Scenarios & Situations
Here are a list of Scenarios & Situations to help you in your Clix Campaign. Now all points are earned as they normally are, but all Scenarios & Situations have additional points added to each adventure.
A group of bad guys have gone out and robbed a bank. Your force/s must stop them from getting off of the game map. They will attempt to escape in the direction you are coming from. The bad guys will start anywhere in or on the building they are robbing. Both forces will be equivalent in points. . Scoring HPs:
- -Foiling the robbery (stopping everyone from escaping) 10 HPs.
- -Disrupting the robbery (stopping someone from escaping) 5 HPs
- -For villains captured 1 pt for every 10 HPs of villain captured (KO’ed)
- -For each hero KO’ed –1 pt per character.
A villain team is attempting to take a group of hostages. They intend to use them as human shields to get away. There will be a hostage for every villain on the board with a minimum of two hostages. Hostages will start in the middle of the board. No one ever has to roll a break from a hostage. A hostage will bend to the will of whoever is in base-to-base contact with them at the time. If a hero and villain are in contact with the same hostage and he issues the hostage a move command then a break roll will be required for a hostage to move. Hostages move as if they had the Avengers team ability and cannot attack or use any dial team or PAC abilities, they are also treated as battle fury due to the confusion and stress they are under. Once given a move action they will stand still until a hero or villain touches them and assigns another move action. If a villain KO’s a hostage through pushing or damage, they may not flee the board and must fight to get out, unless they can take another hostage (from another villain). If a hero KO’s a hostage either by pushing or damage then the villain that last touched that hostage gets away in the scuffle and is no longer in the game. Should all of the hostages be KO’ed then the scenario ends, regardless of who KO’ed them. When a villain is in base-to-base with a hostage he may deflect the attack as if he had mastermind, but only to the hostage. If a villain and a hostage get to the edge of the map that the heroes started on then that villain gets away with the hostage. The villain does not have to take another move action to leave the map it is automatic once he and the hostage reach the edge. To save a hostage the hero must direct the hostage to the edge of the villain side of the map where they will automatically be safe and out of play. Both forces will be equivalent in points. Sentinel activation for KO’ed heroes in four rounds. Roll a D6 if the result is 4-5 then you play the Hostage Sabotage variant. Scoring HPs:
- -Saving hostage 5 HPs. Per.
- -Hero KO’s a hostage –5 HPs to a minimum of 0
- -Villain KO’s a hostage 0 HPs
- -Villain Escapes with hostage –5 HPs
- -You receive 1 pt for every 10 HPs of villain KO’ed that did not involve a hostage KO (by a hero, excluding exploding hostage).
Hostage Sabotage (variant) – Follow all of the same rules as in Rescue the Hostages, but roll 1d6 for each hostage at the beginning. On a 5-6, the hostage is wearing a dynamite-laden vest. If one of the vested hostages physically moves (i.e., a failed break wouldn't trigger), roll 1d10. On a 10, the hostage blows up, immediately dying (kill credit for negative points or fleeing goes to the order-giver, they persuaded the guy to move), and dealing 2 damage to every figure in an adjacent square (all damage reducing and dodging powers apply and are effective).
You and a group of bad guys are looking to acquire the same newly discovered artifact. You want to get it and get out of there, so do the bad guys. When you arrive, however you realize the task won’t be as easy as it looks. Roll a six-sided die, on a result of 1-3 the object is encased in a 5 click force field (auto to hit, cumulatively damaged), on a roll of 4-6 the object is surrounded by 4 high level Skrulls who also have a mind to keep the object. Both hero and villain forces will be equivalent in points. Scoring HPs:
- -Getting the artifact and getting it off the board 10 HPs.
- -You receive 1.5 HPs for every 10 pts of villain KO’ed.
- -For each character KO’ed –10 HPs per KO’ed character.
Some bad guys have caused a minor catastrophe, you must get your hero force to the scene to rescue innocents. The bad guys are the only thing standing between you and the poor innocents. You must cross the map and leave on the bad guys side to win the scenario. If you don’t make at least one hero across in 10 rounds it is too late and you lose. Both forces will be equivalent in points. Scoring HPs:
- -For every hero that goes to rescue innocents 10 HPs.
- -You lose 10 HPs for every hero that does not attempt to save innocents on a win. No points are deducted on a loss.
- -You receive 15 HPs for every 10 pts of villain KO’ed on a win. (Due to time restraints), nothing is earned for KO’ed villains on a loss.
A petty snitch is going to testify in the trial of a major super criminal. The crime lord has found out where they are keeping him and has sent his “boys” to take care of him. They only want to take out the target and will retreat once the target is down. You will start anywhere in or on the building he is being kept in. The villains will assault. The snitch is a rookie hydra, a rookie thug or rookie henchman. The defending force can control the snitch but he must not leave the building or the heroes will lose. The snitch will move for free as if he had the Avengers team ability, still receiving a token. The snitch also may not attack anyone. If the snitch or the defending force is KO’ed the scenario is over and the defenders lose. The attacking force will be 150% of the defending force. If the attacking force looses 50% of their force they have to roll a six-sided dice every round as a moral check, on a roll of 5-6 they will flee and the scenario will end. Scoring HPs:
- -Saving the snitch will score 15 HPs.
- -You receive 1.5 HPs for every 10 pts of villain KO’ed.
A bomb has been set in a building. You must get to it and disarm it before it takes out the town! The heroes must get by an equal force of villains to take out the bomb. To disarm the bomb you have to remain in contact with it uninterrupted for 2 rounds. In order to disarm the bomb the hero in contact must be not be hit with any attack, if you are hit (not necessarily for damage) you have to start your 2 rounds count over again. You have 10 rounds to get to the bomb and disarm it before it blows. Scoring HPs:
- -Disarming the bomb will score 15 pts.
- -You receive 1.5 HPs for every 10 pts of villain KO’ed.
- -You lose 1 HPs for every 10 pts of hero wounded by the bomb.
The inmates of a penal institution are making a daring escape through a damaged outer wall. Your force/s must stop as many of them as possible from leaving the game map. They will attempt to escape in all available directions. The hero forces may begin spread out across any of the available escape edges of the map. The inmates will start anywhere in the prison. To determine the point match-up and composition of the escapee force, roll 1d6 and compare the results to this table:
Roll
| Results
| | 1 - 3 | This is a standard prison break. All of the escapees are one of the following classes: lackey, criminal, thug, or henchman. The point total for the escapees should equal the point total of the hero force. In this version, all escapees have the Avengers team power and can move without costing an action, although they do receive an action token. | | 4 - 5 | One super-powered villain has broken several non-powered thugs (who are his former cronies) out of prison. The escapees are restricted to the classes listed above, and the point total for the escapees plus their villainous liberator should be 150% of the hero force. The super villain will fight the heroes while the thugs flee, until at least half the thugs have escaped or been recaptured, at which time the super-villain may also flee. In this version, all escapees going in the same direction are considered separate forces, meaning only one move per turn per 100 pts. (Four thugs may run on the same turn if all four are running in separate directions as part of separate forces). The super-villain is considered an independent force for actions per turn, until he begins to flee. | | 6 | Breakout at Belle Reeve! (Or the Vault!) All escapees are super-villains. The point total of the escaping villains should be 200% of the hero force, but the heroes do not fight to recapture the villains alone. A detachment of Mandroids armored units and/or sentinels will grudgingly assist the hero force, with a point total equal to 50% of the hero force. The super-villains are considered a single force and standard rules of actions/turn/100pts apply. The villains will not look out for each other and will only fight if prevented from escaping. | Scoring HPs:
- -For escapees re-captured (KO’ed) 1.5 HPs for every 10 pts of villain
- -For each hero KO’ed –20 HPs per character
- - If the heroes recapture 75% of the escapees, multiply the capture reward by 1.5
- - If the heroes recapture ALL of the escapees, double the capture reward
A super-villain who has been thwarted by the hero force in the past (according to that team’s log) has assembled a revenge squad. The revenge squad is 150% of the point value of the hero force, and attacks the hero force looking for blood. The heroes must defend themselves and cannot flee. As in Safe-house, roll a morale check if the revenge squad has 50% or more of its point total KO’ed, but only a 6 results in the villains fleeing. However, if the super-villain seeking revenge is KO’ed, morale check fails on a 5 or 6. The super-villain seeking revenge will not roll moral. Scoring HPs:
- - You receive 2.5 HPs for every 10 pts of villain KO’ed.
- - For each character KO’ed –20 HPs per character.
Wrap up:
- - On loss the revenge squad will capture any KO’ed heroes still on the map! Next scenario after capture, Escape from the Villain’s Lair.
B.) Escape from the Villain’s Lair – Some or all of your team has been captured by a villain bent on revenge. The villain from the Revenge scenario has 100% of your forces in opposition. The main villain in his lair will have mastermind for all clicks and can use it even on figures with a higher point total. Any forces captured in the previous scenario may attempt to fight their way out from the inside. Any forces not captured will fight their way in from the outside. If you don’t make it out and/or the outside forces flee you must fight the scenario again until all forces are out. You may ask another team to assist you in escaping if you have tried to free them and failed. Your heroes on the inside will no longer be able to fight there way out and the other force will have to fight its way in. You can only ask a team that is at least 150% of the primary villain. If they break out your team you must pay them 5 points for the assistance. They will also get points for villains KO’ed.
Scoring HPs:
- - You can receive no points for this scenario unless you are an assisting team.
- - Assisting teams get 5.5 HPs for every 10 points of villains KO’ed.
A villain has opened a portal to another dimension populated by monsters, and the monsters are spilling forth into The City (use any outdoor map or 3-D lay-out). The villain(s) responsible for the unholy orifice in space and time can be any character. Monsters will be any combination of the following custom-paints: Hulk, She-Hulk, Sabretooth, Wolfsbane, Manbat, Grundy, Pyro, Yellowjacket and possibly the Blob. The total of the villain(s) and the monsters will be 175% of the hero force HOWEVER not all of the monsters begin on the board.
The portal occupies four squares (2x2) and has the following stats: seven clicks before destruction, invulnerability on the first three clicks, toughness on the next two, no bonus on the last two. The portal always has a defense stat of 14 to represent its mystical origin. The portal CANNOT be targeted by a ranged attack; a hero must be in base-to-base contact to attack.
At the beginning of the scenario, set up the heroes on one side and the villain and portal on the opposite side. Set two monsters in the squares immediately in front of the portal. Set the rest of the monsters off the board.
At the beginning of every villain turn in which the portal has not yet been destroyed, roll 1d6. On 1-5, a new monster emerges from the portal; on 6, the heroes catch a break. Monsters emerge from the portal in one of the squares immediately in front of the portal. Monsters will begin to rampage through the city and try to flee the board in the direction the heroes are coming, but will fight if attacked. The single-minded monster will always counter-attack the same hero and when/if the hero is KO’ed, then and only then will the monster begin to flee again.
Once all of the monsters have come through the portal, no new monsters will appear. However, if a monster is KO’ed, and the portal has not yet been destroyed, the villain may again roll 1d6 on his turn to determine if the portal summons a “new” monster (really the same old monster that was removed from the board). If a monster is KO’ed before all the monsters have come through the portal, the KO’ed monster goes to the end of the portal queue (no re-summoning a monster before all the original monsters have been summoned at least once!)
The villain will fight the heroes to defend the portal, but once the portal is destroyed, the villains will attempt to flee. Any monsters off the board when the portal is destroyed - whether they have never been summoned or are waiting to be re-spawn - do not come into play. Scoring: - Destroy the portal is worth 35 HPs - KO the villain and each monster summoned. 5.5 HPs for every 10 pts of opposition KO’ed. - For every monster that escapes to wreak havoc on the city – 10 HPs to a minimum of 0.
The heroes have discovered a vampire lair and must destroy it. The force is equal to the force of heroes attacking the lair. The heroes always move first. The vampires will consist of the following figures as appropriate by point total: Only ever 1 Ancient Vampire who would never fight alone (Nightmare, additionally he has battle fury all clicks), Any number of Vampire Minions (any level Blades), and any number of Vampire Lackeys (any level) If point totals are not satisfied then Zombies (any level Solomon Grundy, additionally has battle fury all clicks) can also be used. The vampires will never willingly leave their lair. If any vampire (not a zombie) is forced to leave the lair they have 3 rounds to get back in or are destroyed by the light (auto KO full points awarded) Any Hero that is KO’ed by the vampires will heal 3 clicks at the end of 5 turns, but is now fighting on the vampire force. If KO’ed characters are carried off the board, the fled character will be rescued from vampirism. Killing all vamps in the lair will convert your team back to non-vampires. There is no sentinel activation for this scenario. Scoring HPs:
- - Upon clearing the crypt you receive 4.5 HPs for every 10 pts of ghoulish villains KO’ed.
Wrap up:
- - On win any KO’ed heroes still on the map will be rescued from vampirism provided that there is a hero not vampirized standing on the map.
- - On loss you must recruit another hero team to retrieve your fallen team mates they will fight the number of points left in vampires. The fallen team mates will be entombed and will not fight against next attacking force.
The heroes have come upon a vortex created by a mad genius and guarded by villains. The vortex starts 2x2 and has 10 clicks of health and Toughness. It auto-destroys all terrain. Any figure caught in the vortex automatically takes 1 click of unpreventable damage (figures with impervious or super senses can still dodge). The vortex "sucks you in." If you are adjacent to or inside the vortex, you must break (unless you phase, super-speed or have leap/climb). You must destroy the vortex and if you do so the scenario ends (the villains will slip away while the vortex collapses). The villains will try to keep it alive.
At the start of each Villain turn, you roll a d6 for the vortex -
Roll
| Results
| | 1 | Vortex remains the same | | 2 - 3 | Vortex moves d6 squares in a straight line, roll d8 for direction | | 4 - 5 | Vortex expands 1 full ring to a max of 5 rings. | | 6 | Vortex SPLITS into 2 vortexes, each 1 ring smaller than it was when it split (minimum 2x2) each of the vortexes will have the same health as the original.
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Scoring HPs:
- - Destroying vortex/vortexes is worth 100 HPs
- - If you destroy the vortex you will receive 5.5 HPs for every 10 pts of villains KO’ed, villains standing when the vortex is destroyed do not count as KO’ed.
Wrap up:
- - On loss (vortex not destroyed) any KO’ed heroes still on the map will be incinerated (Death).
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