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elbinoy
01/24/2008, 02:32
Our Heroclix Scenario Index:
1. Battle Royale (http://www.hcrealms.com/forum/showpost.php?p=3307188&postcount=1)
2. Counter-Clix Source (http://www.hcrealms.com/forum/showpost.php?p=3309993&postcount=5)
3.Night of the Living Dead (http://www.hcrealms.com/forum/showpost.php?p=3310081&postcount=8)
4.When Terrorists Strike! (http://www.hcrealms.com/forum/showpost.php?p=3315083&postcount=9)
5.Exiles (http://www.hcrealms.com/forum/showpost.php?p=3319159&postcount=10)
6. World Wrestling Clix (http://www.hcrealms.com/forum/showpost.php?p=3367846&postcount=1727)
7. WrestlingClix: Royal Rumble! (http://www.hcrealms.com/forum/showpost.php?p=3370801&postcount=15)
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Just for fun, here’s a scenario I would like to see played someday with our good old heroclix: Battle Royale!

Those of you who have seen the Japanese film (or read the novel) would be familiar with this scenario, and would know why it is designed this way. (In case you want to know about it, here’s a link: http://www.answers.com/topic/battle-royale).


Heroclix: Battle Royale

Our heroclix heroes and villains have been selected as participants in Battle Royale, a game created by the Superhuman Registration Act (better known as the We Need to Sell Comics so Let’s Come Up With a Civil War Act) where the superhumans must kill each other until only one is left. If more than one superhuman is alive at the end of three days, everyone dies! Explosive collars are attached to each superhuman’s neck, which will automatically explode if they enter Danger Zones on the island. One by one, each superhuman is provided with a random weapon and set out on the battle premises. Kill to live!

Players: 2 to 4

Format: Variable. Preferably 500 points with no character exceeding 150 points.

Map: New maps only (medium sized)

Setting up:
- Each player will contribute 6 objects each to the object pool at the start of the game
- Once the players have selected their objects from the pool, they must replace them all with different corresponding special objects. No standard objects allowed in the game.
- At the start of the game, each player will place their objects not more than 5 spaces from their respective starting areas.
- All the squares of the map (i.e. A-1, B-2, etc, etc) are written down on small pieces of paper, which will be folded and placed in a container.

Game Proper:

Heroclix rules generally apply.

Special Rules –
After each round (round is finished when all players have completed their turns), 3 sheets of paper will be picked randomly from the container. The squares written on these sheets will be deemed as Danger Zones. Special markers must be placed on these squares. After another round, these Danger Zones will be deemed Active.
Characters who are on the squares announced as Danger Zones have until the next round to move away from the square. Characters who are in danger zones once they have become Active will be dealt 2 unavoidable damage. (Forbidden zones have no effect on objects, walls, elevated or blocking terrain).
Danger Zones which become Active remain as such until the end of the game. Characters who move or are moved through squares which are Active Danger Zones (whether normally, or as a result of powers – including TK -- or by knockback) are dealt 2 unavoidable damage. A character which ends up on an Active Danger Zone after the resolution of any action is dealt 2 unavoidable damage, and will continue to suffer 2 unavoidable damage at the end of each succeeding round as long as it remains on that square.
Active Danger Zones do not affect line of sight/fire. Characters can move or be moved through the direct diagonal of two active danger zones without any effect on movement, and without suffering damage.
Point values of characters killed by Active Danger Zones will not be awarded to any player.

Game ends when:
Only one army remains alive, or
At the end of 1 hour, compute for victory points (applying standard rules).


so what do ya think? any suggestions about this format, how to make it more playable or more movie-accurate?

And what about other ideas for scenarios? it could be based on a comics storyline, a movie, tv series, anime, or any other form of entertainment (yes conrad, i'm pretty sure you're trying to figure out a Kiddie Porn Scenario. kawawa naman si Lian Harper. hehe). :)

darkjacen
01/24/2008, 06:15
Dude, this reminds me of the old 4-6 players rumble we used to have at Joel's. Remember the special markers that keep increasing from the end of the map towards the center?

Needless to say it's a fun thing. Except figuring out which player attacks the other can be mind boggling. (By the way the numbers 3,4 almost always appear if its roll a D6, not advisable to use a D6 alone...:noid: )

elbinoy
01/24/2008, 22:10
haha, free for all. no dice roll on who to attack, kaya mapapaisip ka talaga (at magbubuo ng mga alliances). ingat lang kay cons, traydor yan!! mwehehe. :p

nag iisip pa ako ng scenario na mala Night of the Living Dead/Resident Evil. Yung tipong all characters killed will come back to life as zombies, not controlled by anyone. :)

stevenrogers
01/24/2008, 23:26
Wehhehe, but ingat din kayo kay Sir Eliot at Devil Worshipper Harold, nagta tag team yan sa Fatal 3 Way eh!!!:p

Anyway, some notable formats na ala pambastos ng mga namatay or in connection with dead people coming to life or as objects as I remember it was the:

*Bodies Everywhere Theme. By Charlon wherein...
- All KO'd figures can be used as Light Object and ACTUALLY Cause Damage when Smashed or Thrown.

*Gatx's Heroclix vs Horrorclix Format...wherein Zombies from Horrorclix expansions actually battled Marvel or DC Figs...and that was way before the Marvel vs Living Dead Comic Series got into circulation.

*ATC's Judge Ecchs also had such format wherein the dead returns as part ata of an enemies army...and that's quite a treat then too.:classic:

jmz4lyf
01/25/2008, 01:32
dpat cguro gumawa din tau ng sort of comprehensive list ng mga classic scenarios natin..

like the no range bruiser formats we used to do or play my team?(hahaha.. ayoko nun pramis!)

don't forget the classic gamma bombs and death of superman ni gatx! hahahahaha..


e2 scenario idea ko..

Counter-Clix Source(based from counterstrike)
unrestricted/restricted
no keyword bonus and BFCs
no special objects

Counter Terrorists Keywords
Soldiers
Police
S.H.I.E.L.D.

Terrorists Keywords
Spies
Hydra/A.I.M.
Intergang/HIVE



*each player makes two teams, one counter terrorists team and one terrorists team. Players who wins the map roll chooses the map and plays Terrorist. The player who loses the map roll chooses which side to start in and plays Counter Terrorist.

*BOMB site - The Counter Terrorist player designates 3 squares in his starting area as BOMB sites. Put a special marker in the chosen square. BOMB sites are considered clear terrain for movement purposes

*The BOMB - The Terrorist player chooses one of his characters to carry the BOMB. The BOMB is represented by a Blue Special Item.

-When the character carrying the BOMB moves as part of an action, he may drop the BOMB on any square that the character moved through or occuppied that turn.

-The BOMB may be picked up by any character in play.

*Planting the BOMB - When a Terrorist character holding the BOMB is adjacent to a BOMB site and is not adjacent to an opposing character, you may give that character a power action to plant the BOMB.

- At the end of the next round after the BOMB has been planted, the BOMB explodes. If the BOMB explodes, the Terrorist player wins.

EXAMPLE: 1p = Terrorist player, 2p = Counter Terrorist player
1p plants the bomb and ends his turn
2p tries to defuse but fails and ends his turn.
1p defends bomb site and ends his turn
2p tries to defuse but fails again and ends his turn. The BOMB explodes.

*Defusing the BOMB - When a Counter Terrorist character is adjacent to the planted BOMB and is not adjacent to an opposing character, you may give that character a power action to diffuse the BOMB.

- If the BOMB is defused, the Counter Terrorist player wins.

*Grenades and Flashbangs - Distribute items normally. All light objects are considered Flashbangs. All heavy objects are considered Grenades. Any character may pick up objects as though the have super strength. Objects may not be used in close combat attacks but may be thrown.

Grenades - The character holding the Grenade may use Energy Explosion with a range of 4. Compare the attack roll to the defense of the target and all adjacent characters to the target(including your own). Characters hit are dealt 1 penetrating damage. Remove the Grenade from the game after resolving this attack.

Flashbangs - The character holding the Flashbang may use Incapacitate with a range of 6. Compare the attack roll to the defense of the target and all adjacent characters to the target(including your own). Characters hit are affected by incapacitate.

elbinoy
01/25/2008, 01:59
Wehhehe, but ingat din kayo kay Sir Eliot at Devil Worshipper Harold, nagta tag team yan sa Fatal 3 Way eh!!!:p

Anyway, some notable formats na ala pambastos ng mga namatay or in connection with dead people coming to life or as objects as I remember it was the:

*Bodies Everywhere Theme. By Charlon wherein...
- All KO'd figures can be used as Light Object and ACTUALLY Cause Damage when Smashed or Thrown.

*Gatx's Heroclix vs Horrorclix Format...wherein Zombies from Horrorclix expansions actually battled Marvel or DC Figs...and that was way before the Marvel vs Living Dead Comic Series got into circulation.

*ATC's Judge Ecchs also had such format wherein the dead returns as part ata of an enemies army...and that's quite a treat then too.:classic:

i remember the Bodies Everywhere tourney! ang saya nun! oh so morbid and oh so fun. hehe. just imagine this. Move Lian Harper adjacent to enemy. next turn, attack enemy by pushing to death (bonus na lang kung makatama). on the very same turn, here comes Wonder Woman, charge and SS picking up the recently dead Lian Harper and hit the enemy with Lian's corpse! thank you lian for your sacrifice! yahoo!! :)

elbinoy
01/25/2008, 02:06
Mikey, that sounds fun!! :) i can really imagine that i'm playing counter strike. hehe. bida dito characters with phasing, barrier and forceblast. :)

elbinoy
01/25/2008, 02:33
hehe. eto na. :p

Heroclix: Night of the Living Dead

“We interrupt this program for a special report. It has been established that persons who have recently died have been returning to life and committing acts of murder. A widespread investigation of funeral homes, morgues, and hospitals has concluded that the unburied dead have been returning to life and seeking human victims. It's hard for us here to be reporting this to you, but it does seem to be a fact…”

Army Build Format: Variable.

Map: Any

Setting up:
Each player will place 3 bystander tokens (not more than 7 points each) facedown anywhere on the map (but not less than five spaces from the player’s starting area) before the start of the game. The points of these bystanders will not be included in the team build total of the player’s army. The bystander tokens cannot move unless they become zombies (see below). Face down zombies cannot be attacked, carried, and cannot be affected by super strength. However, they may be moved through TK and other similar powers (but they cannot be used for a TK attack).

See below for rules on Zombies.

Game Proper:

Regular Heroclix rules apply…. That is, until the characters start dying. ;)

Special Rules –

Killed by Ricochet! - During the game, when a character rolls either a critical hit or miss during an attack, the bystander token nearest to him (regardless of line of sight) will be turned face up. Once a bystander is face up, he or she becomes a Zombie at the start of the next round. If two or more bystanders are equidistant to the attacking player, the defending player will choose which bystander becomes a Zombie.

Back from the Dead! - When a character is KOd, award victory points normally. However, do not remove it from the map. Instead leave it on the square on which it was KOd, and on its KO click until the start of the next round (round is finished when all players have completed their turns).
At the start of the round after the character is KOd, he is now a Zombie. Place the Zombie character back to its starting click.

Zombies –

Zombies do not take pushing damage. Zombies cannot carry other zombies. Zombies are not considered friendly to either player’s army, and are considered opposing figs to all non-zombies on the map. Zombies are friendly to other Zombies.

Before the start of each round, all zombies will try to attack (and eat!) any closest being in its path. If it is adjacent to any non-zombie character adjacent to it, give the Zombie a close combat action against that character. If it is not adjacent to any character, it must attempt to become adjacent to the nearest character (regardless of line of sight). If two or more characters are equidistant to the Zombie, roll one die. On a result of 1-3, it will attack or move closer to its former allies. On a roll of 4-6, it will attack or move closer to its former enemies.

In determining which zombies moves first, the Zombie with the lowest point value moves first.

All the Zombie’s powers are ignored. Instead, the Zombie has the following powers throughout its dial:

:m-boot: :m-boot-trans: :m-wing: :m-wing-trans: :m-dolphin: – Feeding Frenzy! – When a Zombie is given a move action, you may move it up to its speed value, and then give it one close combat action as a free action. If the attack is successful, reduce damage dealt by 1 (but it cannot be reduced to less than 1).

:a-fist: :a-duo: – “When there is no more room in hell, the dead will walk the earth” – Increase the Zombie’s damage value by 1 for each zombie adjacent to both the attacking zombie and the target character. When a character is adjacent to two or more zombies, it can only break away on a roll of 6.

:d-normal: – “Only a headshot will kill it!” – When the Zombie is attacked (close combat or range combat), before dealing damage, the attacking player will roll one die. On a roll of 1-3, the Zombie has toughness. On a roll of 4-6, it is a headshot! Add 2 to the damage dealt to the Zombie.

:g-starburst: :g-giant: – Mindless Mayhem! – The Zombie has Battle Fury.


Game ends when:
Only one army is left (even if there are still zombies alive). The survivor is automatically the winner, even if the other player has more victory points;

Or at the end of a pre-determined time period.

Apply victory points normally. However:
- The points of characters KOd by a Zombie is not awarded to the opposing player. But the points are still deducted from the using player.
- The points of a KOd zombie are halved and awarded to the player who KOd it. However, the zombie’s points are no longer deducted from the player who originally owned the character.


Brrrraiiiinnnsss!!!! :p

ecchs
01/27/2008, 05:52
Kudos to COOL for this "Cool" but controversial format..hehehe.....
“When Terrorist Strikes”
Format 400 pts. Open Restricted
Open FC’s&BFC’s

Characters with the following Powers on their first dial are the only figs allowed: PulseWave, Energy Explosion, Incapacitate, Support Force Blast and White powers that has the same effect. These powers are considered as modified powers and will be substituted with the following:

Suicide Bomber (Pulse Wave): When using pulse wave halve the characters range value. Character gains plus +1 to its damage value. All characters within the range takes all the damage irregardless of the number of characters affected After resolving this action remove, the character from the game and consider it as a KO for your opponent. You can only use this power if that character has NO action token. You cannot use pulse wave to push a character.

Rogue Bombers with shrapnel (Energy Explosion): When using Energy Explosion, modify its attack value by -1 and damage value by 2. The target character takes 2 damage and the character/s adjacent to the target character gets 1 damage. These damages are penetrating damage.

Counter Terrorist (Incapacitate): When using Incapacitate aside from putting an action token to the target character, that character cannot use pulse wave and energy explosion after your next turn.

Emergency Unit (Support): When using support you can deal its usual effect or you can assign a Protected feat card to this character. When assigned a Protected feat card, this character can make two close combat healing action to two different adjacent friendly character. However on its second action modify its attack value by -1. On each attack roll if you rolled a double (except for a critical miss) remove one action token from the healed character. After all the action resolves roll a one D6. on a result of 1-2 deal this character 2 unavoidable damage. On a result of 3-4 deal this character 1 unavoidable damage. On a result of 5-6 deal this character NO damage. Remove the Protected Feat card from the game.

The Panic Guy (Force Blast): When using Force Blast instead of knock back effect. Make a single Attack roll. All adjacent characters (friendly and opposing) that gets hit by a successful attack is given an action token.

*Protected feat cards can only be assigned to a character with a support power. Characters assigned with this card can choose to use the normal effect of this card or the modified power of this card. After the action resolves remove it from the game. Points is awarded to the opposing character.

jmz4lyf
01/28/2008, 18:57
funny scenario cool! hahaha.. terrorist amp.

shout out to the heroclix god gatx for this scenario slightly revised.:knockedou

Exiles Scenario
unrestricted/restricted
open FCs and BFCs
No bystander tokens
Your force must consist of exactly 6 different characters.
Each player brings at least 6 extra figures.
30-50 minute time limit

*The Tallus:

The Tallus is represented by a special marker or an area outside the map where you store tokens. When you construct your force, indicate which character will hold the Tallus. The Tallus grants the chosen character leadership. Whenever this character makes a successful leadership roll you may put a token on the Tallus.

You may remove a token from the Tallus any time on your turn before declaring an action. Choose a character you control then choose willpower or perplex. The character gains willpower or perplex until the end of your turn. You may use this ability as long as there tokens on the Tallus.

When the character holding the Tallus is KOd, remove all tokens on the Tallus. You may assign the Tallus to any character on your force. That character holds the Tallus until he is KOd.


*The Timebroker:

Submit all the extra figures to your judge who will represent the Timebroker. The Timebroker will monitor the figs segregated by their cost to point value groups(1-50, 51-100, 101-150, 151-200, 200+). These figures are replacements.

*Replacements:

Whenever a character you control is KOd, roll a 1d6. On a result of a 1-3 your opponent may choose a replacement figure from the point value group the KOd character belongs to. On a result of 4-6 the timebroker chooses the replacement. If there are no more characters remaining in the point value group of the KOd character then the replacement is chosen from the next lower point value group.

The KOd character is added to the point value group it belongs to. The KOd character may not be used as a replacement to the same game that it was KOd from.

When the game ends, count the total number of KO points. The player with the most points wins. You will use the force you have at the end of the game for the next game.

jmz4lyf
01/28/2008, 19:02
elvin me suggestion ako if ever dumami maxado mga posts sa thread na toh. Pede mo i-link mga post with the scenario rules sa iyong 1st post para me easy reference like this

When Terrorists Strike! (http://www.hcrealms.com/forum/showpost.php?p=3315083&postcount=9)

elbinoy
01/28/2008, 21:02
Good idea Mikey! :)
Hopefully, everyone can keep coming up with new scenarios, or posting old ones, so that we'll have an index of scenarios ready for everyone's use and reference.
check out the first post.

Insulares
01/30/2008, 03:31
If you want to re-create Roulette's Metabrawl (Justice League Unlimited), here's the link to making a 3-D arena:

http://www.hcrealms.com/forum/showthread.php?t=221158

elbinoy
02/14/2008, 03:48
Courtesy of Clixboy:

WWC (World Wrestling Clix)
- 500pts
- No BFC
- Exactly 3 figures in 1 team
- No Range Attacks (all character ranges become 0)
- TK attack only, No TK of characters
- Open Feats Restricted
- Protected Rule of 1 (isang protected lang per team)
- No need to show Feats

SPECIAL RULES:

ULTIMATE WARRIOR- At the beginning of the game each player chooses a fig, that fig is his champion. The champion fig has the ff ability. Whenever the champ is given an action, other than a free action, you may modify his combat value by +1, this bonus lasts until the beginning of your turn. (built in ICWO)

TAKE DOWN AND MOUNT!! - Once per turn, give a character a POWER ACTION, make a close combat attack against a single target opponent, if the attack succeeds it deals no damage, instead put a PINNING token on the opposing character and deal it 1 unavoidable damage. PINNED characters cannot move, and can only attack the PINNING opponent but suffer a -2 penalty to attack likewise the PINNING character can only attack the PINNED opponent and gain a +2 to his attack against the PINNED opponent. At the beginning of the PINNED characters turn they may roll to break free, roll the attack dice and compare the result against the PINNING characters def, if the attack succeeds the PINNED character is free, remove the pinning token and the character may move and attack as normal.

Hypersonic/Leap Climb/ Phasing- A pinned down character with the ff powers CANNOT break away automatically, they must roll to free themselves.

Additional- Other character can attack the PINNED character and the PINNING character. IF an attack forces either character from being knockbacked (hence they lose adjacency) the PINNED character is automatically freed.

AYAN.... para maiba naman tyo!

elbinoy
02/15/2008, 00:58
Following up on clixboy's idea...

WrestlingClix: ROYAL RUMBLE

“Let’s get ready to RRRRRUMMMMMBBLEEEEE!”

Players: preferably 4

Army Build Format: preferably 600 points, exactly 6 figures, unrestricted. Restricted Feats. No BFCs.

Special settings: - TK cannot be used to move characters
- No ranged combat attacks or actions (range values reduced to 0).
- Malice BFC in play (except for the very first round). Damage from malice can only be dealt to characters in play.


Map: Medium sized


Setting up:
Each player will assign a number (from 1-6) to each of his figs.


Game Proper:

Special Rules –

Before the start of the game, each player will roll 1D6. The resulting number will be the fig to start the game. Place the starting character in your starting area. The rest of the characters will be out of play.

After three rounds, before taking his turn, the player will roll 1D6. The resulting number will be the next one into the game (if the number rolled is already in the game, the player will get to pick). Place that character on the starting area. That character may act immediately after being placed on the starting area.

New characters will enter the map every three rounds, following the above rules, until all characters are already in the game.

Characters who are knocked back do not suffer knockback damage. Instead, these characters are considered “clinging to the ropes”. The knocked-back character will roll a 1D6. On a roll of 6, the character remains in place. On a roll of 1-5, the character is automatically KOd. Giant figs, double-based characters and duo figs cannot “cling to the ropes” and are thus automatically KOd if they are knocked back beyond the map.


Special powers–

All characters have the following additional special power:

Irish Whip - Give the character a close combat attack. If the rolled value is higher than the opposing figure’s defense, deal no damage. Instead, the opponent is knocked back. Roll 1D6, and move the opposing fig a number of squares based on the result. This power cannot be countered. If the opposing figure is a giant, double-based or duo fig, add 2 to its defense.

Game ends when:
Only one army is left.
Or at the end of a pre-determined time period, computing victory points normally.
Note: The game does not end even if only one army remains in play, if the opposing player still has remaining characters outside the game.