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The List - Armageddon

Posted 06/06/2012 at 20:24 by Myrik_Justiciar
Updated 07/06/2012 at 07:15 by Myrik_Justiciar
THE LIST
Before the game each player will roll for a separate BFC.
  1. Roll Two More Times adding each result. This roll a second time counts as no BFC.
  2. Roll Three More Times adding each result. This roll a second time counts as no BFC.
  3. Astral Plane Hindering terrain features become clear terrain for movement purposes.
  4. Atlantis Rising Roll 1d6, on a 1-3: All clear non-elevated terrain becomes water terrain, on a 4-6: All non-elevated terrain becomes water.
  5. Low Gravity Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
  6. Poor Teamwork Characters may not be carried. Friendly characters may not target each other with Telekinesis
  7. Power Dampening Field Damage values higher than 3 become 3 instead.
  8. Disbanded! Ignore all team abilities.
  9. Darkness All range is reduced to 6. Treat all non-blocking terrain as hindering terrain for line of fire purposes.
  10. Earthquake At the beginning of each player's turn, that player makes an attack as if he had a value of 9 vs all non-flying characters on the map. Hit characters are dealt 2 damage and knocked back away from where he sits.
  11. Crosswinds Character that can use the Flight ability cannot use the Flight or Carry ability.
  12. War Zone A character using Support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.
  13. White Noise When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
  14. Fimbulwinter Characters with two action tokens modify their defense value by -1.
  15. Cosmic Radiation Interference Hindering terrain markers and blocking terrain markers can't be placed. (Debris terrain markers and special markers are unaffected.)
  16. Malfunction Before the beginning of the first turn, starting with the player who played this battlefield condition, each player can remove any one object from the game.
  17. Knockout Gas Characters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
  18. Legendary Day Abilities can't be countered. All characters can use Willpower if they can't already.
  19. Skrull Kill Krew When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
  20. Disruption Characters on a themed team cannot use the Probability Control granted by a themed team if they already have an action token placed on them. When a character on a themed team uses the Probability Control granted by a themed team, place two action tokens on the character, the character does not take pushing damage from the placement of these tokens.
  21. Sabotage Before the beginning of the first round, the player who played this battlefield condition may place an action token on any one opposing character. Then, continuing clockwise around the table, each other player may choose to roll a d6; on a result of 4-6, that player may place an action token on any one opposing character that does not already have one.
  22. Nowhere to Hide Squares with objects in them are not hindering terrain.
  23. Krakoa the Living Island Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
  24. Malice At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.
  25. The Great Arena Any successful attack roll resulting in doubles is a critical hit.
  26. Wasteland All elevated terrain is grounded hindering terrain. All walls are destroyed. All squares adjacent to walls are hindering terrain.
  27. Exhaustion Modify all pushing damage by +1.
  28. Inferno At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.
  29. Resistance Characters can't be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.
  30. Damage Control Remove all objects from the game, none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each players turn, all destroyed walls and blocking terrain (except Barrier markers and terrain in occupied squares) are no longer destroyed.
  31. Alpha Strike Before the beginning of each players first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that characters point value.
  32. Extraordinary Day A roll of 11 or 12 on any attack is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.
  33. Loyalty After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
  34. Fearless Assault Characters get +2 to their speed values when they begin move actions in their starting areas.
  35. Ground Zero Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
  36. Back-Alley Brawl Characters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values.
  37. Telekinetic Strain When Telekinesis is used to move a character or object 6 or more squares, the character using Telekinesis is dealt 1 unavoidable damage after the movement is resolved.
  38. Rushed Assault The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.
  39. Armor Wars When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.
  40. Inertial Interference Field When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.
  41. Isolation Combat values can't be replaced by higher values.
  42. Assembled When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to its attack value when adjacent to a friendly character with the same team symbol.
  43. Blood Curse For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
  44. Brightest Day Characters do not take pushing damage for receiving a second action token to use Regeneration or Support.
  45. Blackest Night Characters can't be healed by standard powers or team abilities unless they possess the Black Lantern Corps keyword.
  46. Day of Discord Combat values cannot be replaced by the combat values of other characters.
  47. Grounded The Carry ability can't be used.
  48. Infiltration When placing characters at the beginning of the game characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas. Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified values away from their starting areas.
  49. Bizarro World A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
  50. Skyscrapers Elevated terrain is blocking terrain.
  51. High Gravity Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the character 1 damage after the action resolves.
  52. Antimatter Universe Critical hits do not increase damage dealt.
  53. Pacification When 4 or more damage would be dealt, reduce damage dealt by 1.
  54. Shrunk All characters with the {giant} damage symbol have the {starburst} damage symbol instead. All range values are halved, as is the range of all effects that have a range.
  55. Defiance When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
  56. Critical Strike At the beginning of each of the first player's turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card.
  57. Protect the Innocent Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token. If no Bystanders are played, re-roll this result.
  58. Mistrust When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by -1, to a maximum of -1.
  59. Communication Breakdown Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
  60. Debris Each player must place three additional standard objects in addition to those included in their force.
  61. Proximity Mines At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
  62. Madness Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
  63. Internal Strife Characters get +1 to their attack values whenever they make a close or ranged combat attacks against opposing characters with which they share the same team symbol.
  64. Rally Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game.
  65. Bright Lights When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.
  66. Overconfidence A character with Perplex may use it only on its own combat values.
  67. Radiation Leak When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
  68. Growth All normal size characters now possess the giant size and all giant size characters now possess the colossal size.
  69. Blizzard Characters are unable to use Hypersonic Speed, Running Shot, or the Flight Ability.
  70. Grenades Each player has grenades equal to 1 per every 100 points of the build. The type is determined by a d6 roll after the power action to throw the grenade. On a result of 1-2: Smoke (1 damage): Place a hindering terrain marker in the target square and up to two adjacent squares. Remove them at the beginning of your next turn. Characters occupying squares with these markers can't make ranged attacks; 3-4: Ink (1 penetrating damage): Place a hindering terrain marker in the target square. At the beginning of your next turn, deal 1 additional penetrating to each character occupying the target or adjacent squares, then remove the marker; 5-6: Frag (2 damage): A hit character in the target square is dealt 1 additional damage. Each other hit character is knocked back from the target square.
  71. What Did You Do? Opposing characters within 8 squares of the highest point character on each team possess Battle Fury.
  72. Oh The Insanity The character on your force with the highest point value is "Insane": opposing to your force and friendly to the force of the opponent on your left. (If two or more characters are tied, that opponent can choose.) On your turn, before you give any actions, the opponent to your left can give an action to your Insane character. This action does not count against any player's action total, and the Insane character can also be given actions normally on that opponent's turn. Insane characters can use Willpower.
  73. DEMOGORGE THE GOD-EATER At the beginning of each player's turn, the character with the highest point value on each other player's force is dealt 1 penetrating damage.
  74. MASSACRE Before the beginning of the first turn, each player declares one keyword for the game. During the active player's turn, if an opposing character that has the keyword named by the active player takes damage, after it takes damage deal that character 1 unavoidable damage. Critical hits to all characters deal an additional 1 damage.
  75. PURIFIERS At the beginning of each round, each player can declare a special or standard power. All declared powers are ignored until the end of the round.
  76. TOUCHED BY THE ENIGMA FORCE Once during each player's turn when you make an attack roll, if the result of either of the two dice is a 1, you can reroll one die before determining the attack roll result. You must use the rerolled result.
  77. Self Destruct At the end of each player's turn, that player chooses one of his or her characters adjacent to an opposing character and rolls a d6. On a result of 1, that character must immediately use Pulse Wave as a free action as if it had a range value of 12.
  78. The Champion The highest point value character on each player's team is their "Champion" and each must begin play equal to their movement value away from your starting area. Each Champion rolls 3d6 to make attacks, picking two out of 3 for their choice. Your Champion can use Willpower if it can't already use it. Damage dealt by your Champion is penetrating.
  79. Break Your Back When the result of a successful attack roll is doubles, the damage dealt is penetrating damage.
  80. ARMAGEDDON At the beginning of each round after the first, roll a d6. Deal all characters penetrating damage equal to half the result. If a character is in a starting area when this happens, it will take another click of penetrating damage.
  81. Final Battle During one attack per turn, choose a character and modify its damage value by +1 if that value is not otherwise modified or replaced. Damage dealt by all characters can't be reduced to less than 1.
  82. ALLEGIANCE Each player must choose a character to be the Leader of his or her force. Friendly characters adjacent to their Leader modify their defense values by +2 if the Leader of a force does not have an action token.
  83. EXILE When a character is 4 or more squares from all other friendly characters, modify its defense value by +1.
  84. OBEDIENCE DISK All characters' Willpower are ignored. When a character uses a special power, give it an additional action token after the action resolved (the extra token deals pushing damage normally).
  85. SWITCHER-OO After player place their forces at the start of the game, each player then switches sides and plays the other player's team instead of his own.
  86. LITTLE MAN SYNDROME The character with the lowest point value on each team gains battle fury and will power when he attacks or is attacked by a character with a higher point value.
  87. SLOBBER KNOCKER All rolls of doubles except double ones automatically hit. If the result would normally hit, then give the hit character a token as well.
  88. King Me Each player must pick one character to be their 'King'. During the game, if your 'King' is eliminated then you lose the match.
  89. PILLOW FIGHT All characters can pick up normal objects as if they had Super Strength. Characters already possessing Super Strength get a +1 dmg modifier when attacking with objects.
  90. Sticky Characters may not break away.
  91. Curse You Richards! Characters that attack known arch enemies recieve a +1 attack modifier, ie. Doom vs Richards, Wolverine vs Sabretooth, X-Men vs Brotherhood, Avengers vs Masters of Evil, etc.
  92. Knife Fight All characters possess B/C/F if the do not already do so. Characters who already possess the power receive a +1 to attack when using it.
  93. Catch Me If You Can Characters automatically break away and receive a +2 to their movement when they do so.
  94. Valentine's Day Characters receive +1 to attack vs characters of the opposite sex.
  95. Bounty Hunter One character on each player's force gains the Capture ability.
  96. Not So Special Whenever a character attacks an opposing character possessing a Special Power, if this character currently possesses no Special Power or Traits, modify this character's attack value by +1.
  97. WORLD WAR III When making an attack roll, roll 3d6 and choose two of them to be the result of the roll. Damage dealt by critical hits is penetrating damage.
  98. EYE OF THE TIGER All characters can use the colossal stamina ability. characters who already possess this ability may roll a d6 and on a result of a 5 or 6 do not take pushing damage.
  99. Ambush Characters get +2 to their attack value when they makes a close combat attack while occupying hindering terrain. After the attack resolves, the character's Stealth is countered until the beginning of your next turn.
  100. No Result No special BFC.
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