View Full Version : Campaigning with your CLIX!
squirrelfarmer
05/07/2004, 13:57
Here it is true believers! I have had some fun in the development of these scenarios and hope you do also.... Please let me know what you think of the idea and I will try and post another every week. I have around twenty scenarios compiled to date and still writing!!!
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Campaign Time
Gaming Conditions
Standard rules apply for combat and movement.
This is an on going campaign where the players pick a rookie figure to run in the game. At the end of the scenario you tally your victory points and move on to the next stage or version level. You may pick a new figure to add to your team if you have the required points saved. At the end of the scenario you return your figures to maximum power or “click” status unless otherwise stated in the scenario.
Each player may use any figure in the Heroclix series DC, Indy or Marvel. A Game-Master or a volunteer will run the opposing figures in this game.
The point values for victory points will be reflected as follows.
Every player starts with rookie figures not totaling more than 50 points. You will advance this figures experience by winning in combat and fulfilling scenarios. Each player will be able to use 50 starting points to create a team.
The Game-Master will provide the scenario for the campaign and will play the opposing team. The concept of Campaigning with “HeroClix” is friendly, fun game play and the Game-Master should have the final say on ruling.
Completing the Scenario
1) The completion of a scenario is a group effort and will grant victory points to every character. The victory point value will vary from 0 to 100 points for each player depending on the scenario.
2) Ending a mission each player gain an equal amount of victory points. Each player with enough points will have the option of advancing a figure to the next experience level or starting another rookie. Starting another figure will cost the total of that figures point value. When choosing to start a new figure for your team the new figure may only be a Rookie or a unique figure. You must advance all figures through the progression Rookie, Experience, Veteran if applicable.
3) You may not start another figure of the same type “name” unless everyone in the campaign agrees. A team member my have the same hero but it is not recommended. A unique figure may be added to your team if enough points are acquired to buy that figure.
4) New figures may not be brought into an active mission unless specified in the mission objectives. Players with enough points for a new figure will introduce the character for the following campaign mission.
Point Assessment
1) A point value will be awarded for completing specific agendas. Points represent the number value equal to the point value of a figure; a twenty-point figure is worth twenty points towards the team pool of awarded experience.
2) It is up to everyone to keep track of points earned after each mission. Total point will be divided evenly among all participants after the mission is completed.
Points for mission
1) The successful completion of a mission objective will be worth an assigned number of points. The Game Master assigns the number of points awarded for the mission.
2) The points awarded for the completed mission will be split evenly among the team members completing the mission. The points will be divided among the players evenly not the number characters in the game.
Points for K.O. of opponent
1) Each opposing character in the game is worth there base value if defeated. The defeated opponents points will be awarded to the characters participating in the combat leading the downfall of that character.
2) Qualifying to be included in the point distribution would include base-to-base fighters as well as support units and characters using special abilities to fortify team members.
Losing points returning to Rookie Level (KO-ed)
1) KO-ed in combat automatically takes your character out of the current mission and you loose that character and it’s point value for the rest of the mission.
2) Special missions maybe played to return deceased characters to the game without accruing the necessary point value; But this is a special mission and do not pertain to standard game play.
3) If your character is KO-ed during a mission that characters point value will be subtracted from the overall tally of points accrued during that mission.
4) The character KO-ed during a mission can return to play on the next mission at the same point value as he left play unless specified other wise by the Game Master.
Using Special Items
1) Special items may be introduced into a mission to complete an objective or just to introduce mayhem. Traps and other objects maybe uncovered during game play at the Game-Masters discretion.
2) Items will pertain only the current campaign mission and will not carry over to the next mission unless specified by the Game-Master.
squirrelfarmer
05/07/2004, 14:33
Here is the First of some more....
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Mr. Mxyzptlk, The terrible trouble with Tribbles
The terrible trouble with tribbles is that they multiply and multiply and you guessed it never stop multiplying. They are passive and will not move or attack. But each Tribble can only occupy one square on the map and nothing can occupy a square with a Tribble on it. With so many Tribbles there won’t be any space for your heroes and when your heroes are surrounded with Tribbles that’s the end.
• “He’ll mess up your Day!”
Mr. Mxyzptlk has found his way back into our dimension from his home in the fourth dimension. Now he has challenged your team of heroes to stop him if they can. He has brought some pets with him from the fourth dimension to unleash havoc onto the planet. This might be the end of all of us if you don’t stop him. Each Tribble will produce another each turn. Each new tribble will be placed in an unoccupied square adjacent to it and if the adjacent square is occupied that Tribble will stop multiplying.
• “Can you say Kltpzyxm!”
The Tribbles can be stopped if you get rid of Mr. Mxyzptlk or if you KO them. The Judge running the game will roll three six-sided dice for the Tribbles. The result of the die roll is the number of Tribbles starting the game. The game is started with Mr. Mxyzptlk and the Tribbles on the opposite side of the map from your heroes. Mr. Mxyzptlk places a new Tribble on the board each turn for each tribble in play. The tribbles are placed in an adjacent square. Mr. Mxyzptlk can NOT be KO-ed. Each tribble only has one click of damage so any attack causing 1 point of damage will KO them and they have defense of 14 for attack rolls against them.
• “How’d that go again?”
Your team must get Mr. Mxyzptlk to spell his name backwards to return him to his dimension. You can make Mxyzptlk spell his name by setting twelve tokens, eight with a unique letter of Mxyzptlk’s name and four blank tokens on the board representing traps. Mr. Mxyzptlk cannot be damage and cannot attack but can put up a barrier that occupies three spaces to hinder movement of heroes; normal barrier rules apply. Mr. Mxyzptlk can move at a rate of 12 squares per turn and has phasing. The traps are random and cause 1-6 clicks of damage roll a six-sided die for the damage result. The tokens are placed upside down hiding each letter. The heroes will need to uncover each letter by picking up a token. Once his name is spelled Mr. Mxyzptlk is returned to his dimension.
Victory Conditions
Standard rules apply for combat and movement.
Each player may use any figure in the Heroclix series Indy, DC or Marvel. A Judge or a volunteer will run the opposing figures in this game.
The point values for victory points will be reflected as follows.
1) 10 victory points will be assigned for each letter in Mxyzptlk’s name.
2) 2 victory points will be awarded for each Tribble KO-ed.
squirrelfarmer
05/10/2004, 09:19
I Hope you Like!!!!
Night of the Sentinels
A plot has been unveiled to start a world war over mutant rights and human peace hangs in the balance. During a world peace conference a high-level government official has been captured and held for an unknown reason some speculate a ransom or to be destroyed as a martyr. The official was captured in the middle of the conference by a team of Sentinels. You must work as a team and may not attack your teammates.
• “Watch your back”
The Sentinel team is constructed of a force with the point value reflecting the point value of the team of heroes sent to recover the abducted official. The point value of the Sentinel team will be compared to that of the opposing figures and then rounded up to the nearest 100 points value. IE: a 298 points team of heroes would be one 300pts Sentinel or three 100pts Sentinels.
• “They have your Leader.”
The sentinels will start on one side of the board in their deployment zone with the captured official. Their mission is to take their captive to home base which is the opposite side of the board. Your mission is to stop the Sentinels from reaching their base and gaining as many victory points as possible. The official is considered an object for all intents but may be carried by any figure or hero.
• “Stop them at all costs”
Once the Sentinels reach their base “opposite side of the board” with the official the official is out of the game and you loss his point value. There are twelve citizens in the park who do not because of fear of being crushed by a sentinel. If a sentinel captures a citizen he will return him or her to his deployment zone and that citizen is out of the game. Each sentinel is worth his own point value if defeated. If the heroes save the official they must also disband all of the Sentinels and gather as many victory points as the can before the game is over.
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Victory Conditions
As per the standard rules.
Each player may use any figure in Heroclix series DC or Marvel team. A Judge or a volunteer will run the Sentinels in this game.
The point values for victory points will be reflected as follows.
1) The character that KO’s a Sentinel will be awarded points equal to its point value.
2) The character releasing the official from the grasp of a Sentinel will be awarded 50 victory points if brought back to the hero’s deployment zone. Any figure rescuing a friendly figure from a Sentinel is awarded 10 victory points.
squirrelfarmer
05/10/2004, 09:24
I hope you like again !!!
Night of the Sentinels Part Deux
A plot has been unveiled to start a world war over mutant rights and human peace hangs in the balance. During a world peace conference a high-level government official has been captured and held for an unknown reason some speculate a ransom or to be destroyed as a martyr. The official was captured in the middle of the conference by a team of Sentinels. You have managed to save the official and now you need to find the Sentinels secret manufacturing facility in Detroit MI. You must work as a team to stop the Sentinels and may not attack your teammates.
• “Watch your back”
Two 100-point Sentinels protect the facility along with the soldiers spread out around the base. The total point value of the Army should not be more than 100-points over the hero teams value.
• “Destroy the Manufacturing Facility.”
The Sentinels will start on one side of the board protecting a manufacturing facility that supplies Sentinels to the Government Mutant registration foundation. Your team has found the facility and must now destroy the machines that produce your adversaries. Your team starts on the opposite side of the board from the factory. The army protects the factory and you must fight your way through to get to the manufacturing facility.
• “The Machines won’t stop”
Once you reach the Manufacturing facility you will need to destroy the 2 machines inside. The army starts up the machine once your team starts to move. Each machine occupies 9, 1.5 inch size squares and will produce one 100pt sentinel per 6 rounds. These machines are considered blocking terrain and can be destroyed using the standard rules for damage and blocking terrain.
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Victory Conditions
As per the standard rules.
Each player may use any figure in the Heroclix series DC or Marvel team. A Judge or a volunteer will run the Sentinels in this game.
The point values for victory points will be reflected as follows.
1) The character that KO’s a Sentinel will be awarded points equal to the Sentinels point value.
2) The character destroying the Sentinel producing machine will receive 50 points per machine. A total of 100 points for both Sentinel producing machine.
squirrelfarmer
05/10/2004, 09:27
Jail bait...
Genosha
Help ME! Your fellow teammate has been abducted in the city street by a Sentinel and taken prisoner. The Government has passed a no Mutant law after a mishap with a mutant trying to stop a renegade mutant force. Civilians where hurt during this confrontation and the civilians want retribution and a Government force has taken action. All mutants are to be identified and sentenced to a stint on the island of Genosha. On Genosha all mutants will be processed identified and labeled safe or unfit to return to society. There is a small resistance building within the confines of the prison camp and they need your help if the mutants are ever to be free. There are tails of unparallel cruelties at the camp and the government has taken full advantage with mutant experimentation. You’re the only hope of freedom for your teammate.
• “Welcome to Genosha”
This is the prison island of Genosha for mutants and home to the PTA society. They have imprisoned mutants for slave labor and banded them with collars to hinder their abilities.
• “It’s a Trap!”
After you bust a hole in the wall the path leads to a security building where you assume your teammates are held. You go into the building where a security force is waiting to defeat the rescue team. The security team is comprised of a incapacitate team of soldiers and Sentinels equal to the point value of the hero team. If the team incapacitates anyone they are captured and if a sentinel picks you up you are captured. If your hero is captured during combat your teammate may be freed using standard rules for Sentinels. When captured your hero is collared and imprisoned with the rest of the mutants and must be freed with the rest of the mutants captured. After 2 rounds security reinforcements start showing up, one new 100 point Sentinel every 2 rounds, but your mutant friend is captured and in the fenced security zone with the rest of the mutants. You will receive victory points for each opponent KO-ed.
• “In Chains”
Your entire team gets captured and you hope for a streak of luck to break out. Magneto “rookie version” shows up to free your team, with his mutant power he destroys every control collar on your team and now your team must fight their way to freedom. Your team runs in to free the prisoners and the battle is back on. Your team can free friendly figures from their collars by scoring a successful attack roll on them. Once freed they can help fight in the battle under the heroes control.
Victory Conditions
Standard rules apply for combat and movement.
This is an on going campaign where the players pick a rookie figure to run in the game. At the end of the scenario you tally your victory points and move on to the next stage or version level if you have the required points. At the end of the scenario you return to maximum power or “click” status unless otherwise stated in the scenario.
Each player may use any figure in the Heroclix series DC or Marvel. A Judge or a volunteer will run the opposing figures in this game.
The point values for victory points will be reflected as follows.
1) Victory points will be assigned for each security fighter KO-ed these points will be equal to the point value of the figure.
2) 20 victory points will be awarded for each figure that is freed. Friendly figures may be freed from captivity by rolling a combat action against that figure and releasing the hero.
3) Scenario is completed once the hero team has freed all the captives and they make it back to their deployment zone.
squirrelfarmer
05/18/2004, 11:33
Bridge over troubled water...
Grave Digger (Bridge day 1)
The moon has uncovered something in the night. There is an evil mist striking out across the swamps tonight and you can feel the chill in your bone something wicked comes from those waters. Your hero’s are on a patrol this evening and the stench of death rises heavily through the night. You know something isn’t right you just can’t figure out what is making your spine tingle. Your hero’s decide something is bizarre about how the mist tonight is traveling from across the bridge into your fair city. This fog coming form the graveyard across the bridge down by the old swamp is you only clue to this feeling you have. Each hero travels down to the bridge and is surprised to find the rest of your team there as well. Your team can’t see across the bridge but what ever is on the other side can’t be good.
• “The Fog is as thick as Pea Soup”
The fog is so thick that your teams vision is reduces down to two squares in any direction. This rule for sight applies to range combat also, only the superman team ability may see at normal distance in the fog. The hero team starts this mission on the edge of the map where they have to cross a bridge to get to the swamp on the other side.
• “Fright Night!”
Teams of villains “equal to the point value of the player team” have awaken from the dead. Nightmare has planed this undead invasion. The vampire lackeys make up the bulk of the undead army. They plan to over run the city this army includes the vampire lackeys coming form the grave and zombies. Zombies are trying to cross the bridge into your unsuspecting city. There is a huge army of zombies trying to cross the bridge. The game master will roll a six-sided die to see how many undead have come back from the grave every two turns. The zombies spawn from a grave marker six spaces from the bridge. Zombies move six squares per turn and cannot be harmed
• “Secret”
Only two ways to stop the zombies from entering the city apply. The first is to destroy the bridge normal blocking terrain rules apply to the bridge and the other way is to stop them with a barrier. Once the bridge is reduced to rubble the zombies are stopped from crossing into the city and the hero team gets the victory points. The entire bridge must be destroyed to stop the zombie advance. The zombies will cross over water and rubble until the entire bridge is gone. The bridge is 4 squares wide and 10 squares long. Each square takes 3 points of damage to destroy it. The entire bridge must be destroyed to stop the zombies.
Victory Conditions
Standard rules apply for combat and movement.
This is an on going campaign where the players pick a rookie figure to run in the game. At the end of the scenario you tally your victory points and move on to the next stage or version level if you have the required points. At the end of the scenario you return to maximum power or “click” status unless otherwise stated in the scenario.
Each player may use any figure in the Heroclix series DC or Marvel. A Judge or a volunteer will run the opposing figures in this game.
The point values for victory points will be reflected as follows.
1) Victory points will be assigned for each villain KO-ed these points will be equal to the point value of the figure.
2) 2 victory points for each zombie stopped will be awarded for finding a way to stop the zombies from entering the city.
3)
squirrelfarmer
05/18/2004, 11:46
Not again...
Bridge over troubled water (Bridge Day 2)
A R.S.V.P. has arrived at your team headquarters from the City mayor to celebrate the construction of a new bridge. Your team of heroes had to destroy the bridge in order to prevent an invasion of undead into your metropolis. The mayor has recognized your efforts to secure the city from the resent onslaught of evil hoards.
• “The Ribbon cutting”
The cutting of the ribbon will symbolize the opening of the new bridge. A large crowd has gathered including your team of heroes to watch as the mayor opens the highway into the metropolis. The bridge was very costly to restore but the citizens of your fair city understand your efforts and appreciate your cause. It’s a beautiful day as your team watches a bird fly into view. Only that is no bird as you see through the illusion as Nightmare drops something into the water. What could this villain have in store for your team of heroes?
• “Save the Citizens! And the Bridge.”
The river under the bridge starts to erupt and rumble beneath your feet. Something is growing in the water as you see watch the citizens start to panic. The 10 citizens on the bridge need to carry to safety and your team may carry them as normal object rules apply. The citizens are considered safe from harm once they have been moved off the bridge. Each citizen has 3 clicks of life and a defense of 10 and may not attack or move. Once a citizen is KO-ed remove from them from the game. The bridge may be destroyed using normal blocking terrain object rules. The bridge is 4 squares wide and 10 squares long. Your hero team will establish victory points for each square of the bridge not damaged.
• “Tentacle and Villain soup, Yummy!”
Thrusting out of the water comes one tentacle for each hero on the team. The heroes must stop the beast before it destroys your new bridge. Each tentacle can withstand 12 clicks of damage with a defense of 16 and toughness. The tentacles attack for 3 damage and has a steady attack value of 9 and zero range. Every round a tentacle may attack once against any target including the bridge. The tentacles cannot reach anything off the bridge. The tentacles are in a fixed Game Master selected adjacent square next to the bridge and can attack only adjacent squares. Each tentacle will attack anyone in the hero party with the Game Masters discretion. If you have Nightmare around you might want to throw him into the mix for fun…
Victory Conditions
Standard rules apply for combat and movement.
This is an on going campaign where the players pick a rookie figure to run in the game. At the end of the scenario you tally your victory points and move on to the next stage or version level if you have the required points. At the end of the scenario you return to maximum power or “click” status unless otherwise stated in the scenario.
Each player may use any figure in the Heroclix series DC or Marvel. A Judge or a volunteer will run the opposing figures in this game.
The point values for victory points will be reflected as follows.
1) 30 victory points will be assigned for each tentacle KO-ed.
2) 10 victory points will be awarded for each figure that is freed. Friendly figures or citizens may be moved as objects.
3) Opposing villains are worth the printed point value on the base of the figure.
squirrelfarmer
05/21/2004, 11:34
No TV for you 1 year!
The Running Man in MOJO Vision
Run, run as fast as you can, you can’t catch me I’m on Mojo Vision. Mojo’s back and TV will never be sane again.
• “Coast to Coast”
Mojo has recruited your unwilling team for his new show. He plans on making you all stars of his new show the Running Man. He has placed you team in a maze and you must fight your way out. A team of Mojo, Spiral and vampire lackeys equal to the number of your hero team points will match your team. Each team will be of equal point value.
• “400 Channels and nothing on!”
Mojo’s in the middle of the maze with his team and the only way to stop him is to shut him down permanently. His Mojo Vision equipment will continue to run Coast to Coast until your team destroys it. His transmission equipment occupies 4 squares and is considered blocking terrain and can be destroyed by the same rules for such terrain. You must destroy all 4 squares to shut it off. Once the machine is destroyed and Mojo’s team K.O.ed you have completed the scenario.
• “Turn the channel”
Each turn there is a chance that Mojo vision will recruit another opponent for the heroes to fight. Each turn roll six-sided die on 1-2 nothing happens on a 3 Mojo gets a rookie vampire lackey on a 4-5 put a veteran vampire lackey on the field, on a 6 the judge picks a Archenemy of an opponent on the team. If there are no opponents with an Archenemy pick a figure under 100 points to put on the playing field. Each new figure brought into the game through Mojo Vision will appear next to the Mojo vision transmitter and normal play rules will apply.
Victory Conditions
Standard rules apply for combat and movement.
This is an on going campaign where the players pick a rookie figure to run in the game. At the end of the scenario you tally your victory points and move on to the next stage or version level if you have the required points. At the end of the scenario you return to maximum power or “click” status unless otherwise stated in the scenario.
Each player may use any figure in the Heroclix series DC or Marvel. A Judge or a volunteer will run the opposing figures in this game.
The point values for victory points will be reflected as follows.
1) Victory points will be assigned for each vampire fighter KO-ed these points will be equal to the point value of the figure and will be divided among the Hero team.
2) 20 victory points will be awarded for destroying Mojo’s Machine.
3) Your team of Hero’s may be made up of your continuing campaign figures.
4) The opposing Mojo team is compiled with Mojo, Spiral and any number of the vampire faction that total the same number value of the Hero team.
squirrelfarmer
05/24/2004, 13:04
Night of the Sentinels Part 3
A plot has been unveiled to start a world war over mutant rights and human peace hangs in the balance. During a world peace conference a high-level government official has been captured and held for an unknown reason some speculate a ransom or to be destroyed as a martyr. The official was captured in the middle of the conference by a team of Sentinels. You have managed to save the official and find the Sentinel secret manufacturing facility in Detroit MI. Now they are after you. You must work as a team to stop the Sentinels and may not attack your teammates.
• “Watch your back”
The Sentinel team is constructed of a force with the point value reflecting the point value of the team of heroes. The point value of the Sentinel team will be compared to that of the opposing figures and then rounded up to the nearest 100 points value. But in this scenario you add an additional 300pts Nimrod sentinel because you made them angry.
• “Not Again!”
The Sentinels will start on one side of the board as their deployment zone and they are after you. Your team has rescued the world leader and found the facility and now you must pay for your interference. But now there are innocent pedestrians in the battlefield. Put 6-tokens in the battlefield who don’t move but need to be rescued, Sentinels may KO them per standard rules 1 click per citizen and a defense of 10.
• “Here They Come”
Once again you will be facing the Mega robots the Sentinels with one exception you will have to pay for your defiance. The Sentinel team will have Nimrod the strongest sentinel ever made on their team. He is there to bring all mutants to justice and will use extreme measures against your hero team.
Victory Conditions
As per the standard rules.
Each player may use any figure in the Heroclix series DC or Marvel, the team size is 300pts Per player. A Judge or a volunteer will run the Sentinels in this game.
The point values for victory points will be reflected as follows.
1) The character that KO’s a Sentinel will be awarded points equal to the Sentinels point value.
2) Any civilian taken off the field by friendly figures, on any side of the map are worth 20 victory points any figure may carry a civilian.
JoeFixit1
05/26/2004, 22:59
cool i think i might introduce these ideas to my friends i bet it will be fun keep up the good work squirrelfarmer.:)
squirrelfarmer
06/01/2004, 09:35
Save your mutant hide........
Night of the Sentinels Part Final
A plot has been unveiled to start a world war over mutant rights and human peace hangs in the balance. During a world peace conference a high-level government official has been captured and held for an unknown reason some speculate a ransom or to be destroyed as a martyr. The official was captured in the middle of the conference by a team of Sentinels. You have managed to save the official and find the Sentinel secret manufacturing facility in Detroit MI. Now they are after you. You have to survive the Sentinel invasion but how did they know whom you are and where to find you. There must be a traitor amongst your team.
• “Infiltration”
Your team of heroes must infiltrate a government facility and destroy all records of the mutant population archived by the mutant registration program. The files are in a building defended by the U.S. army and shield agents. The security team will be made up of a army with a combined point total 100 points higher than the total hero team. The documents in the basement of the facility must be destroyed to complete the mission.
• “How did they find US!”
The hero team will start on one side of the board as their deployment zone. Your team has rescued the world leader, found the secret manufacturing facility and you defeated their invasion force. But how did they find you, who told them who you are. Some one on your team is a traitor. You must find the mutant registration papers and find out who is a traitor. Any character doing a point of damage can destroy the documents in the basement of the facility. There is a note with the registration material that describes who the traitor is and who mind controlled him. If this paper is found before the third round the hero team cures him or her before the mind control takes affect.
• “A traitor amongst you?”
Someone on your team betrayed you. Before the game starts the Judge counts your Clix team members and assigns each of them a number. Then the judge rolls a dice in secret the result of that dice roll indicates the traitor among your team. On the third round of play the traitor will betray your team and switch sides. The judge or volunteer running the opposing team will take control of the traitor according to the mind control rules. Once the traitor is KO-ed, subdued he or she will return to the party as normal. Your teammate couldn’t control his actions, the government had brain washed him.
The files are located in a room that is 4x4 squares and sealed. Your team must do normal blocking terrain damage to the room to gain access. Once inside the room your must search every square. You do this by moving your Clix to each square and instantly revealing if there is the computer bank with the mutant registration files. You can destroy the computer bank by doing 3 points of damage.
Victory Conditions
As per the standard rules.
Each player may use any figure in the Heroclix series DC or Marvel. A Judge or a volunteer will run the Sentinels in this game.
The point values for victory points will be reflected as follows.
1) The character that KO’s opponent will be awarded points equal to the figures point value.
2) On each player’s turn she or he will be able to guess whom the traitor will be. But only once during the game. If someone guesses correctly they will receive 100-victory point and the traitor will betray the team immediately and the judge takes control of the character.
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