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  #37  
Old August 31st, 2014, 06:25 PM
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Tornado Tornado is online now
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Re: HELLFIRE -HULK/IRONMAN-STEALTH - Mods/Proxies/HouseRules

I like where this is going.
I really dig that last pic. Dredd'ful.

A cloud can change its semblance, yet retain its will
With the intimacy of destruction, One knows what it is to be alive
The empty sky holds no reflection, for sorrow
- Eslo Rudkey
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  #38  
Old August 31st, 2014, 10:41 PM
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Re: HELLFIRE -HULK/IRONMAN/PLOTS - Mods/Proxies/HouseRules

Nice work on the Hulk. I painted that particular one myaelf. Thougn I painted it as a human gladiator, because it is just to small scale wise to be the Hulk when compared to the actual 'Scape figure of him.
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  #39  
Old September 1st, 2014, 04:59 PM
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Re: HELLFIRE - ONSLAUGHT/WOLVERINE - Mods/Proxies/HouseRules

SAMURAI WOLVERINE

A head from a random Wolverine figure, a Classic Scape samurai body, and some claws from the same Wolverine figure.



Yeah, I know, it looks like he's trying to scratch himself. :rolls eyes:

ONSLAUGHT

Onslaught from the Handful of Heroes. Just painted him up. He came out okay.

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  #40  
Old September 1st, 2014, 05:10 PM
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Re: HELLFIRE -HULK/IRONMAN/PLOTS - Mods/Proxies/HouseRules

Quote:
Originally Posted by JC McMinis View Post
Nice work on the Hulk. I painted that particular one myaelf. Thougn I painted it as a human gladiator, because it is just to small scale wise to be the Hulk when compared to the actual 'Scape figure of him.
@JC McMinis ... Thanks JC! I went and took a look at your gladiator. Good work!
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  #41  
Old September 1st, 2014, 05:14 PM
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Re: HELLFIRE -HULK/IRONMAN-STEALTH - Mods/Proxies/HouseRules

Quote:
Originally Posted by Tornado View Post
I like where this is going.
I really dig that last pic. Dredd'ful.
That's definitely better than it being dreadful. ... Hopefully you'll like the Plots/Subplots ... they are designed more for Campaign Style Tournament Play (I'll post this stuff at a later time) but we've used them for casual play with plenty of fun had for all.

They're a very fluid thing ... I was constantly tweaking them based on how games played out and adapting them to new ideas. So opinions/ideas will definitely be encouraged.
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  #42  
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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  #43  
Old September 2nd, 2014, 05:07 PM
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Re: HELLFIRE - Plots 11-20 - Mods/Proxies/HouseRules

HELLFIRE'S PLOTS 11-20



11.
OBJECTIVE CONTROL


Quote:
Setup: Both Armies setup in standard Start Zones. Place 3 objective markers on the map; place them an equal distance away from each other and from each Start Zone.

Special Rules: None

Objective: Win Plot Points by controlling Objectives on the map.

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

Victory Points: At the end of each round, armies gain 1 plot point (to a maximum of 4) for every 100 points worth of figures (double-spaced figures count only once) that are adjacent to an objective. The army with the most plot points at the end of the battle gain 3 VP.
12. SUMMONED

Quote:
Setup: Build a flat rectangular map by connecting to 24-hex pieces together. Both players build an army of 1000 points. Each player places 1 figure in a Start Zone at the edge of the map.

Special Rules: No subplots. Each player may only control one figure on the map at a time. When a figure in your Army is destroyed, immediately place another figure that hasn’t been destroyed from your Army on a space adjacent to any edge of the map; Players still use Order Markers, however when a figure is destroyed, you immediately remove Order Markers from your destroyed figure’s card and place them on the replacement figure’s card. Play continues normally until another figure is destroyed or until there are no more figures left in a player’s army that have not been destroyed.

Objective: The first team to run out of figures to place on the map after a previous figure has been destroyed, loses the battle. Win by destroying all opposing figures one at a time.

Rounds: No limit.

Victory Points: 3 points for a win.
13. DESTROY OR PROTECT BYSTANDERS

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

Setup: After drafting armies, each army places 4 squads of Civilians on the battlefield. After Civilians have been placed, Players take turns placing their figures on the battlefield. Each player may place their figures on any space that is not adjacent to another figure (including Civilians).

Special Rules: After moving, a Protectors figure may move a number of Civilian figures equal to the Protectors figure’s Attack value and within a number of spaces equal to the Protectors figure’s Defense value; this movement must move the Civilians figure closer to the Protectors figure. The Destroyers figures may use this same special rule, except they may not move Civilian figures closer to them instead they must move the Civilian figure further away. (If playing w/ Hellfire's add-on rules instead of using this special rule, be sure to use the Bystander movement rules w/ Mind and Menace Distinctions for heroes/squads.)

Objective: Protect or Destroy as many Civilians as possible.

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

Victory Points: 3 points for a win. If there are 13 more destroyed Civilians, the Destroyers win. If they destroy less than that, the Protectors win. If exactly 12 are destroyed, it is a tie.


14. AIRBORNE CONTAGION
Quote:
Setup: Setup as normal.

Special Rules: Before taking a turn with any figure, roll a six-sided die to determine the side effects of the Airborne Contagion.

1. Remove 1 wound from your card but you must Move 2 spaces and end movement not engaged with any opposing figure, if possible. You may not Move again this turn.

2. Before taking a turn, attack all adjacent figures.

3. Immediately remove an unrevealed Order Marker from this card. If you do not have one, immediately end your turn.

4. Place a Wound on this figure and all figures within 3 spaces of this figure.

5. Subtract 2 from your Attack this turn, to a minimum of 1.

6. During this turn, you may attack 1 time for each Wound Marker on
this card, up to a maximum of 3 attacks.


Objective: Destroy the opposing Army.

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

Victory Points: 3 points 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 points for winning instead of 3
.
15. MONSTER HUNT

Quote:
Setup: Place 1 double-spaced Classic Heroscape figure in the center of map. Each player places 4 squads of Civilians on the map (No Civilians may be placed adjacent to one another). Players place armies in Starting Zones as normal.

Special Rules: The Classic Heroscape figure multiplies its Life value by 3 and adds 3 to its Range. Players may take two turns per round with the Monster. These turns may be taken after taking a turn or at the beginning or end of the round. If both players wish to take a turn at the same time, the player w/ initiative goes first with the Monster.

Every figure may move civilians using the Bystander add-On rules (and Mind/Menace rules) or by using the Special Rules from Scenario 13. If you attack a Civilian, count shields instead of skulls and when the Civilian rolls for Defense, count skulls instead of shields. If you roll more shields than the Civilian rolls skulls, you may “Save” that Civilian by immediately removing the Civilian figure from the battlefield.

Objective: Protect Civilians from the Monster. Destroy Civilians, opposing figures, and the Monster.

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

Victory Points: 3 VP for a win. Players score 1 Plot Point for each Civilian they destroy w/ the Monster, 1 Plot Point for each Civilian they save w/ their Army, 3 Plot Points for each opposing figure they destroy w/ the Monster or their Army, and 10 Plot Points for destroying the Monster. The team with the most Plot Points at the end of 6 rounds, wins.
16. DOOMSDAY DEVICE

Quote:
Determine which Army is the Doomsdayers and which is the Saviors. (Roll d20, if players don’t agree; 1-10 = Doomsdayers; 11-20 = Saviors)

Setup: The Doomsdayers’ Player chooses a figure to be their “Maniacal Genius” and immediately places it and a double-spaced object adjacent to the Maniacal Genius at the center of the battlefield, this object is the “Doomsday Device” and cannot be destroyed. Both players then take turns placing figures on the battlefield starting with the Saviors. No figures may be placed adjacent to the Maniacal Genius or the Doomsday Device. No figures may be placed adjacent to a friendly figure but may be placed adjacent to an opposing figure.

Special Rules: Doomsday Roll - Instead of moving any figure, you may roll a number of combat dice equal to the "Mind Value" of the "Maniacal Genius" and add 1 automatic skull to the roll if the "Maniacal Genius" is adjacent to the "Doomsday Device" and not engaged. For each skull, place a Doomsday Marker on the Doomsday Device. This roll cannot be made more than 3 times per round.

If a Saviors figure is adjacent to the Doomsday Device they may make a Mind roll and remove a number of Doomsday Markers equal to the number of shields rolled. If the "Maniacal Genius" is adjacent to the Doomsday Device as well, subtract 1 die from the Mind roll.

For games not utilizing add-on rules, just use attack or defense values instead.


Objective: If there are 30 Doomsday Markers on the Doomsday Device before 6 rounds are up, the Doomsdayers have destroyed the world as we know it and win the game.

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

Victory Points: 3 points for a win. Doomsdayers win by placing 20 Doomsday Markers on the “Doomsday Device.” The Saviors win by destroying all opposing figures or preventing the placement of all Doomsday Markers for 6 rounds.

17. PRECURSOR TO A COSMIC EVENT

Quote:
Setup: Place armies in standard Start Zones.

Special Rules: After revealing an Order Marker and before taking a turn, roll a combat die. If you roll a skull, immediately roll a D6 and consult the table below:

1. Lightning Strike: The figure with the most Life remaining receives 3 wounds. If there is a tie for highest Life value, then each of those figures receives 2 wounds.
2. Cosmic Gusts: Both players take turns, starting w/ the player that rolled this result, moving each opposing figure 1 space. Figures do not take leaving engagement attacks but receive applicable falling damage and are affected by terrain effects.
3. Flash Flood: All spaces that are not 10 or more levels higher than the lowest level of the map are now water spaces. This effect continues until the next D6 roll on this table.
4. Thick Fog: The maximum range for special powers requiring clear sight and ranged attacks is 4. The effect continues until the next D6 roll on this table.
5. Turbulent Winds: Figures may not use the Flying or Stealth Flying special power. This effect continues until the next D6 roll on this table.
6. Earthquake: Both players take turns, starting with the player that rolled this result, moving each opposing figure 1 space. Figures do not take leaving engagement attacks but receive applicable falling damage and are affected by terrain effects. Additionally, each figure on the battlefield receives 1 wound.

Objective: Destroy the opposing army.

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 points for winning instead of 3.
18. RESERVES

Quote:
Setup: Before the game, both players draft an opposing army of exactly 500 points (Campaign Note: Figures cannot be drafted from any armies that have the figure drafted already). Players must use the army drafted by their opponent. Immediately re-roll on the Plots Chart to acquire another scenario.
19. WHO NEEDS A LEADER?

Quote:
Setup: Players place armies in Starting Zones as normal.

Special Rules: During a Tournament Campaign, players simply use their designated Leader as the Leader but for casual play, the Team Leader is the first figure drafted by the player.

Objective: Protect your Team Leader

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

Victory Points: 3 VP for the player that destroys the opposing Team Leader. If neither Leader is destroyed, calculate Plot Points as described in Scenario 5. The Army with more Plot Points receives 1 VP.
20. CROSSOVER ISSUE

Quote:
Setup: Before placing armies in their Start Zones, immediately roll a combat die. Roll a d20 to decide who selects their figure first. If you roll a skull both players choose a 400 points or less figure (a “Guest Star”) that is not on either Army (During a tournament, they cannot select any figure that is on any opposing Army, even if they are not playing against that Army.). If a shield was rolled on the combat die, each player selects a 250 points or less figure in the same manner you’d select a 400 points or less figure above. If it is a blank, select a 125 points or less figure as stated above for the skull and shield rolls.

Special Rules: None. Although, during campaign play you may not keep the “Guest Star” after the battle is over.

Objective: Destroy the opposing army.

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 points for winning instead of 3.

Last edited by Hellfire; September 3rd, 2014 at 10:54 AM.
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  #44  
Old September 2nd, 2014, 05:19 PM
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Re: HELLFIRE - ONSLAUGHT/WOLVERINE - Mods/Proxies/HouseRules

VENOM

I painted up Handful of Heroes toy. the bigger size makes Venom look more intimidating, imo.



PARALLAX

A simple proxy for Parallax in entity form from a Dungeons and Dragons mini. I ended up adding a little bit of yellow. Perhaps not as cool as the official Heroclix mini but it is tons cheaper.

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  #45  
Old September 2nd, 2014, 05:58 PM
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Re: HELLFIRE - PLOT/PARALLAX/VENOM - Mods/Proxies/HouseRules

Can't wait to see your sub Plots. We have some of the same idea's for plots yours however seem more polished and generic (generic in a good way). My plots where always more scenario type with specific Hero + Guest vs selection from Villain groups.

Such as a Spider-Man Campaign with linked scenarios or X-Men campaign where each scenario mission they face either Sentinel, Brotherhood, or Hellfire Club with different starting condition depending on how the last mission went. The X-men has become a lot more interesting since there are so many options to choose when building your team. And currently building a Skrull-Kree war based campaign.

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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  #46  
Old September 2nd, 2014, 06:53 PM
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Re: HELLFIRE - PLOT/PARALLAX/VENOM - Mods/Proxies/HouseRules

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Originally Posted by japes View Post
Can't wait to see your sub Plots. We have some of the same idea's for plots yours however seem more polished and generic (generic in a good way). My plots where always more scenario type with specific Hero + Guest vs selection from Villain groups.

Such as a Spider-Man Campaign with linked scenarios or X-Men campaign where each scenario mission they face either Sentinel, Brotherhood, or Hellfire Club with different starting condition depending on how the last mission went. The X-men has become a lot more interesting since there are so many options to choose when building your team. And currently building a Skrull-Kree war based campaign.
That style of campaign sounds fun, @japes . I'd love to see what you've got at some point. I do have a quite of bit of Event Play stuff that incorporates Plot/Subplot type items while focusing on a running story ... however, I might hold onto it a bit longer just in case I end up doing something related to this.

I'll post the subplots in the next day or two. Additionally, I've got a few other items that can affect how the Plots/Subplots play out. For example, the add-on rules we use (in particular Distinctions) ...

... also, I love sports (been playing and coaching for as long as I can remember) so I incorporated a lot of those elements into what we call, Campaign Tournaments (these involve a one-time draft of up to a specific number of points, in a way similar to Fantasy Football, during the draft, each team is able to draft a competitive map that becomes the team's HQ (home field basically). From there a schedule is made and each team plays every other team twice (once at each other's HQ). Each week (or whatever interval the group agrees on) teams battle the next team on their schedule and each battle is done following the rules for whatever scenario is rolled. We keep track of wins, losses, and the w-l record of each team at their HQ and away from HQ (at first this didn't seem like a big deal but it becomes more valuable as the campaign gets deeper into the schedule and the "home player" get better acquainted w/ the map; some players start by building armies specifically designed to win on a particular map). Along the way there are unlockables that can be purchased (EX. allowing a player to place specific glyphs into the randomized glyph pool that gets played on the map) and recruit new figures (so long as they don't go above the designated team cap space) with Victory Points. Also, surviving figures gain XP (experience points) up to a maximum of 4 XP/figure. XP can be used to do such things as roll extra dice, add +/- to a d20 roll, avoid being destroyed once/game, or add automatic skulls/shields by spending 2 XP. Players can also trade units w/ other armies ... we had even started playing around w/ a "Long-Term Wounds chart" for figures that were destroyed during a battle (never really finished it up tho).

But I'll post some of this stuff as I'm able to.
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  #47  
Old September 2nd, 2014, 06:58 PM
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Re: HELLFIRE - PLOT/PARALLAX/VENOM - Mods/Proxies/HouseRules

I love the plots Hellfire, those look very fun. They are thematic yet generic enough to work for just about any two armies meeting in battle.
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  #48  
Old September 2nd, 2014, 07:05 PM
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Re: HELLFIRE - PLOT/PARALLAX/VENOM - Mods/Proxies/HouseRules

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Originally Posted by Arch-vile View Post
I love the plots Hellfire, those look very fun. They are thematic yet generic enough to work for just about any two armies meeting in battle.
Thanks @Arch-vile , this is what we were striving to do ... (I was constantly tweaking it, if/when I saw players manipulating certain things or if I just came up w/ a new idea or way to do it. I might change all or some again at some point). It also challenged players to build versatile team rosters in order to handle a variety of situations and opposing army HQ maps.
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