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Old February 27th, 2010, 08:28 PM
ajaster ajaster is offline
 
Join Date: February 26, 2010
Location: Canada - BC - Aldergrove
Posts: 1
ajaster Woo who?
Lightbulb Unlimited Heroscape Scenarios

HeroScape Scenarios

Rules: Set up a random playing terrain of your choice. Now, before choosing and placing armies, roll a 20 sided dice and follow the scenario instructions below that matches your dice number (Or simply choose a scenario). Finally, choose your armies of equal size and place them according to the instructions below. If no instructions exist for placement, simply place them at the farthest corners of the board as agreed upon.

1. The Heat of Battle: For 6 months this battle has been raging and many lives have been lost. Armies are exhausted and order is now chaos. Many have forgotten what they were originally fighting for, but still the battle rages on, knowing that someday, it will once again bring peace to this land. Take turns placing one army card worth of units anywhere on the board. There are NO stipulations preventing or forcing adjacency to other units. You cannot place figures on glyphs. Roll again for initiative. Be the last alive.

2. Mysterious Teleports: Strange teleportation gates have been appearing over the land and no one seems to know where they came from. This greatly speeds up transportation, but how safe are they? At the beginning of each round, the player who lost the initiative places one teleport gate anywhere on the battlefield. To use a teleport, a player lands on the teleport space and rolls the 20 sided dice. If you roll 1-19 the teleport will take you to any other teleport location of your choosing. If you roll 20, your character disappears (remove figure from play).

3. The Mocking Will Continue: If we can't beat them, we can always hurl insults at them! It doesn't do much, but it builds moral among our armies. The best way to ridicule the opponent is to steal their prised camp flag. All your armies must be surrounding your camp's starting flag to begin. Get the opponents flag back to your camp flag start position first (ie: capture the flag). Flags are carried by characters and dropped on the tile where they are killed. The flag can then be picked up by any other player that lands on the tile.

4. Preparations for Winter: Autumn has now arrived and the icy cold winter is quickly approaching. You have been assigned the task of collecting goods for the storehouse to prepare for long winter ahead. Start by placing 8 glyphs on the board. Each player places 4 random glyphs at least 10 spaces away from your storehouse. All your figures start at your camp's storehouse (use a marker to represent a storehouse). Each team must collect glyphs and return them to your storehouse. Storehouses can be raided. Be the first to collect 5 glyphs.

5. Achilles Heal (Protect the Weak): This war has taken far too many women and children and so the future of your clan now lies in jeopardy. It is time to protect the weak so our future generations will not become extinct. Players Agree on one squad per player to protect. These squads should be of equal value. Destroy your opponents chosen squad before they destroy yours.

6. Protect the Sacred Artifact: The religion of your peoples is a very important part of their culture, without it, there will be no direction, morale will quickly diminish and chaos will spring forth from the tribes. So protection of your peoples sacred artifact is of utmost importance. All characters start beside their camp's place of worship (use a marker to represent a stelle or altar). Each team carries 1 marker to represent a sacred artifact. If the artifact carrier dies the artifact is dropped where he died, the first player to return an opponent's artifact to thier own storehouse wins.

7. Hold the Line: After many years of fighting, the war torn survivors have learned that the three keys to winning this war is location, location and location. By controlling certain areas, you control the land. Your orders are to hold these locations until reinforcements can arrive. Have uncontested control (ie:not engaged) of three markers for one full turn. These markers cannot be moved around the battlefield.

8. The Belly of the Beast: It has been long known that your opponents weakness lies at one critical location known as the "Belly of the Beast". The path in is treacherous, but if one survivor can get in alive, there is a good chance you will win this war. Each player places 1 marker where they prefer. End a turn on your opponents marker to win.

9. We Have Found Their Weakness: News has quickly spread that your enemies ranks are faltering, the only thing holding them together now is one motivational leader. Destroy this one leader and you have a great advantage to winning this war. Each players selects and marks a Unique Hero figure in their army. Destroy your opponent's marked hero figure.

10. Loot Grab: Oooo! Look! Sparklie treasures! It turns out that this land was once owned by a wealthy king who buried many treasures here and left maps to the treasure's locations. Randomly place about 11 markers throughout the map (Glass beads work well). When a player lands on a marker, instead of fighting, they may choose to dig by rolling roll the 20 sided dice. A roll of 1-15 means nothing was found and the marker remains. With a roll of 16-20, the player takes the treasure marker. Treasure cannot be stollen once collected. The player to collect the most treasure wins.

11. The Sacrifice of Chaos: Folklore tells that this land was once owned by a great mythical god of chaos. It is written that once each year the one who exchanges the sacrificial items from the Altars of Kelda will please the god of chaos and have great wealth and power over these lands. Each team Places one Kelda Glyph with a marker on it anywhere on the map. Both teams now attempt to exchange the two markers with each other. The player who completes the final marker switch, wins.

12. Fog of War: As the wars continued, both sides began to learn from each others schemes, plans and mistakes. They quickly learned that one of the best advantages in war was to know your enemy well. To know your enemy, you need to observe their actions closely. Be the first to survey all of your opponents figures to gain the advantage. Start by placing multiple obstacles on the playing field so there are multiple hiding places. Use real rocks if you do not have enough terrain pieces. To win, have any one figure be in line of sight of all your opponents figures at the same time.

13. Keep You Friends Close & Your Enemies Closer: Although the fighting continues, a time of peace is growing in the land and the rival clans are beginning to see that they are not as different as they once thought. Everyone now wants peace. Sometimes wars can be won by simple negotiation. Winning may be as easy as convincing your enemy that they are simply fighting for the wrong side. If you are within 2 spaces of an enemy, you may fight as regular or, instead, roll the 20 sided dice. If you roll 16-20, you have negotiated peace and now control that figure. The last surviving team wins.

14. The Great Plague: A great illness has struck the land and the outlook is bleak. Everywhere lies the stench of rotting death. The only known hope to this illness is to stay close to the Healing Pool of Curiosa. For this hot spring seems to radiate with a mystical protection to all who are near it. Start with a blue water tile in the center of the game board. All characters must start at least 15 spaces away from this tile. Before each figure's movement phase, roll the 20 sided dice. On a roll of 15-20, your character becomes infected with the plague and loses 1 life point unless they are within 4 spaces of the Altar of Kelda. The last surviving team wins.

15. Sad Reminders: Today's battlefield is well known, as many wars have been fought here before. All that remains now of the past wars is the nasty traps left from before. Little did your ancestors know that the traps they left behind would soon take many of the lives of thier own children. At the start of a figure's turn, announce which figure you will use, then roll the 20 sided dice, A roll of 15-20 signals a trap has been tripped, you have till the end of this turn to move clear of the spot (if possible) before a blast destroys every living thing within 2 spaces (ignore height differences).

16. It's a Jungle Out There: Over the years, the clans began to prosper, so new lands were explored. Along the way, fascinating new animals and creatures were discovered. Many were ferrocious and none were willing to give up thier habitat so easily. Immediately after every character movement, roll the 20 sided dice. If you roll 15-20, your opponent places a wild animal marker on any open space beside the character that moved. You are now engaged in battle and will be attacked. Roll for initiative to see who attacks first. Animals cannot move and have have a life:1 range:1 attack:1 defense:1 and will attack every turn that character stays engaged.

17. Inclement Weather: As the endless war rages on, night falls but there is no time for sleep. A building storm enshrouds the land, devouring any chance of moonlight and visibility. The rains continue to pour over the dark landscape making movement extremely difficult. However; the faithful soldiers press on into the black of night. After each move and before attacking, roll the 20 sided dice: If you roll 16-20 you become lost and your opponent may move your figure up to 6 clear spaces in any direction. When attacking, remove 1 attack dice for each space between you an your target due to poor visibility.

18. Cheater's Olympics: Once a year the rivaling tribes put their differences aside and have a friendly relay race to decide who is really the better beast. At least they say they put their differences aside. Saying and doing are two different things. Oh well, ready, set, GO! Start with equal teams. Each player chooses one unique hero (all having the same move values) and one or two common squads. Randomly place all characters and 3 numbered markers on the battlefield numbered 1 to 3. The first hero to reach all markers in sequential order (alive) wins! Guns and knives are optional.

19. Reinforcements Have Arrived: The war is rapidly diminishing all reserves but hope is within reach. Fresh recruits have just arrived and not a moment too soon. Each team starts with only one army card of choice in play. The remaining cards are put in reserve for later in the game. At the end of each round one more army card may come into play. Players choose one card from thier reserve and place the corresponding figures on any space touching the edge of the battlefield.

20. The Evil Orb: One day from the heavens a great orb fell upon the land. Upon It's mysterious presence, strange things began to happen: Evil things (Use yur imagination here depending on theme). The rival armies soon learned that by removing this threat as far from their land as possible, they would once again have peace. But no one else wanted someone else's problem. Start with an orb marker in the center of the battlefield and a home base for each player. Try to carry the orb as far from your home base as possible. After 12 rounds, the team with the greatest distance between their home camp and the orb wins.

Andrew
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