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Old 04/23/2005, 05:23
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The Official Heroclix Role-Playing Strategy Campaign v3.0 Rules Thread
Heroclix Role-Playing Strategy Campaign Rules, ver3.0


Introduction

The Heroclix RPSC (Role-Playing Strategy Campaign) is a system designed to use the characters and combat dials of Heroclix for a progressive, team-oriented, open-ended campaign. You begin with a group of heroes that all belong to a single team, and by fighting villains, your characters and your team build up experience points which allow you to slowly promote your characters to higher power levels and recruit new characters, all while staying within the parameters of the regular Heroclix combat system.

This system was initially designed by RookieBatman, and has since been modified. Since this system is still a work in progress, this thread is purely to keep track of any rules changes that may occur, and have all of the rules in one place. Therefore, please do not post to this thread unless you are one of the main adminstrators of the campaign. You can find the main thread in the General Forum if you are interested in joining our compaign.

New Terms

While most of the terminology in this campaign will be the same as in the regular games of Heroclix, there are some new terms that will be used in these rules and in the campaign.

• TXP: Stands for Team Experience Points. TXP are used to recruit new members to your team, and they also must be paid to promote heroes already on your team. You get TXP by building up TAP.

• TAP: Stands for Team Achievement Points. Four TAP equal one TXP. How exactly you get TAP is discussed in a later section of the rules.

• IXP: Stands for Individual Experience Points. IXP are used to promote a character to a higher version. You get IXP by building up IAP.

• IAP: Stands for Individual Achievement Points. Four IAP equal one IXP. How you get IAP is discussed later.


Building Your Team

To start, you of course need to have a team. Your initial team must be within the following parameters:
• You may have between four and six characters on your team.
• All characters must have the Team Ability of your team on any version of their dial. (Thus, if your team was the JLA, the Huntress could be on the team, since she has the JLA TA on her veteran version, but Kilowog could not be on the team, since his only version has the Green Lantern TA.)
Special Exceptions: If you think a character deserves to be on your team, but he does not have the correct TA (such as Unique Flash (Jay Garrick) and Starman on the JSA) you may appeal to the Editor’s good nature for an allowance in the matter.
• The characters on your team must have a combined point total of 300 points or less.
• All characters must begin at the version with the lowest point value, unless that version is an LE or Unique. (Thus, if you are fielding Beast on your team, you must begin with the Ultimate Rookie, which is the cheapest version of the character. If Wasp is on your team, you must use the Universe Starter version. However, if Jesse Quick is on your team, you can choose either to start with the LE, which is the cheapest version of the character, or the Rookie.)
Once you have built your team, the difference in build total you have left is doubled and put in your bank of TXP. (Thus, if you construct a 296 point team, leaving four points unused, you get eight TXP immediately.)


Gaining Experience

Experience is earnt in the following ways:

• Each hero on your team gets 1 IAP per click of damage they’ve done to an enemy. They also give the team the same amount of TAP. Note that if a hero not on your team is in the fight (either as a GM-chosen guest star, or as a “rental” on your squad), he does not earn the team any TAP for his damage dealt.
• Each hero on your team gains 2 IAP for every KO, and 4 for any captures he makes. They also give the team the same amount of TAP.
• If a hero on your team uses Defend to successfully stop an attack, the character gets one IAP and 1 TAP.
• When a character Mind Controls an enemy to and gives the enemy an action other than an attack, the Mind Controller earns one IAP and one TAP simply for making the successful Mind Control attack. If they give the enemy an attack action, they only earn IAP and TAP which results from damage given from that action.
• When a character with Support heals a friendly character, he gets IAP and TAP equal to the amount of clicks healed.
• When a character with Incapacitate gives a token to an enemy, they earn 1 IAP for each token that the character has. However, if the character is using the ‘Stunning Blow’ Feat card, IAP is awarded for the damage dealt only.
• The team also gains an additional amount of TAP equal to one quarter the build total of the villains KO’d. (Thus, if the heroes KO 85 points of villains, they gain 21 TAP in addition to the other Achievement Points they gained during the battle.) If a team captures a villain, they gain TAP equal to half that character’s point value, rather than one quarter.


Capturing

The last villain left on the battlefield may be captured. This refers to the heroes restraining and holding him rather than simply knocking him out. Capturing a villain gives the team and the hero more Experience Points. To capture a villain, the villain cannot have any damage-reducing powers. If the hero has Incapacitate, Exploit Weakness, Psychic Blast or Super Strength, he can attempt to capture a villain with Toughness. These powers only need to be showing on the dial to make the attack- they do not need to be used in the attack. A +4 modifier is added to the villain’s defense value, and then the hero makes a regular attack roll (either close or ranged). If he hits the modified value, the villain is captured, and the fight is over. If the hero misses the modified roll, but hits the villain’s regular defense value, he does damage as normal. Remember that the only time a villain can be captured is when he is the only one remaining.

Assists

Characters who assist in their teammate’s attacks can be awarded up to half of the IAP earnt from that attack. An Assist is classified as any non-attack action (including a free action) which helps a teammate to either hit their opponent (such as Outwitting Super Senses or using PC to hit), or do extra damage to an opponent (Such as Enhancement or Perplex). The assist must occur on the same turn as the attack. The controlling player has the option of assigning up to half of the IAP from the attack to the assisting character. Common powers which are used as assists are TK, Outwit, Perplex, Enhancement, and Probability Control. If multiple characters make an assist on the same attack, the attacker still must receive at least half of the IAP awarded, but you may divide the rest up between them as you see fit. Make sure that you state in your action description how much of the IAP is being awarded to the assister, if any.

For example: Black Panther outwits Dr. Doom's Mastermind and Captain America hits him for 4 clicks. The player has the option of giving up to half the earned IAP to Black Panther for his assist, with Panther gaining 1 or 2 IAP and Cap gaining 2 or 3. Otherwise, the player can allow Captain America to receive the full 4 IAP and Panther to receive none.

If the above scenario included Psylocke Enhancing Cap's damage to a 5, then three characters contributed to the attack and could share the 5 IAP. Cap would receive no less than 3 IAP for the attack, and Panther and Psylocke could split the 2 IAP between them or one could receive the full 2 IAP

Selecting a Squad

In the Heroclix RPSC, like in many comics, the adventures of your team runs in groups of three issues, which we call “story arcs.” At the beginning of each story arc, you must select a squad out of your team that will engage the villains for the next three issues. The squad must fit the following requirement:
• Round your team’s build total to the nearest increment of 50. (If your team is 296 points, it would be rounded to 300. If your team is 311 points, it would be rounded to 350.) Divide the rounded number by half, and then add fifty points. That is the maximum build total you can have for your squad. (Thus, if your rounded total is 300, divide it by two, equaling 150. Add fifty, equaling 200. Therefore the build total of your squad can be no more than 200 points. If you have a 437 point team, you could have a 275 point squad (437 rounded to 450, divided by 2 = 225, + 50, =275.)

Your selected squad fights in the first issue of the story arc. After that, you have a random chance of adding another hero to your squad. Before the second issue, roll one die. If the result is a “6,” you may add one more hero to your squad. You can add another hero from your team for free, or you can “rent” a hero that is not part of your team (provided they are also not a part of someone elses team as well). This hero will cost TAP (not TXP) equal to half his point value. If that hero’s current version has the team ability of the team renting him, he is considered a reservist for that team, and only costs one-fourth his build total. (Thus, if the Avengers rolled a 6 before Issue #2, and they decided to rent the Vision rather than adding another Avenger, the Vision, a 122 point character, would cost 31 TAP to rent. However, if the X-Men decided to rent Exp. Firelord, an 81 point character, it would cost them 41 points, since Firelord is not an X-Man). If you fail the roll in the second issue of the arc, you may roll again in the third issue, and a 5 or a 6 will be a successful roll.

Every character on your team must be in at least two fights every two arcs. Otherwise they will feel neglected, causing them to get angry and possibly leave the team, or worse (anything could happen, so don’t let anything happen!).

Once your squad is selected, your Editor will prepare a scenario for you. The Editor will tell you what enemies you are fighting, their placement, and any special rules that might be in the particular battle. After that, play commences like a normal game of Heroclix. The game ends after fifteen turns (as long as time allows), and victory is decided based on victory points as normal (unless otherwise stated).

*At the beginning of any fight, you can switch any hero on your squad for another hero on your team of a lesser point value. (Thus, the X-Men just finished Issue #4, getting Jean her necessary two fights in the last two arcs. The player decides to switch out Jean, 39 points, for Rookie Wolfsbane, who is only 28 points.) Also, a player can simply drop a hero from the squad if the hero has done the necessary fights for the two arcs. Alternatively, you could switch two heroes on your squad out for one, as long as the one you are bringing in is not worth more than the two you are dropping. Or you could drop one very expensive character for multiple cheap characters.

If members of your squad are wounded (see below) and you can’t take them out of your squad, or if you just want a break, you can choose to fight enemies with a point value equal to half of your squad’s point value. You must declare that you are doing this when you tell the GM what your squad will be for that mission, so that the GM can create a scenario accordingly.

At the end of the year (after the twelfth issue), there is an “annual” issue wherein your whole team gets to participate, instead of just a squad. If a lot of your team is wounded, you can opt out of this one and rest, bringing all of your characters back to full health, but this is a chance to earn some pretty heavy experience points. The fact that it’s your whole team means a bigger build total for the villains, too, so if you win, that means more experience earned. Your choice. (You can also go against a half-villain team, as in the above rule.)


Getting Wounded

If a hero is KO’d in a battle, they are given a click of irreducible damage that they keep until the end of the next battle. This click cannot be healed by any power or team ability. Furthermore, if the character is damaged past his last click, he takes clicks of irreducible damage equal to the numbers of clicks past the end of his dial he was hit. (Thus, if Changeling were on his last click, and was dealt three clicks of damage, he would be KO’d and would start the next fight on his fourth click.)

Characters who begin a fight wounded will go back to full health if they do not get KO’d in that fight. However, if they do get KO’d, they continue to take irreducible damage from the point at which they started the fight. (Changeling starts the fight on his fourth click. He gets KO’d again, with the villain doing four clicks of damage when Changeling is on his last click. That would put Changeling on his eighth click, but since Changeling does not have eight clicks, he is dead, and is out of the campaign permanently, unless the Editor makes up a story to bring him back. But don’t count on it.) Remember that a hero can be dropped from your squad at the beginning of any fight during an arc. Thus, it would probably be a good idea to take Changeling out rather than leaving him in the squad when he’s four clicks down. That should usually be all it takes to prevent any of your characters from dying.

If a character has Regeneration anywhere on his dial, and this character gets KO’d, roll one die. If the result is a 4, 5, or 6, the character does not take any damage into the next fight. (If he fails the roll, it simply means the wounds are so great that they take a longer time to heal.). If a character with an ‘activation click’ is wounded, they are given the irreducible click of damage from the point of their activation, rather than their first click.


Training Sessions

When a team finishes an issue well before their deadline, they may play a training session in order to earn some bones experience. Training sessions earn half of the experience of a normal game. Training sessions can either be held against another hero team, provided that the two teams have met before and that both have finished their issues, or against a team of simulants (which could be holograms, robots, etc). ‘Simulation’ players can use any figures they wish, however themes are encouraged for these. Squads are chosen for training sessions using the normal formula.

No wounds are carried over either to or from training sessions. They are considered to be ‘out of continuity’ with the current arc. Characters can not be killed in a training session. If the training session is not completed before the start of the next issue, it should be cut short, with the team being allocated however much experience they have earnt up until that point.


Promoting characters

The quality of this campaign most similar to RPGs is your ability to manage your team by progressively promoting your characters and recruiting new members. This is done very simply, based on IXP and TXP values. The only time you can promote or recruit is at the end of a story arc (every three issues).

To promote a character to a more expensive dial, that character must have IXP equal to the difference between his current version and the version to which he is being promoted. (Thus, if Rookie Batman wants to level up to Experienced, the Rookie is 85 points, and the Experienced is 92, so Batman must have seven IXP before he can be promoted to Experienced.) If the character has enough IXP, the team pays the same number of TXP, and the character is promoted.

Villains are promoted at the discretion of the Editors, however it is assumed that they are generally at the same level as their opposing heroes. Therefore, as a general guide villains will usually be assigned that have the equivalent experience levels to your squad. Generic villains however, will usually be a range of different levels due to their ‘nameless’ status.


Recruiting new characters

To recruit a character, the team must pay TXP equal to twice the character’s point value. At all times, over half the members of the team have to have the Team Ability on some version. (Thus, if you have eight characters on your team, there can only be three that do not have the TA).

If a character is promoted to a new version that has the Team Ability of another team in the campaign, the other team may recruit the character from the team that currently has them. To do this, the team simply pays their TXP to the other team. (Thus, if Black Canary is on the JSA, and the player who is running the JSA promotes Canary to Experienced, she now has the JLA Team Ability. If another player is running the Justice League, that player can recruit the Black Canary from the JSA immediately, paying the JSA player the TXP it would cost to recruit her from the queue. The JLA team now has Black Canary in the roster, and the JSA team now has 78 TXP, twice Exp. Black Canary's cost).

If a team wishes to recruit a generic character for their team, the hero is treated as if they are the Limited Edition version of their character (as long as there is one). Therefore, if SHIELD recruited the SHIELD Trooper, he would be called Clay Quartermain. No other team may then recruit a SHIELD Trooper to their team. Editors reserve the right to refuse allowing a character to be recruited to your team if that character does not have your TA in one of it’s versions.


Figure Layaway

If a player wants to purchase a figure but has insufficient points, it is possible to put a single figure into layaway. In order to "reserve" a piece, it MUST have your TA on one of its versions and you must pay 1/2 the TXP cost of recruiting that figure (the figure's printed value). Once done, no other players may purchase that figure without the approval of the reserving player. Only ONE figure may be reserved at any time by any one player. If that player wants to put a different figure on layaway, he gives up layaway rights to the current reserved figure. If a player decides to give up layaway rights to a figure that player loses half (1/2) the TXP they paid to reserve the original figure. A player who reserves a figure may not recruit any other figures until he either buys the reserved figure or Gives up layaway rights to that figure.

Brand New Figures may not be reserved until the end of the arc after their release. The idea of reserving figs is based on the player having saved up for that character, and is meant only to protect against losing the existing time investment; ex: At the end of a story-arc, a new set is released that contains USAgent. While teams with the requisite TXP may purchase that figure outright, it may not be placed into layaway until the end of the NEXT arc. If a player gives up layaway rights to a figure, they may not put another figure on layaway or recruit a new figure until the end of the NEXT arc - they essentially give up recruitment rights for this arc, though they may upgrade existing figures as normal.

It is not only possible for two players to seek to make a deal regarding figures on layaway, it is highly recommended. If two players are able to come to an agreement about a figure and the second player gets the right to purchase the reserved figure, the first player receives back the FULL TXP amount he paid to put it in Layaway (rather than half the TXP). Regardless of the compromise, no player may purchase the figure outright without paying its recruitment cost.

These rules apply equally to new startup teams. Figures on layaway may not be recruited as part of a new team's initial roster. After initial recruitment, a new player must wait until the end of their first arc to recruit new figures or to put one on layaway.


Reserve members

You can also recruit characters that currently are a part of another team as “Reserve” members, with the permission of the controlling player. A reserve character costs TXP equal to their point cost. Whenever the controlling player is not using this character for an arc, the team that it is a reservist for may do so. Once a reserve character is being used for an arc by one of the players, the other player may not use them for the remainder of that arc unless the player that is currently using them allows it. Only the team that has the character as a full time member can upgrade that character.


Retiring characters

You can sell a member of your team back into the figure pool at a rate contingent on their experience level, or the amount of IXP they’ve gained since they came on your team.
• If a character has been promoted one level or gained ten IXP since joining your team, you can sell them for an amount of TXP equal to their point value.
• If a character has leveled up twice, or gained twenty IXP since joining your team, you can sell them for TXP equal to %150 of the point value.
• If a character has been promoted three levels, or gained thirty IXP since joining your team, you can sell them for twice their entire point value.
(Thus, if Robin levels up to Experienced, the player whose team he is on can sell him for 20 TXP. If he is promoted to Veteran, he can be sold for 33 TXP. Since he can not level up further, he must gain ten IXP as a Veteran before he can be sold at full value of 44 points.)

This is a good idea to keep in mind as another way to keep your team upwardly mobile. For instance, returning to the example of Robin, if he’s on your team and you’ve leveled him up to Veteran a while ago, and have gotten to such high-point games that you decide he’s no longer useful, you can sell him back and get a good start toward having enough points to recruit a higher-point character.

If a player sells off a character that another team has as a reservist, then the team that has them in reserve can either choose to purchase them in full immediately (paying TXP equal to the characters point cost), use the TXP they have already expended on them as a deposit to put them on layaway or sell them off with a full refund of TXP.
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Old 04/23/2005, 05:24
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Organizational Structure

After our originial draconian GM mysteriously dissappeared, we have re-booted this system with a new hierarchy in place based upon the comic book analogy. Here is how it works:


Editor-in-Chief (or GM)

DC: Lightshear
Marvel: dknight_7


Role and Resposibilities:
The Editor-in-Chief has the final say over what happens in their respective universe. They set the villians that are to be used in each title each month, and co-ordinate the general plotlines. They have the power to approve new titles starting up (when they feel a writer has proven themself). They also have the power to approve which characters teams can or cannot recruit. It is their duty to co-ordinate any crossovers that occur between titles. They are responsible for double checking each teams TXP and IXP after the end of each arc. The Editor-in-Chief may not control a title that they are also writing (if their title is in the same universe, they should get an Assistant Editor to oversee it). Most importantly, the Editor-In-Chief is also responsible for keeping all of the writers in their universe happy (ie. having fun).


Assistant Editors

DC: Kasz216
Marvel: DOOM’s Medic


Roles and Responsibilities:
Assistant Editors report directly to the Editor-in-Chief. They can be delegated any of the responsibilities that the Editor-In-Chief has, and usually oversee a specific title, or group of titles, within the comic book universe. The Assistant Editor may not control a title that they are also writing. The Editor-in-Chief can recruit more Assistant Editors at any time, however they must make sure to let potential recruits know what their exact responsibilities will be before they accept.


Writers (or players)

Role and Responsibilities: The Writers are in charge of their own title/team. They should write story posts for their moves where possible, and can submit ideas for plots, team direction and possible villians to the Editors, although the Editor may not use them. They should also add up their own TXP/IXP, which will be double-checked by the editors. They have the option of writing the introduction and wrap up stories to their issues if they wish, or they can let their Editors write them. Writers are also expected to play the villains for another team each arc.


And those are the rules. Play hard, and have fun!
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Old 04/23/2005, 05:43
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A link to our general thread is listed below, so if you wish to make comments, please direct it there.

The RPSC 3.0 Main Thread

Also, here is our thread for tracking the various teams involved so far, and their experience earnt so far.

The RPSC 3.0 Team-Tracking Thread
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Old 08/04/2005, 16:53
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Update!!!
Changes/Updates

Hi all, and welcome to version 3 of ### RPSC. If you're new to ### idea, feel free to browse through our rules below. If you're interested in joining our campaign system, new players are always welcome.

This system was initially designed by RookieBatman, and has since been modified, however RB deserves most of ### credit. Kudos RB, wherever you are! ### campaign lives on! So anyway, this is our main thread for discussing everything and anything that has to do with ### campaign (and a lot that doesn't as well). You can find a dedicated rules thread in ### rules forum and a team-tracking thread in ### Combat Formations forum. ### rules are below are accurate as at ### 23rd of April 2005. For ### most up to date version, check ### rules thread, but they should get you started at least.

Heroclix Role-Playing Strategy Campaign Rules, ver3.1


Introduction

### Heroclix RPSC (Role-Playing Strategy Campaign) is a system designed to use ### characters and combat dials of Heroclix for a progressive, team-oriented, open-ended campaign. You begin with a group of heroes that all belong to a single team, and by fighting villains, your characters and your team build up experience points which allow you to slowly promote your characters to higher power levels and recruit new characters, all while staying within ### parameters of ### regular Heroclix combat system.



New Terms

While most of ### terminology in this campaign will be ### same as in ### regular games of Heroclix, there are some new terms that will be used in these rules and in ### campaign.

• TXP: Stands for Team Experience Points. TXP are used to recruit new members to your team, and they also must be paid to promote heroes already on your team. You get TXP by building up TAP.

• TAP: Stands for Team Achievement Points. Four TAP equal one TXP. How exactly you get TAP is discussed in a later section of ### rules.

• IXP: Stands for Individual Experience Points. IXP are used to promote a character to a higher version. You get IXP by building up IAP.

• IAP: Stands for Individual Achievement Points. Four IAP equal one IXP. How you get IAP is discussed later.


Building Your Team

To start, you of course need to have a team. Your initial team must be within ### following parameters:
• You must have at least 4 members on your starting team.
• All characters must have ### Team Ability of your team on any version of their dial. (Thus, if your team was ### JLA, ### Huntress could be on ### team, since she has ### JLA TA on her veteran version, but Kilowog could not be on ### team, since his only version has ### Green Lantern TA.)
Special Exceptions: If you think a character deserves to be on your team, but he does not have ### correct TA (such as Unique Flash (Jay Garrick) and Starman on ### JSA) you may appeal to ### Editor’s good nature for an allowance in ### matter.
• ### characters on your team must have a combined point total of 300 points or less.
• All characters must begin at ### version with ### lowest point value, unless that version is an LE or Unique. (Thus, if you are fielding Beast on your team, you must begin with ### Ultimate Rookie, which is ### cheapest version of ### character. If Wasp is on your team, you must use ### Universe Starter version. However, if Jesse Quick is on your team, you can choose either to start with ### LE, which is ### cheapest version of ### character, or ### Rookie.)
Once you have built your team, ### difference in build total you have left is doubled and put in your bank of TXP. (Thus, if you construct a 296 point team, leaving four points unused, you get eight TXP immediately.)
• When starting your team you will be given some feats to start with (subject to Editors approval). Typically this is within ### 20-25 pts total. You may suggest feats that you believe to be appropriate but ### editor will have ### final say in this.


Gaining Experience

Experience is earnt in ### following ways:

• Each hero on your team gets 1 IAP per click of damage they’ve done to an enemy (regardless of how much health ### fig has remaining). They also give ### team ### same amount of TAP. On a trial basis ### interpretation on this will be damage done. Not health removed from figures.

Example: Logan attacks Creed and rolls a 5 on his BCF Creed only had 3 health remaining noondamage reducer). For ### attack Logan earns 7-IAP/TAP(5 for damage and 2 for KO)


• Note that if a hero not on your team is in ### fight (either as a GM-chosen guest star, or as a “rental” on your squad), that hero will earn TAP for your team as they acting as a member of your force in this case.
• Each hero on your team gains 2 IAP for every KO, and 4 for any captures he makes. They also give ### team ### same amount of TAP.
• If a hero on your team uses Defend to successfully stop an attack, ### character gets one IAP and 1 TAP.
• When a character Mind Controls an enemy to and gives ### enemy an action other than an attack, ### Mind Controller earns one IAP and one TAP simply for making ### successful Mind Control attack. If they give ### enemy an attack action, they only earn IAP and TAP which results from damage given from that action.
• When a character with ####### heals a friendly character, he gets IAP and TAP equal to ### amount of clicks healed.
• When a character with Incapacitate gives a token to an enemy, they earn 1 IAP for each token that ### character has. However, if ### character is using ### ‘Stunning Blow’ Feat card, IAP is awarded for ### damage dealt only.
• When an attack activates ### 'Mystic TA or Damage Shield'-type effect that causes damage IAP/TAP is earned by ### defending character for each click of damage caused.
• ### team also gains an additional amount of TAP equal to one quarter ### build total of ### villains KO’d. (Thus, if ### heroes KO 85 points of villains, they gain 21 TAP in addition to ### other Achievement Points they gained during ### battle.) If a team captures a villain, they gain TAP equal to 2/5(or 40%) of that character’s point value, rather than one quarter.
If ### calculations are fractions round to ### nearest whole number. Example: 1.5 would round up to 2 where 1.4 would round down to 1.
• Every character on an active roster will receive an IAP roll to represent their improvement outside of ### games. ### character does not need to have appeared in an issue to earn this. In ### event that a reservist is was a member of ### reserve team for ### arc, ### reserve team will roll for ### gained IAP. This IAP will not add TAP to ### team. ### amount of d6 used for this roll will be determined by ### point gap between ### characters most expensive current unlocked level and ### next possible unlockable level.
If ### point gap is 0-14 ### roll will be d6.
If ### point gap is 15 or more ### roll will be 2d6.


Capturing

### last villain left on ### battlefield may be captured. To ensure that figures are not captured so easily(like one luck critical hit) figures will only be able to be captured while on ### last half of their dial(round up). This refers to ### heroes restraining and holding him rather than simply knocking him out. Capturing a villain gives ### team and ### hero more Experience Points. To capture a villain, ### villain cannot have any damage-reducing powers. If ### hero has Incapacitate, Exploit Weakness, Psychic Blast or Super Strength, he can attempt to capture a villain with Toughness. These powers only need to be showing on ### dial to make ### attack- they do not need to be used in ### attack. A +4 modifier is added to ### villain’s defense value, and then ### hero makes a regular attack roll (either close or ranged). If he hits ### modified value, ### villain is captured, and ### fight is over. If ### hero misses ### modified roll, but hits ### villain’s regular defense value, he does damage as normal. Remember that ### only time a villain can be captured is when he is ### only one remaining. Heroes can also be captured by ### villains, though what game effects that will result in(if any) will be decided by ### Editor.

Assists

Characters who assist in their teammate’s attacks can be awarded up to half of ### IAP earnt from that attack. An Assist is classified as any non-attack action (including a free action) which helps a teammate to either hit their opponent (such as Outwitting Super Senses or using PC to hit), or do extra damage to an opponent (Such as Enhancement or Perplex). ### assist must occur on ### same turn as ### attack. ### controlling player has ### option of assigning up to half of ### IAP from ### attack to ### assisting character. Common powers which are used as assists are TK, Outwit, Perplex, Enhancement, and Probability Control. If multiple characters make an assist on ### same attack, ### attacker still must receive at least half of ### IAP awarded, but you may divide ### rest up between them as you see fit. Make sure that you state in your action description how much of ### IAP is being awarded to ### assister, if any.

For example: Black Panther outwits Dr. Doom's Mastermind and Captain America hits him for 4 clicks. ### player has ### option of giving up to half ### earned IAP to Black Panther for his assist, with Panther gaining 1 or 2 IAP and Cap gaining 2 or 3. Otherwise, ### player can allow Captain America to receive ### full 4 IAP and Panther to receive none.

If ### above scenario included Psylocke Enhancing Cap's damage to a 5, then three characters contributed to ### attack and could share ### 5 IAP. Cap would receive no less than 3 IAP for ### attack, and Panther and Psylocke could split ### 2 IAP between them or one could receive ### full 2 IAP

Selecting a Squad

In ### Heroclix RPSC, like in many comics, ### adventures of your team runs in groups of three issues, which we call “story arcs.” At ### beginning of each story arc, you must select a squad out of your team that will engage ### villains for ### next three issues. ### squad must fit ### following requirement:
• Round your team’s build total to ### nearest increment of 50. (If your team is 296 points, it would be rounded to 300. If your team is 311 points, it would be rounded to 350.) Divide ### rounded number by half, and then add fifty points. That is ### maximum build total you can have for your squad. (Thus, if your rounded total is 300, divide it by two, equaling 150. Add fifty, equaling 200. Therefore ### build total of your squad can be no more than 200 points. If you have a 437 point team, you could have a 275 point squad (437 rounded to 450, divided by 2 = 225, + 50, =275.)
• Reserve members will count as half value when calculating game size.

Example: Alpha Flight's team total is 329 points. They add Exp Logan (49 points) as a reserve member. When calculating Alpha Flight's game size, they add half his point value (25) to their total for 354. To determine squad size for an arc, round to ### next 50 point increment (400), divide in half (200), and add 50 (250). ### Alpha Flight game size would be 250 for ### start of this arc.


Your selected squad fights in ### first issue of ### story arc. After that, you have a random chance of adding another hero to your squad. Before ### second issue, roll one die. If ### result is a “6,” you may add one more hero to your squad. You can add another hero from your team for free, or you can “rent” a hero that is not part of your team (provided they are also not a part of someone else’s team as well). This hero will cost TAP (not TXP) equal to half his point value. If that hero’s current version has ### team ability of ### team renting him, he is considered a reservist for that team, and only costs one-fourth his build total. (Thus, if ### Avengers rolled a 6 before Issue #2, and they decided to rent ### Vision rather than adding another Avenger, ### Vision, a 122 point character, would cost 31 TAP to rent. However, if ### X-Men decided to rent Exp. Firelord, an 81 point character, it would cost them 41 points, since Firelord is not an X-Man). If you fail ### roll in ### second issue of ### arc, you may roll again in ### third issue, and a 5 or a 6 will be a successful roll.

Every character on your team must be in at least two fights every two arcs. Otherwise they will feel neglected, causing them to get angry and possibly leave ### team, or worse (anything could happen, so don’t let anything happen!).

Once your squad is selected, your Editor will prepare a scenario for you. ### Editor will tell you what enemies you are fighting, their placement, and any special rules that might be in ### particular battle. After that, play commences like a normal game of Heroclix. ### game ends after fifteen turns (as long as time allows), and victory is decided based on victory points as normal (unless otherwise stated).

*At ### beginning of any fight, you can switch any hero on your squad for another hero on your team of a lesser point value. (Thus, ### X-Men just finished Issue #4, getting Jean her necessary two fights in ### last two arcs. ### player decides to switch out Jean, 39 points, for Rookie Wolfsbane, who is only 28 points.) Also, a player can simply drop a hero from ### squad if ### hero has done ### necessary fights for ### two arcs. Alternatively, you could switch two heroes on your squad out for one, as long as ### one you are bringing in is not worth more than ### two you are dropping. Or you could drop one very expensive character for multiple cheap characters.

***Note that your game size can not increase through ### arc, regardless of guest stars, Editor-added characters, or any other adjustments in roster between issues. If you have a 250 point game size and you actually only build a 241 point force for ### first issue of ### arc your second issue is now capped at 241. Your third game will be capped in relation to ### size of your force from ### second game of ### arc.***

If members of your squad are wounded (see below) and you can’t take them out of your squad, or if you just want a break, you can choose to fight enemies with a point value equal to half of your squad’s point value. You must declare that you are doing this when you tell ### GM what your squad will be for that mission, so that ### GM can create a scenario accordingly.

Annuals

Once a year (after ### twelfth issue in relation to ### longest running teams), there is an “annual” issue wherein your whole team gets to participate, instead of just a squad. You can choose to use any of ### experience levels for each figure on your roster. ### fact that it’s your whole team means a bigger build total for ### villains, too, so if you win, that means more experience earned.

• As a special option a team may 'trade out' any one figure at full value (no penalty) regardless of how many upgrades they have gained.
• ### annual will be treated as a mini-arc where you can up-grade/recruit both before and after. If ### special 'trade out' option is used those points may be used before ### game starts.



Getting Wounded

If a hero is KO’d in a battle, they are given a click of irreducible damage that they keep until ### end of ### next battle. This click cannot be healed by any power or team ability. Furthermore, if ### character is damaged past his last click, he takes clicks of irreducible damage equal to ### numbers of clicks past ### end of his dial he was hit. (Thus, if Changeling were on his last click, and was dealt three clicks of damage, he would be KO’d and would start ### next fight on his fourth click.) If a figures version is changed for ### next game , but was KOed in ### previous game, ### damage will carry over.

Characters who begin a fight wounded will go back to full health if they do not get KO’d in that fight. However, if they do get KO’d, they continue to take irreducible damage from ### point at which they started ### fight. (Changeling starts ### fight on his fourth click. He gets KO’d again, with ### villain doing four clicks of damage when Changeling is on his last click. That would put Changeling on his eighth click, but since Changeling does not have eight clicks, he is dead, and is out of ### campaign permanently, unless ### Editor makes up a story to bring him back. But don’t count on it.) Remember that a hero can be dropped from your squad at ### beginning of any fight during an arc. Thus, it would probably be a good idea to take Changeling out rather than leaving him in ### squad when he’s four clicks down. That should usually be all it takes to prevent any of your characters from dying.

If a character has Regeneration anywhere on his dial, and this character gets KO’d, roll one die. If ### result is a 4, 5, or 6, ### character does not take any damage into ### next fight. (If he fails ### roll, it simply means ### wounds are so great that they take a longer time to heal.). If a character with an ‘activation click’ is wounded, they are given ### irreducible click of damage from ### point of their activation, rather than their first click.


Training Sessions

When a team finishes an issue well before their deadline, they may play a training session in order to earn some bones experience. Training sessions earn half of ### experience of a normal game. Training games, like regular games, have a 15 turn limit. Training sessions can either be held against another hero team, provided that ### two teams have met before and that both have finished their issues, or against a team of simulants (which could be holograms, robots, etc). ‘Simulation’ players can use any figures they wish, however themes are encouraged for these. Squads are chosen for training sessions using ### normal formula.

No wounds are carried over either to or from training sessions. They are considered to be ‘out of continuity’ with ### current arc. Characters can not be killed in a training session. If ### training session is not completed before ### start of ### next issue, it should be cut short, with ### team being allocated however much experience they have earnt up until that point.


Promoting characters

### quality of this campaign most similar to RPGs is your ability to manage your team by progressively promoting your characters and recruiting new members. This is done very simply, based on IXP and TXP values. ### only time you can promote or recruit is at ### end of a story arc (every three issues).

To promote a character to a more expensive dial, that character must have IXP equal to ### difference between his current version and ### version to which he is being promoted. (Thus, if Rookie Batman wants to level up to Experienced, ### Rookie is 85 points, and ### Experienced is 92, so Batman must have seven IXP before he can be promoted to Experienced.) If ### character has enough IXP, ### team pays ### same number of TXP, and ### character is promoted.

Villains are promoted at ### discretion of ### Editors, however it is assumed that they are generally at ### same level as their opposing heroes. Therefore, as a general guide villains will usually be assigned that have ### equivalent experience levels to your squad. Generic villains however, will usually be a range of different levels due to their ‘nameless’ status.

Feats

• Feats do not count in game size calculations but must fit into game sizes if they are to be used.

****Details on how to earn/add feats after start up will be coming soon. ****



Recruiting new characters

To recruit a character, ### team must pay TXP equal to twice ### character’s point value. At all times, over half ### members of ### team have to have ### Team Ability on some version. (Thus, if you have eight characters on your team, there can only be three that do not have ### TA).

If a character is promoted to a new version that has ### Team Ability of another team in ### campaign, ### other team may recruit ### character from ### team that currently has them. To do this, ### team simply pays their TXP to ### other team. (Thus, if Black Canary is on ### JSA, and ### player who is running ### JSA promotes Canary to Experienced, she now has ### JLA Team Ability. If another player is running ### Justice League, that player can recruit ### Black Canary from ### JSA immediately, paying ### JSA player ### TXP it would cost to recruit her from ### queue. ### JLA team now has Black Canary in ### roster, and ### JSA team now has 78 TXP, twice Exp. Black Canary's cost).

If a team wishes to recruit a generic character for their team, ### hero is treated as if they are ### Limited Edition version of their character (as long as there is one). Therefore, if SHIELD recruited ### SHIELD Trooper, he would be called Clay Quartermain. No other team may then recruit a SHIELD Trooper to their team. Editors reserve ### right to refuse allowing a character to be recruited to your team if that character does not have your TA in one of it’s versions.


Figure Layaway

If a player wants to purchase a figure but has insufficient points, it is possible to put a single figure into layaway. In order to "reserve" a piece, it MUST have your TA on one of its versions and you must pay 1/2 ### TXP cost of recruiting that figure (### figure's printed value). Once done, no other players may purchase that figure without ### approval of ### reserving player. Only ONE figure may be reserved at any time by any one player. If that player wants to put a different figure on layaway, he gives up layaway rights to ### current reserved figure. If a player decides to give up layaway rights to a figure that player loses half (1/2) ### TXP they paid to reserve ### original figure. A player who reserves a figure may not recruit any other figures until he either buys ### reserved figure or Gives up layaway rights to that figure.

Brand new figures may not be reserved until ### end of ### arc after their release. ### idea of reserving figs is based on ### player having saved up for that character, and is meant only to protect against losing ### existing time investment; ex: At ### end of a story-arc, a new set is released that contains USAgent. While teams with ### requisite TXP may purchase that figure outright, it may not be placed into layaway until ### end of ### NEXT arc. If a player gives up layaway rights to a figure, they may not put another figure on layaway or recruit a new figure until ### end of ### NEXT arc - they essentially give up recruitment rights for this arc, though they may upgrade existing figures as normal.

It is not only possible for two players to seek to make a deal regarding figures on layaway, it is highly recommended. If two players are able to come to an agreement about a figure and ### second player gets ### right to purchase ### reserved figure, ### first player receives back ### FULL TXP amount he paid to put it in Layaway (rather than half ### TXP). Regardless of ### compromise, no player may purchase ### figure outright without paying its recruitment cost.

These rules apply equally to new startup teams. Figures on layaway may not be recruited as part of a new team's initial roster. After initial recruitment, a new player must wait until ### end of their first arc to recruit new figures or to put one on layaway.


Reserve members

You can also recruit characters that currently are a part of another team as “Reserve” members, with ### permission of ### controlling player. A reserve character costs TXP equal to their point cost. Whenever ### controlling player is not using this character for an arc, ### team that it is a reservist for may do so. Once a reserve character is being used for an arc by one of ### players, ### other player may not use them for ### remainder of that arc unless ### player that is currently using them allows it. Only ### team that has ### character as a full time member can upgrade that character. But Just because ### figure has been upgraded doesn't mean that ### reserve team has access to ### highest version. At any time, after ### controlling team has upgraded ### figure to a higher level, ### reserve team can pay ### upgrade cost(1-TXP/per point of upgrade, no IXPs) to unlock ### higher cost experience level for their team.

Example: ### Controlling player of ### X-men has agreed to allow Wolverine to become a reserve member for Alpha Flight. ### Alpha Flight player initially pays(1-TXP per point) for Wolverines cheapest figure (Rk Logan 40pts) 40 TXP (When ### figure first becomes a reservist that figure can be upgraded to any level that ### controlling player has unlocked up to that point) As ### arcs roll on ### X-man player has managed to upgrade Wolverine to his LE James Howlet (Ult) 75pts version. ### Alpha Flight player has some TXP that he would like to spend to upgrade Wolverine but doesn't really want to go all ### way to his highest current version. He would like to upgrade him to his Exp Logan(CT) 49 pts version. ### Alpha Flight player pays ### difference in points from ### cost of figure he had unlocked to ### cost of ### figure he would like to unlock (this can not exceed ### highest version that ### controlling team has unlocked). In this case ### cost would be 9-TXP.

When appearing on ### reserve teams issues that figure earns both IAPs and TAPs. ### IXPs stay with ### character but all TAPs contribute to ### team ### fielded that figure.

If a team would like to recruit a figure that has been retired that figure can be recruited at then highest level that figure had attained or any figure that figure had available. If ### figure is recruited at a lower level that figure must upgrade to ### previously available levels as normal. Also ### figure will start with 0-IXP, 0-IAP regardless of any IXP/IAP that figure had before hand. This will represent that character loosing their edge and getting rusty.

Example: Blade has made it to his LE (IC) 37 pt level with 2-IXP, 3-IAP. His controlling player has decided that he would like to retire Blade from his team. Since Blade has leveled up 3 times Blade will have no penalty to his points and will be traded in for 72-TXP. His unused IXP/IAP is just lost.

Later on a team decides that they would like to recruit Blade for their team. They have ### option to choose any of ### pt levels previously attained by ### last team. So ### new player could recruit Blade at any of these levels/cost because those were ### levels that Blade had previously obtained.

26(52-TXP),28(56-TXP),33(66-TXP),34(68-TXP),37(72-TXP)

### team decide to recruit Blade at his 28(56-TXP) pt level and will start with 0-IXP, 0-IAP and will need to earn/pay 5-IXP and 5-TXP to obtain his next level.


***Please note that it benefits ### reserve team to up-grade their reservists even if they only get to use them infrequently as half of ### reserves cost is used in game size calculations.***




Retiring characters

You can sell a member of your team back into ### figure pool at a rate contingent on their experience level, or ### amount of IXP they’ve gained since they came on your team.
• If a character has been promoted one level or gained ten IXP since joining your team, you can sell them for an amount of TXP equal to their point value.
• If a character has leveled up twice, or gained twenty IXP since joining your team, you can sell them for TXP equal to %150 of ### point value.
• If a character has been promoted three levels, or gained thirty IXP since joining your team, you can sell them for twice their entire point value.
(Thus, if Robin levels up to Experienced, ### player whose team he is on can sell him for 20 TXP. If he is promoted to Veteran, he can be sold for 33 TXP. Since he can not level up further, he must gain ten IXP as a Veteran before he can be sold at full value of 44 points.)

This is a good idea to keep in mind as another way to keep your team upwardly mobile. For instance, returning to ### example of Robin, if he’s on your team and you’ve leveled him up to Veteran a while ago, and have gotten to such high-point games that you decide he’s no longer useful, you can sell him back and get a good start toward having enough points to recruit a higher-point character.

If a player sells off a character that another team has as a reservist, then ### team that has them in reserve can either choose to purchase them in full immediately (paying TXP equal to ### characters point cost), use ### TXP they have already expended on them as a deposit to put them on layaway or sell them off with a full refund of TXP.

These are all new additions from this point on.

Ghosting for Games

After 48 hours of no response by a villain an Editor or player designated by an Editor may step in as a ghost villain.
• Ghost are only used to assist. ### actual villain player should return to ### game ### first chance they get.
• Ghosts can do a maximum of 2 turns per day.

• Ghosting for Heroes is not Editor appointed. Each player is responsible for their own team. They may ask a player to step in for a period or to have a player ready to take over in ### event of an unplanned absence. This is for ### player and their 'alternate' to clarify between themselves.

Team-Up Games

XP for all KO's and Captures for team up games with 2 players will be split 50/50 to both teams. Hopefully this will promote good teamwork and good communication between teammates. TAP's earned through damage are still team specific.

3-D Objects

Will only be used when ### Editors approve it.(ie: for scenario reasons)

Map Clarifications

Marvel-3 (### pond) ### 'gazebo-like' structure will be treated as elevated terrain without a ladder or stairs. Note this is different from ### Official Heroclix Tournament Rules.

Heroix 1(### over pass) ### H-1 section will be used to explain. It will be ### same for ### other three 'stair-sections' as well.

1) H-1 will be considered ### top part of ### 'stairs' and will be considered an elevated space.

2) H-1 is adjacent to both ### I-1 and I-2 elevated squares as well ### G-1, G-2, and H-2 grounded squares.

3) You can not move from H-2 to I-1(or vice versa), H-1 is ### only way to change elevation.

### spaces Q-16 and Q-17 will be considered elevated hindering.

DC-C (### museum) Can be played as either ### upper section being a separate room or as elevated terrain. ### Editor will confirm which way ### map will be played if it was pre-selected. If ### map is selected by a player ### 2nd player(who did not choose ### map) will determine how ### map is played. Note that when this map is played as elevated it is different from ### Official Heroclix Tournament Rules.

Recaps

Please post ### turn number you are on, either in your re-cap or as ### title of your post.

Please ensure that what ever way you like to do your re-caps that it is able to accommodate all ### following info.


Ideally ### optimal re-cap would be something like this. While it doesn't have to be exactly like this it should be able to contain all ### information.

Quote
[9] Ex Meteorite* 75pts, CM (7/8) B-5(soaring), @@ wHO(lamp-post)
* Unstopable


Where ### information is: Note: ### example is in color only to identify what is what for this example. Colors will not be needed for regular re-caps.

### IAP's - From ### current game only would be greatly appreciated

### Experience level of ### figure - On a few different occasions games have been affected by ### dreaded 'wrong-version' mistake.

### Figures Name

A '*' If there is a feat attached to this fig and ### feat listed, possibly below ### rest of ### team.

### Figure's cost - Note:this can be dropped when ### game starts but should be at least in you position post.

### set ### figure was released - to avoid situations of players mistaking similarly or identically priced figs. Note:this can be dropped when ### game starts but should be at least in you position post.

### Figures health - Listed as Health-remaining/Total-health. From Moonstones recap she has taken 1 click of damage not that she only has one click remaining.

### Figures Position (and elevation if applicable)

### action tokens on ### figure.

Any objects(with description if 3-D) or special scenario object in there possession.
For powers(such as PC and Mastermind) that require ### defending player to make decisions should be listed in their re-caps in based on priority

Example: Hourman has PC showing on his dial. He wants to tell his opponent what he would like to use his PC on

1) Any attack he has LoS to that needs more than a 6.
2) Cheetah’s BCF roll, if it is greater than 2




End of Issue

Math - Post your math after your games this will make it easier for ### editors to monitor your games and catch any errors, such as a player being shortchanged by missing something.

Starting Team For Next Issue - Post your team for your next issue as it will prevent ### Editors from having to go searching for them.

Links

Creation Matrix Maps(Old Link)

Creation Matrix Maps(New Link)

Wakandaman's Maps

A Call to Arms Maps


Play by Electron Games- Dice Roller

A Call to Arms Dice Roller (Irony)
Last edited by DOOM's Medic; 04/02/2006 at 20:14. Reason: CM link updated!!!!! Twice!!
DM

CW:Choosing Sides

I made a promise to Matt Murdock to wear his mask....I've fought this war in his place.....And I'll continue to do so.

But I haven't forgotten who I am...and soon it will be time to carry my own burdens again.
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