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Hero Clix

Scenarios

These scenarios have all been play-tested at local venues and found to be fun. Many of them are based on scenarios designed by other people and in circulation around the web.

Some comments and variants are listed below, but of course any of the scenarios might be tuned by changing the build total.

Archenemies Unite

A hero must unite in common cause with his nemesis to face an even greater threat.

500 points constructed. The two most expensive figures on your team must be a pair of archenemies.

Special rules: The archenemies are teaming up for this one time only and may both be included as members of your team.

Victory conditions: For the purpose of points, your archenemy pair is considered to be archenemies of your opponent's archenemy pair. That means that you get double points for KOing one of your opponent's two most expensive figures with one of your two most expensive figures.

Comments: If you play this without the requirement that the archenemies be expensive, then some players may try to include very cheap archenemies (like rookie Aquaman and rookie Black Manta) on the same team they run every week.

Cage Match

Heroes and villains are dragged across time and space to do battle for the amusement of some cosmic power.

400 points constructed.

Special rules: A 4x4 square in the center of the map becomes the cage. The boundary of the cage is blocking terrain for purposes of line of fire. Figures inside the cage are not considered adjacent to figures outside the cage, and vice versa.

Neither player may have more than one figure in the cage at any time. If you not have a figure in the cage at the end of your turn, then all of your figures are dealt one click of damage that cannot be reduced or redirected.

Victory conditions: Points are calculated in the usual way.

Comments: Unless you want the penalty click for some reason, you obviously need someone inside the cage at the end of each of your turns. This can be your main figure, but it doesn't have to be. You can do just as well sending henchman into the cage and waging the real battle outside.

Cars get crushed

Where there is a giant conveyor belt, an axiom of comic book life requires a brawl on it. Heroes and villains alike are swept along toward the iron jaws of the trash compactor.

400 points constructed. No flying or double base characters. The scenario is played on the Collateral Damage junkyard map.

Special rules: To make things interesting, we'll say that the conveyor belt (in rows 12 and 13) is at the bottom of a ravine. The map slopes steeply down toward it, and characters can easily lose their footing. The following rules simulate this:

Any successful hit causes knockback.

Knockback is always downhill, regardless of the direction of the attack. Characters stay in the same column and move toward the conveyor belt.

Characters suffering knockback stop if they reach the conveyor belt, regardless of the damage dealt.

Giant characters and characters with charge may be knocked back.

Once on the conveyor belt, characters are swept along into the crusher (on the belt in columns M-P). At the end of every player's turn:

If there are any characters in the crusher, roll a die. On a 4, 5, or 6, the crusher chomps down. Every character in the crusher suffers one click of unavoidable damage.

Move all characters in rows 12 and 13 (except for characters that are on the catwalk in column L) one space along the conveyor belt. Characters in column K are moved to column M, skipping over the catwalk.

Victory conditions: Points are calculated in the usual way.

Day of the Giants

500 points constructed.

Special rules: Non-Giant characters are at -3 to their Attack value when making ranged attacks against Giant characters.

Everybody has the Power

400 points constructed.

Pick a power. All members of the team must have that power on their first click.

Comments: This leads to some surprisingly interesting teams, since the usual cadre of medics and support crew can't be used.

Guest Star

In this issue, a gratuitous appearance by Wolverine. Next issue, Spiderman. The issue after that... who knows?

Construct a 200 point team and open one sealed booster. No Battlefield Conditions are allowed.

Special rules: Open your sealed booster at the start of the tournament. Each match, at the point when you would ordinarily play a Battlefield Condition, reveal one of the figures from your booster. That figure is part of your team for that match only. You must use a different figure from the booster each match.

Points for the Guest Star are counted normally, either for surviving or for being KOed. Opposing teams will probably have different totals in a given game. Regardless, teams are allowed 3 actions per turn.

If you pull a Bystander, Battlefield Condition, or Feat card from the booster, you may use it in one match in addition to a figure from the booster. Bystanders and Feats add to the cost of team. Any character assigned the Feat must still meet the prerequisites.

Protect the Bystanders

200 points constructed, plus any 5 bystander tokens with a total cost of at least 25.

Victory conditions: At the end of the game, points are tallied for bystanders only; your score is the value of your surviving bystanders, plus the value of opponent's bystanders KOed.

Comments: Quick, but fun. The strategy is very different than the usual rumble. Using capable bystanders makes them better able to fend for themselves, but it also makes it more expensive when they are KOed.

The Storm Machine

A bit of alien technology has fallen to Earth, and it is playing havoc with the local weather!

300 points constructed. No battlefield conditions.

Special rules: The central four squares of the map are occupied by the Storm Machine. It is blocking terrain, and squares of it can be destroyed normally. When a square of the machine is destroyed-- provided it was not the last square of the machine-- the machine activates; the active player rolls on table below.

At the beginning of each player's turn, that player rolls one die. If the result is a 6, then the Storm Machine activates. That player rolls and consults the table below:

[1] Lightning Strike: The highest-point-value character in play is dealt 3 clicks of damage. If there are two or more figures tied for highest-point-value, then all tied figures are struck by lightning.
[2] Sudden Gust: All characters on the map are immediately knocked back one square away from the starting area of the player that rolled this result. This inflicts knockback damage if applicable.
[3] Flash Flood: All clear, non-elevated terrain becomes water terrain. The effect continues until the machine activates again or is entirely destroyed.
[4] Dense Fog: All non-blocking terrain is hindering terrain for purposes of line of fire. The effect continues until the machine activates again or is entirely destroyed.
[5] Turbulence: Characters with the wing speed symbol gain Earthbound. The effect continues until the machine activates again or is entirely destroyed.
[6] Heavy Rain: The Range value of all figures is halved. Powers and abilities that affect characters up to 10 squares away affect characters up to 5 squares away instead. The Support power cannot be used. These effects continue until the machine activates again or is entirely destroyed.

Victory conditions: Points are tallied normally. Players who damaged the Storm Machine receive 25 bonus points for each square of machine that they destroyed.

Comments: The scenario can be changed by tweaking the victory conditions. If there is no bonus for damaging the machine, then players only have an incentive to damage it if then want to change to current effect. If there is a penalty for damaging the machine, then they have an incentive not to attack it even if they want to change the effect.

Worst Team Ever

300 points constructed. No duplicates.

Special rules: Each game, you play with your opponent's constructed team. Points are counted in the usual way.