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Old September 1st, 2014, 06:39 PM
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Re: HELLFIRE - ONSLAUGHT/WOLVERINE - Mods/Proxies/HouseRules

HELLFIRE'S PLOTS 1-10




1. ASSASSINATION


Quote:
Determine which army is the assassins and which is the protectors. (roll d20, if players don’t agree; 1-10 = assassins; 11-20 = protectors)

Setup: Place armies in standard start zones. The protectors player adds a civilian figure and two bodyguards to his/her team. These three figures are considered a squad and may be given order markers during play but the civilian and the bodyguards use their own specific card stats and abilities.

Special rules: During the battle, if the civilian would be destroyed and a bodyguard is adjacent to the civilian, you may destroy a bodyguard instead.

Before moving, if the civilian is not engaged and is on the roof of a centralized building with at least one protectors hero within 3 spaces, the civilian has escaped.

Objective: If the assassins destroy the civilian figure, they win. If the civilian escapes off the rooftop of a centralized building, the protectors win.

Rounds: 6; Adjust as needed if map is large.


Victory points: 3 VP for a win. If the civilian neither escapes nor is destroyed both team gain 1 VP.


2.
BANK ROBBERY


Quote:
Determine which army is the robbers and which is the vigilantes. (roll d20, if players don’t agree; 1-10 = robbers; 11-20 = vigilantes)


Setup: The robbers start zone is immediately outside the door of a building (the bank) at the center of the map (an equal distance from each edge of the map). The robbers start the game with control of 3 glyphs of loot that may be carried as equipment glyphs. Robbers immediately designate 4 spaces, one on each edge of the map as their possible “getaway routes.” after "getaway routes" have been chosen, the vigilantes may set up their figures on any space that is at the edge of the map. When vigilantes recover the loot they must return the loot to the bank.

Special Rules: The robbers getaway by moving off the map via a space designated as a “getaway route.” neither army may use powers or abilities that would allow figures to start outside their start zone. Before moving, if a robbers figure is on a “getaway route” space, you may remove the figure and the loot from the game and score 1 plot point.

Vigilantes return the loot to the bank by moving to a space adjacent to the bank’s front doors. Before moving, if a vigilantes figure is adjacent to the bank’s front doors while possessing the loot, you may remove the loot from the game and score 1 plot point.

Objective: All loot has been effectively stolen from or returned to the bank.

Rounds: No limit.

Victory points: The team with the most plot points (see special rules) at the end of the battle receives 3 VP.
3. HOSTAGES

Quote:
Determine which army is the kidnappers and which is the rescuers. (roll d20, if players don’t agree; 1-10 = kidnappers; 11-20 = rescuers)

Setup: Place armies in standard start zones. The rescuers can choose a start zone on either end of the map. The kidnappers set up in a start zone at the center of the map. The kidnappers’ player places one civilian adjacent to a chosen kidnapper figure; this civilian is the hostage.

Special Rules: Kidnappers win initiative automatically for the first round but may not attack the rescuers during this round.

The hostage moves with the chosen kidnapper figure, as if carried. Any adjacent attack that causes wounds against the kidnapper figure allows the hostage to be freed. After a hostage is freed. Anytime during the battle, the rescuers’ player may place order markers on a civilian card and move and attack w/ the hostage as desired, if the hostage is freed. Any adjacent attack by a figure from the kidnappers army that would destroy the freed hostage, allow the kidnappers to recapture the hostage instead of placing wounds. Neither army may destroy the hostage by any means.

Objective: If the kidnappers have control of the hostage after 6 rounds, the kidnappers win. If the hostage is free after 6 rounds, the rescuers win.

Rounds: 6; Adjust as needed if map is large.

Victory Points: 3 VP for a win.


4. AMBUSH

Quote:
Determine which army is the ambushed and which is the ambusher. (roll d20, if players don’t agree; 1-10 = ambushed; 11-20 = ambusher)

Setup: The ambushed team places their figures on any space that is not the edge of the map. The ambushers place their figures on any space on the edge of the map. Player take turns placing figures, starting with the ambushed.

Special Rules: None

Objective: Destroy the opposing army.

Rounds: 6; adjust as needed if map is large.

Victory Points: 3 VP for completing the objective and winning. If neither army is completely destroyed, tally up plot points. Plot points = (wounded opposing figures’ point value divided by their life value) x wounds; team w/ the most plot points receives 2 vp for winning instead of 3.


5. FINAL ACT

Quote:
Setup: Setup figures in standard start zones

Special rules: None

Objective: Destroy all opposing figure or after 6 rounds have more “plot points” than your opponent.

Rounds: 6; adjust as needed if map is large.

Victory points: 3 VP for winning by destroying the entire opposing army. If neither army is completely destroyed, tally up plot points. Plot points = (wounded opposing figures’ point value divided by their life value) x wounds; team w/ the most plot points receives 2 VP for winning instead of 3.
6. DESTROY OR DEFEND

Quote:
Determine which army is the Destroyers and which is the Defenders (Roll d20, if players don't agree; 1-10 = Destroyers; 11-20 = Defenders.).

Setup
: Both teams setup in their start zones. Each team then places 1 4x4 brick and concrete destructible building (4 hexes long) outside their start zone. Additionally, place 1 steel with iron destructible building in the direct center of the map. Each building must be at least 2 spaces apart. Building stats are below:

Brick and concrete building = 4 defense; 4 life (placed by defender)

Steel w/ iron building = 8 defense; 6 life (placed in the center)


Special rules: None

Objective: Destroy the objectives or defend the objectives for 6 rounds.

Rounds: 6; adjust as needed if map is large.

Victory points: Destroyer team scores 1 plot point per wound placed on a building's card; defender team scores 1 plot point per wound placed on a destroyers figure's card. The team with the most plot points wins 3 VP.


7. ESCAPE


Quote:
Determine which army is the escapers and which is the entrappers. (roll d20, if players don’t agree; 1-10 = escapers; 11-20 = entrappers)

Setup: Both teams setup in their start zones.

Special rules: The escapers escape by moving off the map via a space in the entrappers’ start zone. Neither army may use powers or abilities that would allow figures to start outside their start zone.

Before moving, if an escaper figure is on a space at the edge of the map that is in the entrappers’ start zone, you may remove the figure and score 1 plot point.

Objective: The entire escapers army has escaped or been destroyed. Or 6 rounds are completed.

Rounds: 6; Adjust as needed if map is large.

Victory points: 3 VP to the team with more plot points. The escapers team scores 1 plot point per figure that escapes; entrappers score 1 plot point per escaper destroyed or unable to escape. If it is a tie, both teams score 1 VP.
8. INVASION

Quote:
both armies attempt to preserve the city.

Setup: Both teams setup in their start zones. Each player chooses 3 spaces on the map that are now considered "invasion spaces" (use a glyph or other marker to designate the space; boom tube is a good idea).

Place the leader unit on a space that is an equal number of spaces away from each team’s start zone.

Additionally, each player places 1 squad or 3 common heroes from the invasion force adjacent to the invasion point closest to the opposing army’s side of the map and places the invasion leader directly in the center of the map.

Special rules: Players may agree or roll for an opposing invasion force.

- Walking dead – walker, roamer, lurker

- HYDRA master plan – hydra agents, hand ninja (leader unit = red skull)

- Secret Skrull invasion – skrull warriors, skrull infiltrator (leader unit = super skrull, thanos)

- Kree invasion – kree scouts (leader unit = ronan)

- Arkham breakout – arkham inmates, street thugs, (leader unit = joker, harley quinn, two-face, or other batman villain

- Superhero Registrar – shield agents (leader unit = iron man or mr. Fantastic)

- Amazonians – amazon warriors (leader unit = wonder woman)

- Undead Rising - vampire minions (leader unit = 1 werewolf)

- Insect Swarm – fire ant swarm (leader unit = ant-man and 3 killer bees)

- Apokoliptian strike – parademons, intergang agents (leader unit = darkseid)

- Simian War - Gorilla City Warriors (leader unit = gorilla grodd or solovar)

- SHIELD situational containment – shield agents (leader unit = nick fury)

- Riot – civilians (leader unit = reverend stryker)

- Lexcorp martial law – lexcorp security (leader = lex luthor w/ battlesuit)

- THE ONE INVENTED BY YOU!

At the end of each round, each player rolls a combat die. If the player rolls a blank, nothing happens. If a skull is rolled, place 2 squads or up to 6 common heroes within 3 spaces of an invasion space. If a shield is rolled, place a squad or up to 3 common heroes within 6 spaces of an invasion space. An invasion space may only be used once per round; so if you roll a shield, 1 squad can be placed at one invasion space and the other squad at a separate invasion space (3 common heroes can be placed at an invasion space per round).

At the beginning of each round (except the first round), after rolling for initiative each player may take a turn the invasion force, in initiative order, with a squad or 3 common heroes that are on the opposing players half of the map.

Leader Unit: Once per round, after taking a turn, a player may take a turn with the invasion force's neutral unit, squad, or 3 common heroes.

Objective: Destroy as many invaders as possible without your army being destroyed.

Rounds: 6; adjust as needed if map is large.

Victory points: 3 VP to the team with more plot points. Each team receives 1 plot point for each invasion force figure destroyed that is not the leader. The team that destroys the invasion force leader unit receives 5 plot points. Each team that has a figure they control destroyed, loses 2 points. If there is a tie, both teams receive 2 VP.


9. MACGUFFIN

Quote:
Setup: Both teams setup in their start zones. Place a glyph of mysterious artifact at the center of the map or a random equipment glyph (if used, the glyph’s special power is active throughout the game). This glyph is the “macguffin.”

Special rules: Figures follow all standard equipment glyph rules while carrying the macguffin. Additionally, if a figure loses the glyph, immediately assign a number between 1 and 6 to each space adjacent to the figure that lost the glyph, roll a d6, and place the glyph on a space x spaces away from the figure who lost the glyph in the direction of the d6 roll (x equals the number of wounds the figure received).

Objective: The battle ends after 6 rounds or more.

Rounds: 6; adjust if desired (roll d10+3)

Victory points: 3 VP, if one of your figures controls the glyph on a space in your start zone. 2 VP, if you do not control the glyph but it is in your start zone. 1 VP, if one of your figures controls the glyph on a space that is not in your start zone. 0 VP, if neither sides controls the glyph and the glyph is on a space in neither start zone.


10. TERRITORIAL CONTROL

Quote:
Setup: Split map into 3 equal sections (i.e. Territories) that run perpendicular to the start zones. Place figures in their respective start zones.

Special rules: None

Objective: Control each territory to gain plot points at the end of the battle.

Rounds: 6; adjust as needed if map is large.

Victory points: Armies gain a plot point for having figures inside a territory. At the end of the battle, every 100 points more of figures you have in comparison to the opposing army's points of figures in a territory you gain 1 plot point (ex. If you have 3 figures worth a combined value of 500 points and the opposing army has 6 figures worth 350 points, you score 1 plot point...if you have 700 points to their 300 you score 4 plot points). After adding all plot points earned from all 3 territories, the army with the most plot points wins 3 vp.


Happy Scaping!

Last edited by Hellfire; September 2nd, 2014 at 06:20 PM.
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