang Agent, Mandroid, and Doombot.


Whether or not a figure is captured, points for KO’d figures are awarded normally throughout the first four scenarios. The Hero will have a chance to earn extra points for captured characters in the last scenario by staving off a rescue attempt.


DESTROYED: The Dreadnaughts can usually be repaired after a battle, but if the damage is too severe, then they are removed from the campaign. Whenever a Dreadnaught is KO’d, roll one die. On a six, the Dreadnaught is either damaged beyond repair or its remains could not be recovered. In either case, it is removed permanently from the campaign.


The remaining members of the pirate crew are all instantly replaceable. Sort of like the guys on Star Trek who wore red shirts.


FEAT CARDS: Both players may use Feat cards as desired when building teams. For the Pirate, the “In Contact With Oracle” card represents a link to their ship’s tactical computer.


ON TO THE CAMPAIGN:


IMPORTANT NOTE: All characters who aren’t captured are fully healed between scenarios. The Centauri’s Revenge has a really good auto-doc on board.


VICTORY CONDITIONS: Keep a running total of points throughout the campaign. He with the most points wins! ARRRRRRR!


Scenario #1, or “Rob ‘em blind then steal their eyes.”: With its cloaking devise active, the Centauri’s Revenge approaches the moon. Captain ? uses the Revenge’s powerful computer to lock on to the Watchtower teleporter. He beams an attack force over, determined to loot the Watchtower of its valuables.


TEAMS: Each player forms a 400 point team. The Hero is not obligated to stick to Justice League characters, since it’s perfectly reasonable to assume that the JLA called up some reserves while their more powerful members are off-planet.


SET-UP: The Hero sets up first, placing his characters on or within two squares of the conference table.The Pirate sets up within three squares of the teleportation pad (but not actually on it.) If the size of his force requires it, he may set up four or five squares away.Objects are set up normally—any clear square outside the starting areas.The Pirate will move first.


GOALS: Points are awarded normally for KOs. Also, the pirates get extra points for stealing trophies and information. To steal something from the trophy room: A Pirate character must be on or adjacent to a trophy and perform a power action. This represents him placing a teleport device on the trophy, causing it to be beamed back to the ship. Place a Special marker on the trophy to represent that it is gone. Each stolen trophy is worth 20 points. [The trophies will bring a nice price at the tech black market on Altair 17. Many alien cultures are especially eager to get their hands on Earth-made large robot penguins.]


The Hero may destroy a trophy (using normal “destroying an object” rules) to keep it from falling into the wrong hands, but each destroyed object awards the Pirate 5 points. If all four trophies are destroyed by the Hero, the Pirate gets 100 points for forcing the JLA to embarrass itself.To steal information, the Pirate must have a figure in the Monitor Womb in the middle of the map, on or adjacent to the chair. The figure may perform a power action, which represents attaching a device to the Watchtower computer system that downloads valuable information to the Centauri’s Revenge computer banks. This can be done once and earns the Pirate 20 points.


“RUN AWAY, RUN AWAY”: Any of the Pirate’s figures that enter the teleportation pad, whether by movement, being carried, being TK’d, or knock back, is beamed back to the Revenge and thus escapes from the scenario. The Hero’s characters will not teleport, since the Revenge’s computer will not recognize them as crew.


The scenario ends when everyone on one side has been KO’d or has fled.


Scenario #2, or “Shiver me timbers, lads, we’ll show them brown-coats how a real man fights!” : Acting quickly—always conscious that Superman and the other powerhouses could return at any moment, the Captain takes the Revenge into orbit about Earth. Using his sensors and his contacts within various Earth governments, he launches a strike against a secret U.S. military base.


SET-UP: Use the Secret Headquarters map that came with the Indy starter set. If this map isn’t available, the players should be able to agree on a viable alternative among available maps. If another map is used, the players will also have to decide on a location for the secret weapon and locations from which the Pirates can steal information.


Both players field 400 point teams. For this scenario, the Hero must include at least 4 HDC troopers (he may use more if he desires) as well as whichever 100-point-or less DC heroes he chooses.


The Pirate sets up and moves first, using the end of the map with the goldfish ponds. The Hero sets up on the opposite side. Objects are placed normally.


The Pirate also places one Special Marker somewhere in his start area. This is his portable teleport pad, which works exactly the same way for escaping the scenario as the JLA teleport pad did in the previous scenario. The Marker must be placed in a clear, unoccupied square after the Pirate sets up his figures.


After all other set-up is complete, the Hero places a Special Marker on one of the wooden crates to the front/right of his start area. This is the secret weapon the pirates want to steal.The Pirate will move first.


OBJECTIVES: To steal more stuff. Their primary objective to steal the working model of a new Hyper-Warp engine recently developed by the military. This is the Special marker on the crate. (The device is actually inside the crate.) The Pirate can successfully steal it by attaching a transport device to it as described in the first scenario. (He doesn’t need to bust open the crate or anything. He just beams the engine, crate and all, up to the Revenge.) Stealing the engine scores the pirate 50 points. The Hero may NOT destroy the engine.


The Pirate may also steal information as described in scenario #1. Each line of computer consoles may yield one batch of information. Each line of computers, no matter how many squares long, can be raided for info only once. The information retrieval device may be attached to any portion of the computer.Each of batch is worth 10 points. Points for KO’d enemy figures are also counted up.


The battle continues until one side is KO’d or has fled.


Scenario #3, or “No stinkin’ aliens are movin’ in on MY territory!”: The pirate captain has learned that a crime lord in Gotham City has stolen a prototype cold fusion generator. Something else that would fetch a nice price at Altair 17’s black market. (And pay for a good time at the flesh pots of Altair 16. And Altair 15. And Altair 19.) The attempt to steal the stolen generator forces heroes, cops and villains into an uneasy alliance.


TEAMS: 400 point teams again. The Pirate, as usual, picks from his pool. The Hero must use one of the following characters for the crime lord: Two-Face, Penguin or Kingpin. (Kingpin, in the DC Universe, represents the sort of generic crime boss that’s always popping up in Gotham.) He must also use at least four crooks (criminals, henchmen, lackeys and thugs.) He may use more than four and may include ONE con artist. The Hero must use at least TWO Gotham police and/or Undercover Agents. He may use more and may use Commissioner Gordon if he wishes. The rest of his force are 100-point-or-less DC heroes.


SET-UP: Use the Warehouse map that came with the DC premiere set. If this map isn’t available, the players should be able to decide on a good alternative. (The Construction Site or Truck Stop both work well.) The Hero places a Special marker atop any of the crates inside the warehouse. This is the much-coveted generator. He sets up at least two of his crooks within two spaces of this crate. He sets up the crime lord and his remaining crooks in the “office” area at end of the warehouse, placing them inside the smaller rooms located there. He sets up his heroes and cops along one of the outside edges of the map as per regular set-up rules.


The Pirate uses the opposite outside edge as his starting area, setting up as per normal rules after the Hero finishes setting up. He also places his teleport pad in his starting area as described in Scenario #2.The pirate will move first.


GOALS: To steal the generator. This can be stolen exactly the same way as described in the previous scenarios. It’s worth 100 points to the Pirate.Naturally, points for KO’d figures are still awarded.


Scenario #4, or “Say your prayers, little man, before I sent you to Hades!”: Pirates are never adverse to killing politicians and don’t mind turning a profit on the deal as well. A particular Senator from Metropolis is pushing to open formal diplomatic relations with the planet Rann. Certain other alien governments would rather not see that happen. They’ve promised the crew of the Centauri’s Revenge a hefty bounty for seeing that the senator doesn’t survive until the next congressional session.


TEAMS: 400 point teams once again. The Hero must use at least two Metropolis SCU figures as well as the usual suspects of 100-points-or-less heroes.


SET-UP: Use the Metropolis street map. Set up normally, with the Hero choosing his start area and setting up first. The Hero places the politician pog next to one of his figures. This is the politician’s bodyguard.The Pirate sets up his teleport pad as per the previous scenarios.The Pirate will move first.


GOAL: To kill the politician. The politician does not move on his own and cannot be given actions. He moves along with his bodyguard, using the slowest movement rate of the two. He is immune to damage of all kind until his bodyguard is KO’d. Once his bodyguard is out, he can be damaged normally. If KO’d, he’d been killed and the Pirate gets 150 points.


If the bodyguard is KO’d, the politician can still be taken in tow by another of the Hero’s figures, but the immunity to damage is gone. Any figure carrying the politician can still attack and take other actions normally. Remember, though, that the politician still blocks LOF like any other figure.


Points for KO’d figures are still calculated normally.The battle continues until one side has fled or been KO’d.


IF NO PIRATES HAVE BEEN CAPTURED—the campaign ends here. Add up all points earned by both sides. High score wins.


BUT—if one or more pirates are captured, then go to Scenario #5.


Scenario #5, or “We can’t leave our shipmates behind, maties!”: The pirates make an attempt to rescue any captured crewmen before fleeing the Solar System with their loot.


TEAMS: 400 points. The Hero must use at least two Checkmate Agents and/or DEO agents on his team. The rest come from his usual 100-point-or-less DC hero collection.The Pirate does NOT count the cost of captured pirates when building his force.


SET-UP: Use the Star Labs map. The Hero sets up first. He places the captures pirates any of the three holding cells on the map. He may spread them out among the cells any way he wants, placing up to four to a cell if he wants/needs to. For this scenario, the prisoners shown on the map are considered not to be there. All cell interiors are clear terrain.The Hero’s start area is opposite the front entrance. Set up is normal, except he may also place one hero adjacent to each occupied cell. The Pirate sets up on the side of the map that includes the front entrance. He places a Special marker for his teleport pad in his start area as per the previous scenarios.


GOALS: To rescue friends. Any pirate figures adjacent to the entrance to a cell may perform a power action and thus deactivate the force field blocking the entrance. (No one can enter or exit a cell until this happens.) When the cell is opened, the pirate figure inside has been freed and immediately become a part of the Pirate’s force. Corsair, Hepzibah, Nebula, Brood Queen, Abomination, Raza, Science Police and Nightcrawler are tossed their weapons and enter the fray with full dials. Intergang Agent, Mandroid and Doombot are without their armor and start on their last click. The Doombot is grounded. None of these three can be healed.


Any prisoner who is not freed by the end of the Scenario—or who is freed but is KO’d before reaching the teleport pad and escaping—earns double their point value for the Hero. A separate die roll to see if they are captured is not necessary in this case—a KO means the escaping figure is automatically recaptured. (These points are in addition to the points earned when the figures were KO’d in a previous scenario.) Any other pirate figure KO’d earn normal points for the Hero. If a member of the rescue force that’s eligible for capture is KO’d and a 6 is rolled on one die, then that character is indeed captured for double points. The pirate gets normal points for KOing the Hero’s figures. The Captain is worth quadruple points if he’s a prisoner at the end of the campaign.The battle continues until all figures on one team are KO’d or have fled.


The Pirate may not voluntarily flee the battle with any of his figures until he has freed at least one prisoner or had at least one of his figures KO’d.


Once the rescue attempt ends, add up all victory points earned during the campaign. High score wins.

Thursday, March 24, 2011

TSA pat-down goes awry

The TSA pat-down procedures at a busy airport cause trouble when several female superheroes & villains object to it.

MAP: Use the airport map.

Teams: Use 400 point teams. Player #1 uses various generics to represent TSA personal and Homeland security: SWAT cops, Gotham City Cops, DEO agents, HDC troopers, various SHIELD agents.. They are lead by Captain America.

Player #2 can be any combination of named female characters--especially the really hot ones.

LENGTH: The Scenario lasts ten rounds.

SPECIAL: The fighting damages the airport's power supply. After Turn 5 ends, the Deep Shadows BFC goes into effect.

Monday, November 29, 2010

A Week in the LIfe of Peter Parker

This campaign is set back when Peter was still in college, before he married MJ. Some of the specific scenarios are very loosely based on actual comic book plots.


BACKGROUND: Peter’s life as student, photographer and superhero tend to make things just a little bit hectic for him. This campaign follows Pete through a typically busy week.One player will use Spider Man and a variety of heroic guest stars and generics. The other player will use a variety of bad guys. The players will hereafter be referred to as the Hero and the Villain respectively.


WARNING: This campaign requires owning or borrowing a lot of generics, including some borrowed other universes.


FEAT CARDS: Players may use Feat cards freely when building teams for each scenario, with the following exception: Neither player may use ICWO or Lazarus Pit.


BATTLEFIELD CONDITIONS: Each scenario will specify whether or not a BFC card is used. Otherwise, don’t use ‘em.MAPS: Each scenarios requires a specific map. If the designated map isn’t available, then the players should be able to agree on a reasonable substitute. Roll dice to resolve any disputes.


THE GUEST STARS: The Hero must choose one version of Spider Man to use in each campaign. He must use the same version in each scenario. Various friends and allies will around to help—either because they were asked or because they just happen to be nearby when the fighting starts. At the beginning of each scenario, he rolls on the following charts to see which other character or characters are available to him for that scenario only. He then repeats the process to select a second guest star. The Hero may use either of these guest stars or both—but he MUST use at least one of them. Specific guest stars or generics may be designated in some scenarios.

Roll one die:

1-2: Roll again on Chart A (using 12-sided die)

3-4: Roll again on Chart B (using 12-sided die)


CHART A


1: Power Man and/or Iron Fist


2: Daredevil and/or Black Widow


3: Human Torch


4: Thing


5. Captain America and/or Falcon


6: Moon Knight


7: Swordsman and/or Mantis


8: Punisher


9: Hawkeye and/or Mockingbird


10: Black Panther


11: Wolverine OR Beast


12: Iceman OR Angel


CHART B


1: Cloak & Dagger (must use both)


2: Scarlet Witch (may not use Ultimates or Brotherhood version)


3. Quicksilver


4. Paladin


5. Nighthawk (May not use Sinister Syndicate version)


6. Valkerie



7. Black Cat


8. Tigra OR Hellcat


9. Shang Chi


10. Silver Sable


11. Wasp and/or Ant Man/Giant Man


12. Firestar and/or Marvel Boy/Justice



PARTNERS IN CRIME: At the beginning of each scenario, the Villain MAY pick one or two of the following characters to use on his team. Each of these “Partners in Crime” may only be used once during the campaign. (So if you, for instance, use Shocker and Whirlwind in the first scenario, you may not use them again for the rest of the campaign.)Shocker, Boomerang, Rhino, Whirlwind, Hobgoblin, Sandman, Ghost, Firebrand, Beetle, Moonstone, Mysterio, Hydroman, Electro, Bullseye, Chameleon, Rocket Racer.



MERCENARIES R US: A new gang in town specializes in sub-contracting out mercenaries to supervillains to use as henchmen. These are represented in this campaign by Checkmate agents. Whenever a scenario states that the Villain may use mercenaries, he may include as many Checkmate agents on his team as he desires.


COMMON RIFF-RAFF: Whenever the Villain is allowed to use “Crooks,” he may include as many Henchmen, Thugs, Criminals, Muggers and Lackeys on his team as he likes.


VICTORY: Keep a running total of victory points throughout the campaign. The player with the most points wins.


THE WEEK BEGINS:


MONDAY: “He’s taken MJ!”


Background: Doc Connors has gone missing and Peter is afraid that means the Lizard will soon be making an appearance. But before he can begin his self-appointed task of tracking down Connors, the campus is disrupted by an attack by the Vulture. It seems that Mary Jane Watson witnessed a crime by the Vulture the night before and now the winged villain and his accomplices are trying to do away with her before she can testify.


TEAMS: 300 point teams.The Villain uses Vulture, mercenaries, crooks and his chosen “Partners in Crime.”The Hero uses Spiderman, Guest Stars, and at least 2 Gotham Police (here representing New York’s Finest, responding to the crime in progress). He may use more than 2 cops if he wants.


MAP: Use the Convention Center Map that came with the Outdoor Adventure kit. This represents the Empire State University campus.


INNOCENT BYSTANDERS: Before placing objects, each player places 3 pogs on any clear, non-elevated terrain outside the starting areas. Use any Spidey related pogs that make sense (such as Flash Thompson) and/or any “nameless” pogs (Professor, Deli Worker). The pogs are not part of anyone’s team and do not take actions during the scenario. BUT—the Hero may not make any attack that might result in damaging a pog. (The good guys have to protect the innocent.) This may limit his ability to use Pulse Wave or Energy Explosion.The Hero then places the Mary Jane pog in one of the four middle squares of the map. She also is not actually a part of a team, but is there to get captured/rescued.


“EEEK! SOMEONE HELP ME!”: Mary Jane may be captured/rescued according to the rules that came with the DC/Marvel map sets. If a player has control of her at the end of the game, he gets 50 bonus points.


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


VICTORY: The scenario lasts 10 rounds. Calculate victory points normally. If the Vulture ends up capturing Mary Jane, she manages to escape on her own later that night by whacking Vulture with her high heels and is really, really annoyed with Spidey for dropping the ball


TUESDAY: “You accursed arachnid! Must you always plague me!”


Background: In hopes of getting a line on Doc Connors, Spidey investigates recent thefts of high-tech equipment. But that trail leads him not to the Lizard, but to Doctor Octopus. Spider Man and his allies encounter Ock while the tentacled villain is in the midst of a bank robbery.


TEAMSs: 300 point teams.The Villain gets Ock, mercenaries, crooks and “Partners in Crime.”The Hero gets Spidey, guest stars and at least 2 SWAT cops. He may use more SWAT cops if he desires.


MAP: Use the bank map that came with the Justice League expansion.


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


VICTORY: The scenario lasts 10 rounds. Calculate victory points normally


WEDNESDAY: “I need your help, Webslinger.”



Background: Spidey’s hunt for Connors is put on hold for a day when he runs across a SHIELD operation to take out a Hydra cell operating out of New York City.


TEAMS: 400 point teams.The Villain gets Viper, Silver Samurai, any number of Hydra agents/footsoldiers/technicians/officers and/or Dreadnaughts, 1 Hydra medic (optional) and “Partners in Crime.”The Hero gets Spider Man, guest stars, Nick Fury (optional), any number of SHIELD agents/troopers/snipers, and 1 SHIELD medic (optional). Instead of Nick, he may use Dum Dum Dugan, Sharon Carter, Clay Quartermain or Gabe Jones


MAP: Use the Underground Base map that came with the Indy Starter set.BFC: The War Zone battlefield condition card is in effect.


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


VICTORY: The scenario lasts 10 rounds. Calculate victory points normally.


THURSDAY: “HULK SMASH!”


Background: Spidey’s gotta stop the Hulk from trashing a local mall. Some soldiers from the Hulkbuster unit show up as well—but then everyone ends up teaming up against Kraven the Hunter. Kraven has put together a “safari” to hunt the Hulk as prey.


TEAMS: 400 point teams.The Villain gets Kraven, Calypso (optional), mercenaries and “Partners in Crime.” The Hero gets Spidey, Hulk, guest stars and at least 2 Hulkbuster troopers (more if he desires.)


MAP: Use the Shopping Mall map.


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


SPECIAL RULE: Hulk and Kraven are archenemies for this scenario.


VICTORY: The scenario lasts 10 rounds. Calculate victory points normally


FRIDAY: “You guys fashion-disabled or what? White and green don’t go together!”


Background: Kingpin and Green Goblin have teamed up to finally get rid of their common foe—Spider Man.


TEAMS: 300 point teams. The Villain gets Kingpin, Green Goblin, mercenaries, crooks and “Partners in Crime.” The Hero gets Spidey and his guest stars. If these characters come to less than 200 points without feat cards, he may roll for another guest star.


MAP: Use the Truck Stop map or the Starro harbor map. First player gets to pick.


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


VICTORY: The scenario lasts 10 rounds. Calculate victory points normally


SATURDAY: “The age of mammals is over! The new age of Reptiles is upon us!”


Background: Spidey finally gets a line on the Lizard, only to learn that the transformed Doc Connors has teamed up with a Reptilian alien race to annihilate mankind. This race has also made an alliance with the Skrulls, who also wouldn’t mind seeing mankind disappear from the universe. Fortunately for Spidey, a threatened alien invasion draws the attention of both the Army and SHIELD.


TEAMS: 400 point teams.The Villain uses Lizard and any number of Saurian Troopers and Skrull agents/warriors/commandos. He may also use his two “Partners in Crime,” who don’t know that they’ve been hired to help wipe out the human race. The Hero uses Spidey, guest stars and any number of HDC troopers and SHIELD agents/troopers/snipers. He may also use Nick Fury.


MAP: Use the Japanese Garden map from the Indy starter set.


BATTLEFIED CONDITION: The “hyperspatial backwash” from the alien teleporters that brought the invaders to Earth cause strange effects. The Low Gravity BFC card is in effect.


SET-UP: Roll for first player and set up normally.VICTORY: The scenario lasts 10 rounds. Calculate victory points normally.


SUNDAY: Peter sleeps in. He needs the rest. Aunt May brings him some chicken soup.


FINAL VICTORY: The winner is determined by the most victory points after all six scenarios are played. If the Hero wins, Peter has a good week over all and manages to be on time for his late Saturday night date with MJ. If the Villain wins, Pete’s in the dog house with MJ, New York’s crime rate is through the roof, Jameson does another front page anti-Spidey editorial, and (oh, yes) the human race is annihilated.

Sunday, August 15, 2010

The League of Assassins

Ra's al Ghul newest scheme for world domination involves time travel. The villain has learned that if he goes back into the past and assassinates Winston Churchill at just the right moment, then he will alter history in such a way that allows him to assume global power by the 21st Century.

But that cursed detective--the Batman--is on to him! Ra's has acquired a mystic stone that allows him to send three groups of time travelers into the past before it runs out of magical energy.

He sends two groups of super villains randomly into the past to force Batman to divide his forces. Then Ra's personally takes a team of assassins back to 1942 to attack Churchill.

Batman, in the meantime, quickly gathers up some allies and recruits Rip Hunter to assist with the time traveling.

This campaign consists of three scenarios. One player will control the various villains. Another will control Batman and his allies. The players will be referred to as the Villain and the Hero.


AVAILABLE CHARACTERS: The Villain makes two 400 point teams using any bad guys with the Batman Enemies Team Ability or the Gotham City keyword. (Ra's al Ghul or Talia may not be included on these teams.)  He then makes another 400 point team using Ra's al Ghul, Talia, any number of League of Assassin generics, any non-generic characters with the League of Assassins keyword and any number of Hand Ninjas (representing lower-level assassins).

The Hero makes two 400 point team using any characters with the the Batman Team Ability, Gotham City key word (heroes only), Outsiders TA and any character 110 points or lower that has any version of the Justice League key world. Batman may not be included on these teams.

He then makes a third 400 point team with Batman, Rip Hunter and any other characters who meet the above criteria. He may also include any Blackhawks, Sgt. Rock and any number of Easy Company generics.

Remember that other than generics, no player may use more than one version of each character.

The players secretly assign their first two teams to the first two scenarios. The Ra's al Ghul team and Batman team will fight in the third scenario.

SCENARIO #1:

Ra's sends one team of villains back to medieval Europe, where they are confronted by the heroes in the ruins of a castle.

MAP: Use the Castle map.

SET-UP: Choose first player randomly and set up normally.

LENGTH: The scenario lasts 10 rounds.

VICTORY: Calculate victory points normally. The winner gets one free Probability Control to use in Scenario #3. This PC does not need to be given to a specific character when used, but may be used to change any one die/dice roll that would normally qualify for a PC attempt.


SCENARIO #2: The second group of villains is sent back to ancient Japan.

MAP: Use the Japanese Gardens map.

SET-UP: Choose first player randomly and set up normally.


LENGTH: The scenario lasts 10 rounds.


VICTORY: Calculate victory points normally. The winner gets one free Probability Control to use in Scenario #3. This PC does not need to be given to a specific character when used, but may be used to change any one die/dice roll that would normally qualify for a PC attempt.

SCENARIO #3: Ra's personally leads a team of Assassins to do away with Winston Churchill while the stout Prime Minister is inspecting an air base in England. Can Batman stop the evil scheme?

MAP: Use the Military Airbase map.

SET-UP: Choose first player randomly and set up normally.


LENGTH: The scenario lasts 12 rounds.


VICTORY: Calculate victory points normally.If the Villain wins, then Churchill is killed and Ra's takes over the world in present time. If the Hero wins, then justice triumphs and the world is saved.

Friday, July 30, 2010

EXILED FROM ASGARD

A powerful supervillain has accomplished the impossible! Using a mixture of science and powerful magic, he has managed to invade Asgard and magically transport all the usual denizens of the Realm Eternal away, blocking their return with a mystical barrier.


With Asgard as his new and inaccessible base, the villain is now more of a threat than ever to the Earth. Can the Asgardians retake their homeland from him and put a stop to his nefarious schemes?


This is a two-player campaign. One player will use the Asgarians (both good guys and bad guys, who are being forced to work together).

The other player will take his pick among several choices for the supervillains who have conquered Asgard.

The two players will be respectively referred to as the Hero (Asgardians) and the Villain (the supervillains).

The campaign will cover three scenarios. The Asgardians have been divided into two separate groups and teleported away. One has ended up on Marvel Earth, where another magic spell has convinced the general populace to think they are an attacking alien force.


The other group of Asgardians ends up on DC Earth, where they encounter the Legion of Doom.


AVAILABLE PIECES: The Hero may use any and all figures with the Asgardian keyword. He may, though, only use one version of each named figure throughout the campaign. Only one Thor, for instance. And he MUST use the same version throughout the campaign each time he uses that figure. He may consider Destroyer to have the Asgardian keyword during this campaign.  EXCEPTION: The hero may use Thor and Loki as individual figures in the first two scenarios, then swap these out for the Duo Figure for the last scenario. And visa versa--he can start with the duo, then go to individual figures for the last scenario.

The Hero may use any number of generic figures such as Fire Demons and Asgardian Warriors.

The Villain may pick either Doctor Doom or Darkseid as his villain (with Darkseid staging a cross-universe invasion, of course). But this villain won't come into play until the third scenario. More on that later.


BATTLEFIELD CONDITION CARDS: None are used in this campaign.


FEAT CARDS: Neither player may use Lazarus Pit or ICWO. Otherwise, cards may be assigned freely for each scenario.


THE FIRST TWO SCENARIOS: The Hero divides his forces into two 800 point teams. So Thor, for instance, may only be on one of the two teams for these initial scenarios.


The Asgardians must fight their way back to Asgard--the first two scenarios represent these initial battles to be won before they can face off against the main villain.


SCENARIO #1: MARVEL EARTH


THE VILLAIN: The Villain is actually using heroes this time, as a magic spell convinces the Avengers that the exiled Asgardians are evil. He may use any figures with the Avengers keyword. (Other than Thor or any other Asgardian, of course.)


SCENARIO SIZE: 800 points.


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


MAP: The first player chooses any map EXCEPT the Asgard map.


LENGTH: The scenario lasts 12 rounds.


VICTORY: Calculate victory conditions normally. If the Hero wins, he suffers no penalty for the last scenario. If he loses, he MUST permanently give up the figure that was the highest point value (before Feat Cards) on his team. That figure may not be used in the last scenario.



SCENARIO #2: DC EARTH


The other half of the Asgardians have been teleported to DC Earth. They find a dimensional doorway leading back to their world, but it's guarded by the LEGION OF DOOM.


THE VILLAIN: He may use any one each of the following figures: Lex Luthor. Brainiac; Giganta: Cheetah: Toyman; Bizarro; Sinestro; Solomon Grundy; Riddler; Captain Cold; Scarecrow; Black Manta; Gorilla Grodd.


SCENARIO SIZE: 800 points



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




MAP: The first player chooses any map EXCEPT the Asgard map.




LENGTH: The scenario lasts 12 rounds.


VICTORY:  Calculate victory conditions normally. If the Hero wins, he suffers no penalty for the last scenario. If he loses, he MUST permanently give up the figure that was the highest point value (before Feat Cards) on his team. That figure may not be used in the last scenario.


 SCENARIO #3: D-DAY ON ASGARD


Finally the Asgardians make it home. Can they defeat the villain and reclaim their home?


THE HERO: The Hero may use any available figure, including any he did not choose to use in the first two scenarios. Remember that he may no longer have access to a few pieces if he did poorly in the initial battles. Also remember the rule about switching to or from the Thor/Loki duo figure if he chooses to do so. (Though if he no longer has access to both these figures, then he can't use the duo.)


The VILLAIN: If Dr. Doom is the main supervillain, then the villain may use the following figures: Dr. Doom; any number of Doombots (both Old School and New School); any member of the Wrecking Crew; and any figures with the Masters of Evil keyword. 


If Darkseid is the main supervillain, then the Villain may use any figure with the Apokalips keyword, including any number of Parademons. He may also use Kalibak, who is considered to have the Apokalips keyword for this scenario.


SCENARIO SIZE: 1000 points


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


MAP: The Asgard map is used.


FINAL VICTORY: Calculate victory points normally. If the Hero wins this last scenario, then he retakes Asgard and all is right with the multiverse. If the Villain wins, the Doom/Darkseid eventually conquers the multiverse and subjugates all intelligent life.

Sunday, May 2, 2010

Charlton vs the Charlatans

The Ringmaster and Princess Python have teamed up with Mastermind in a plan to fleece the citizens of their hard earned cash across the country.

The Question has stumbled across their schemes and needs to stop their operation.

Because Mastermind has brought along Unus and Princess Python has brought along Sidewinder, The Asp and Anaconda, the Question calls for backup.

He brings in Nightshade, Captain Atom and the Blue Beetle. Blue Beetle drags his buddy Booster Gold along as well. You may need to add some feats for the heroes to even up point builds.

Tuesday, April 27, 2010

Cave Carson Vs The Mole Man

Cave Carson's explorations underground inadvertently lead him to discover a nefarious plot by the Mole Man and Diablo selling humans as slave labor to the Badoon. He quickly rushes back to the surface world to gather allies to stop him.
He contacts the Challengers of the Unknown and his allies from the Forgotten Heroes first.
So we have:
Kyle (Ace) Morgan
Walter (Prof) Haley
Matthew (Red) Ryan
Leslie (Rocky) Davis
Congorilla
Dane Dorrance (Sea Devil)
Dolphin
Rip Hunter
Animal Man
The Ray
The Vigilante

Since most of those are pogs they also turn to the Doom Patrol for help:
The Chief
Robotman
Elasti-Girl
Mento
Beast Boy who has brought his pal Cyborg along
(When and if they finally give us Negative Man, add him or substitute Negative Woman)
Metamorpho is also on hand, discussing whether he should become a member.

Deadman has discovered a kidnapping trend and joins them when they discover the culprits.



They rush back underground to face the villainy of:

The Mole Man
Giganto The Mole Monster
Diablo
The Leader
The Mad Thinker
Awesome Android
Dragon Man

Several Moloids (numbered to suit build totals)
A handful of Badoon (numbered to suit build totals).

Thursday, April 15, 2010

Updated campaigns

With the Brave and the Bold set now out, I've updated what I believe are the two campaigns in which Ra's al Ghul plays a role. Previously, his minions were represented by Hand Ninjas. These have been replaced with the League of Assassin generics.


I'm going to see if I can come up with a campaign centering around the League. And perhaps another centerining around the Amazons.


Busy Night in Gotham


The Time Travel Caper

Monday, March 1, 2010

Lex Luthor invades Latveria

Lex Luthor has had enough. He's fed up with the arrogant audacity of Victor Von Doom. The presumption of the man to imply that Luthor's intellect is second to Doom's is galling.
Luthor has a plan. He plans to invade Latveria, oust Doom, and set up a puppet government that answers only to Luthor. This will teach Doom the true humility that Doom deserves.

Luthor gathers a team of villains; his Legion of Doom, and recruits them to help him invade Latveria.

His team consists of these:
The Joker
Bizarro
Brainiac (In anticipation of the Brave and Bold Set)
Sinestro
Giganta
The Cheetah
Black Manta
Captain Cold
Gorilla Grodd
The Riddler
The Scarecrow
Solomon Grundy
The Toyman
The Royal Flush Gang

Dr. Doom; being no fool, keeps a close eye on everything someone as dangerous as Luthor does and realizes he'll need support to defend against the invasion.

In addition to his Doombots he cooks up another means to blackmail Namor into working for him.

After that he turns to his Secret Wars allies, finding a way to force each and every one of them to serve his cause:

Molecule Man
Dr. Octopus
Ultron
Enchantress
The Absorbing Man
Titania
Volcana
Klaw
The Wrecking Crew
and also obtains the services of Venom

Thursday, February 11, 2010

War for Apokolips

Thanos has completely reverted to his evil ways and has set his sites on becoming the new lord of Apokolips which means he must oust Darkseid and his minions to make Apokolips his new base of operations.

Thanos recruits several of his old allies for his assault:

The Controller
Terrax who brings Stardust with him.
Nebula who Thanos has decided to use and then discard as soon as his ends are met. Nebula hopes to stage a coup and take over once the dust settles.
Annihilus who has formed another alliance with Blastaar and brings him a long with him.
The Super Skrull who brings with him a contingent of Skrull soldier generics.

Alien generic army including: The Badoon, Shiar, Kree (May not be put on any force that contains Skrulls and vice versa)Saurian Troopers, Stone Men of Saturn (Use any number of Korg figures you deem necessary.) The Brood, Any number of Mieks you choose to field representing his insectoid race.

Darkseid gathers his available troops:
Desaad
Kalibak
Granny Goodness
Knockout (recalled to Female Fury duty)
Lashina
(use) Goodness and Mercy as generic hounds
Parademon (the Secret Six Parademon)
Parademon generics including LE versions.

Darkseid's spies have warned him of Thanos' intentions so he brings these in:
Doomsday (Darkseid has found a way to control him)
Deathstroke (Darkseid hires his services)
Lobo (See Deathstroke)
Cyborg Superman (see Deathstroke)
Darkseid also reaches across dimensions and recruits the Cosmic Justice Superman.