I love the superhero game Heroclix. Like most of us who play the game, I also enjoy the comic books upon which the characters of the game are based.


So I've created a number of campaigns designed to simulate storylines with a traditional comic book feel to them. I'll be gradually posting the several dozen I've got ready over the next few weeks. After that, whenever I get around to creating a new campaign, I'll add that as well.


For the most part, the campaigns will be divided up into Marvel, DC and Mixed Universe. There will be a few single scenario entries as well.

If I can figure out how to manage it, I'd like to allow other Heroclix fans to post their own campaign/scenario creations here as well.

Monday, 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.