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HeroClix: Campaign

 

These are the rules for running a HeroClix Campaign, tracing the progression of aspiring heroes (or villains) into a full-fledged super-group.

 

During the Campaign there are a few Rule adjustments.

i)                   Any character that possesses the Leadership Power is stripped of this power. The reason is explained in Starting Your Team, Rule #4.

ii)                 Any character that has an assigned Team Ability on their base (i.e. Avengers, X-Men, Minion of Doom, etc.) is stripped of this ability. This is explained in Starting Your Team, Rule #6.

 

Starting Your Team

1)     To start, each player starts with 100 Experience Points (XP).

2)     With these 100 XP, you purchase your CHARTER MEMBERS. These Charter Members are the founding members of your group.

3)     All Charter Members must be Rookie Level (Yellow base) characters. However, in some cases, some characters Unique character is lower ranked than their Rookie (i.e. Cyclops and Captain America). In these cases, take the lower ranked character. Also, no character who possess the Battle Fury power can be a team leader. They are too unpredictable and wild to be trusted and too unruly to lead.

4)     The first character taken is the FOUNDING MEMBER. That character is recognized as the teams Leader. Give that character the Leadership Power as described in the HeroClix Rules.

5)     You can have no more than three (3) Charter Members. Any left over XP goes to the Team Reserve for future purposes.

6)     Roll on the Team Abilities Chart to see what Team Ability all your team members have.

 

2 A member of your team can carry up to 8 friendly figures when they move by either soaring of hovering.

3 Any line of fire drawn to a member of your Team that passes through hindering terrain, including the square the character occupies, is treated as though it is being drawn through blocking terrain.

4 A member of your Team can use the highest Defence value of any Team member in an adjacent square.

5 A member of your Team can use the highest Attack value of any Team member in an adjacent square.

6 - Characters on this team ignore the effects of hindering terrain (including Team Abilities that grant hindering terrain bonuses) on movement and combat.

7 Team members may perform a move action without using one of your actions for the turn. Mark any character that moves this way with an action token.

8 If two Team members are adjacent, the character with the highest Points Value gains the Outwit power. If one of the characters is the Team Leader, he automatically gets it. If that highest character (or Leader) already has Outwit, this Ability has no effect.

9 Team Defence! If two or more team members are adjacent, any character who is victim to an attack (close combat or ranged) may add +2 to their Defence rating.

10 Two Team members occupying adjacent squares can exchange 1 click of damage. Give one member 1 click of damage and give the other member 1 click of healing. This counts as a move action for the member who takes damage, though the character does not move.

11 When two or more members of your Team are adjacent to an opposing character, they can all attack using only one of your actions. Mark any character that attacks this way with an action token.

12 When a member of your Team is defeated, every other member of your Team receives 1 click of healing.

7)     Name your team! Your group is now ready to start patrolling the streets and stopping (or causing) trouble.

 

Spending Your XP

1)     Experience Points, or XP, are spent to improve your team. This is done to either seek out new members or train existing members to improve their Status Levels.

2)     To Improve A Character: To move up to the next Level (i.e. from Rookie to Experienced), costs 100 XP + the Points total on the base of the desired Level. For example: Spider-Man wants to train and move from Experienced (Blue) up to Veteran (Red). Veteran Spider-Man is worth 110 Points, so it will cost him 210 XP (100 + 110) to upgrade Spider-Man.

3)     Adding New Members: As your team progresses, you are going to want to add new members to your outfit. To do so costs XP. But there are several rules one must follow to bring in new members. Also, new characters enlisted are enlisted at their Rookie Level.

i)                   Your Leader Must Be At Least Experienced. You cannot approach new members until your Team Leader has upgraded to at least Experienced (Blue). Other characters arent going to want to join a new group lead by a Rookie!

ii)                 You Must Successfully Convince Them To Join! Some characters may not want to join your group! It is up to your Team Leader to convince them to join. If the desired new characters Points Value is less than your Leaders Point Value, they will automatically join your team. They are impressed enough that they are eager to provide your skills. Go to the rule iii. If the desired characters Point Value is equal to or higher than your Leaders, then they arent fully convinced they should join your team. To convince them, your Leader must make a Plea for Membership roll. This is simply a roll using your Attack versus the desired characters Defence. No powers are to be used. You can spend additional XP to convince them. For each 50 XP you spend, you can add one (1) to your Leaders Attack for this Plea for Membership. For example: Cyclops wants to try and convince the Hulk to join his new outfit, The Regulators. Cyclops (who is now Experienced), is valued at 68. The Hulks value is at 103, quite a bit higher than Cyclops. Cyclops Attack is 10, versus The Hulks Defence of 14. Cyclops really wants The Hulks strength for The Regulators, so he spends 50 XP to raise his Attack to 11. He rolls a 7 (4 + 3 on two dice), making his Plea roll a total of 18 (11 + 7), which beats the Hulks Defence of 14. The Hulk agrees to join! Notes on Failing a Plea for Membership: If you fail a roll for a Plea for Membership, your Leader cannot approach that same character again for Membership until your Leader reaches the next Level. So if Experienced Cyclops had failed his Plea, he wouldnt be able to approach the Hulk again until Cyclops reached Veteran (Red). If your Leader is already at his maximum Level (Veteran or, in some cases, Unique), then he can not attempt that character again. The desired new member simply has no interest in your group. Note: If a double roll of 1 (a normal Critical Miss) is ever rolled while attempting a Plea for Membership, your Leader has insulted the desired character. That character will never again be able to be approached for membership and will harbour resentment towards that character and his team. He will never assist that team in a fight!

iii)               Once you have convinced a new character to join your team, you must now spend XP equal to his Points Value to secure his membership.

iv)               Note: If you are enlisting a character who has left a previous team, you enlist him at the level he was when he left. Therefore, if an Experienced Wolverine left a team, you enlist him at the Experienced level, not at Rookie.

4) Hiring Lackeys. Certain characters are unavailable to enlist as actual members of your team. These include minor characters such as S.H.E.I.L.D. Agents and Police (for heroes) or HYDRA Operatives, Thugs, etc. (for villains). But, these characters are available for hire to assist you on a per scenario basis.  They are hired the same way as enlisting and you must pay the required XP as the characters Point Value. The reason for this practice is that you are doing a Plea for Assistance. If you fail in your plea, the minor character simply doesnt feel the need to assist your group (or perhaps the idea of getting involved in a fight with super-powered beings is just a tad too scary!).

 

Gaining XP For Your Team Reserve

 

Experience Points, or XP, are stock-piled in your Team Reserve. These XP are used to improve your characters and enlist new members. They are achieved through small scenarios or through longer campaigns.

 

1)     Defeating Characters. When you defeat enemy characters, you gain XP for your Team Reserve. You gain XP equal to half the defeated characters Point Value. For example, Captain Americas team, The Force of Justice, defeats Experienced Sabretooth. Sabretooth is worth 51 points, so The Force of Justice receives 25 XP for their Team Reserve (always round numbers down). If one of your team members defeats one of his Arch-Enemies, then the team receives XP equal to the defeated characters full Point Value. So if Force of Justice member Wolverine defeated Sabretooth, the Force would gain 51 XP (equal to Sabretooths Point Value) instead of 25.

2)     Defeating Enemy Teams. If, following a scenario, your team defeated the majority of the opposing team, your team is awarded a 50 XP bonus to add to their Team Reserve. Majority equals the following: (Team of 2: Must defeat both; 3: defeat 2; 4: defeat 3; 5; defeat 3; 6: defeat 4; 7: defeat 5; etc.)

3)     Accomplishing Scenario: If you are playing a specific scenario, where a goal is set (such as retrieve a certain object, or rescue a specific character), then you receive bonus XP for completion. If your alignment (good or evil) wins, you receive a bonus of 25 XP to your Team Reserve. If your specific team was responsible for the win (i.e. one of your members retrieves the item, etc.), then you receive an additional 25 XP (for 50 XP total) for your Team Reserve.

4)     Training Missions. You can opt to do mini Training missions to work on your team members abilities. This can be as simple as having your Team Members fight each other in small closed areas, or doing full blown Danger Room style scenarios. You can not try and kill your own team mates (why would you?) and a KO isnt considered a KO, merely the end of that training session. All characters who take part in training missions receive ¼ of their own Points Value (their Points Value multiplied by .25) to add to your Team Reserve.

 

Achievement Points

 

Achievement Points are individual awards to characters on your team. These reflect certain acts of heroism (or despicable acts of evil) that your character has done on an individual basis.

 

You receive Achievement Points, or AP, in the same fashion as teams gain XP.

 

1)     If your character defeats another character, he gains 1 AP.

2)     If your character defeats his Arch-Enemy, he gains 2 AP.

3)     If your character is personally responsible for the success of a scenario, he gains 2 AP.

 

But you can also lose AP.

 

1)     If your character is defeated during a scenario, he loses 1 AP.

2)     If your character is defeated by his Arch-Enemy, he loses 2 AP.

 

Maintaining Your Team

 

Now that you have a team, you must maintain it. That means, you must maintain morale so your members want to stay a part of your team. The best way to do that is to use all your characters evenly. Dont favour one member or the rest might get jealous. So what you say? This is why

 

1)     If your Leader reaches 10 AP before anyone on your team gets 1 AP, then the character with no AP quits your team. That character quits over disgust at how the Leader is using his talents and feels underappreciated. You can try and talk him back to your team (using the same Plea of Membership rules as mentioned previous), but the disgruntled character adds +3 to his Defence. And if you succeed in convincing him to join, you must re-pay the appropriate cost to re-enlist him, as if you were enlisting a brand new member!

2)     If a character on your team ever reaches -10 AP, he quits your team in a depressed state. He feels useless and feels he is dragging your team down. To re-convince him, use the same tactics as above, but the penalty is +2 to his Defence, not +3. These characters are also easier for other teams to enlist. Another Hero Team can try and enlist this depressed character with a +2 bonus to their Leaders Attack for a Plea for Membership. The team with the lowest current combined Points Value gets first chance with the highest combined Points Value getting last crack. The depressed character will try and find the weakest team to join in hopes of regaining his confidence.

3)     Once all characters reach 20 AP, things will get tense. If another character (except your Leader) ever achieves more than 15 AP than another character, a problem will arise. The character with the 15 less AP will grow resentful of the character with the 15 more AP. This character will feel that the greater AP character is showing off and trying to hog the limelight. These two must have a mini-fight to solve their difference. In this argument, the first one to score five (5) clicks of damage to the other wins. Whoever wins stays on the team, perfectly confident that he was right and justified in his actions. Whoever loses will quit the team over personal differences. You can try and re-convince as per the same rules as above, with the penalty being +2 Defence.

4)     If one of your characters ever scores 15 or more AP than your teams Leader, he will have a lapse of confidence in your Leader. Conduct a fight the same as above. If your Leader wins, reduce the defeated members AP to equal the Leader and the defeated character regains confidence in your Leaders abilities. If your Leader loses, the winning character decides he no longer wants to follow your Leader and quits the team. Re-convincing is as above, with the penalty being a +3 Defence.

 

Defeating Your Enemies in HeroClix: Campaign

 

Defeating enemy opponents in HeroClix Campaign is a little different than standard HeroClix gaming.

 

1)     When a character hits his KO click, turn the character over. The character has been knocked unconscious but his body lies prone on the battlefield. A KOed character is considered hindering terrain for movement, but not combat.

2)     Characters who have been KOed can still be healed, either by Team ability or by Medics. Any character that has Regeneration as a power on their final click (Black Defence Power) will automatically get 1 click of healing each turn they remain unconscious. If they heal back to a click of health (a bar where they have numbers rather than 3 KOs), they can be stood back up and continue in the battle.

3)     KOed characters can continue to take damage while KOed. Once they take enough clicks of damage that they return to their health status (the first click with the green line), the character has hit Critical Condition.

4)     If you have no means of healing a character, you can have team mates carry the fallen team mate off the map. If you get a character off the map, he is considered to be on his way to get medical attention. Carrying team mates return to the battle but the character receiving the medical attention is no longer available for that scenario.

5)     A character in Critical Condition must be carried off the map for medical attention. They cannot be healed by any means except outside medical attention. These characters must miss the next scenario due to extensive injuries.

6)     A character in Critical Condition can take 3 clicks of damage before he becomes afflicted with a Permanent Injury. The character must be carried off by someone on his team. The wounded character can take no more clicks of damage but is un-usable for the rest of the scenario. Roll d66 (2d6) to determine the extent of the injury:

 

Roll                Result                                                                                  

11 to 16         Death. The character died as a result of their wounds. The character is considered dead in your universe and can never be enlisted or used again.

21                   Multiple Injuries. The character took quite a beating at the hands of their foe! Roll a further d6 times on this chart. Re-Roll any Dead or Miraculous Recovery results.

22                   Chest Wound. The character was badly wounded in his chest. Speed is reduced by 1 due to his poor lungs!

23                   Leg Wound. The characters Speed is permanently reduced by one (1). Randomly determine which leg was injured.

24                   Arm Wound. The character has smashed one arm. Although he recovers, his strength is permanently weakened in one arm. Randomly determine which arm is hurt. Close Combat damage is -1 click of damage.

25                   Head Wound. A serious head injury leaves the character somewhat rattled. Prior to each scenario, roll d6. On a 1-3, the character is a little foggy. His Attack rating is -1 for the entire scenario. On a 4-6, he is ill-tempered and receives Battle Fury for his first 4 clicks.

26                   Blinded In One Eye. The character survives but loses the sight in one eye: randomly determine which eye is wounded. If he is blind in only one eye, his Ranged Attack range is reduced by half. If he loses sight in both eyes, he is blind and must retire (does not apply to Daredevil).

31                   Partially Deafened. The character survives but a blow to the head damaged his hearing. An individual suffers no penalty if he is partially deafened, but each time he receives this wound, his Defence against Ranged Attacks is reduced by 1.

32                   Shell Shock: Fear. The character suffered some head trauma due to such an attack. From now on, he fears the following:

1-2      The enemy character who inflicted the blow.

3-4      The team leader of the team who inflicted the damage.

5          The entire Team that inflicted the damage.

6          All Teams of the same alignment (i.e., good or evil).

As such, he must roll a d6 prior to each scenario that involves his fear. On a roll of 6, he is fear stricken and will unable to attack the person (or persons) he is afraid of.

33                   Hand Injury. During the final melee, his hand was seriously injured, resulting in a loss of 1-3 fingers (d6/2). Randomly determine which hand is injured. Any Ranged Combat that requires the use of his damage hand will suffer a -1 to Attack rating.

34 to 35        Recurring Injuries. He suffered a milder combination of niggling wounds that sometimes affect his health more than others. Prior to each scenario, roll a d6. On a roll of one (1), his old wounds cause him too much pain and he is unable to partake in the scenario.

36                   Shell Shock: Hatred. The character suffers head trauma that has left him psychologically scarred. From now on, he suffers extreme hatred for the following:

1-2            The enemy character who inflicted the damage.

3-4            The team leader of the team who wounded him.

5          The entire team that inflicted the damage.

6          All Teams of the same alignment (i.e., good or evil).

As such, he must roll a d6 prior to each scenario that involves his hatred. On a roll of 6, he is so enraged, that he receives Battle Fury for his first 5 clicks.

41                   Horrible Scarring. The character survives but is left with horrific scarring on his face. Non-masked characters cause discomfort in others. Innocent bystanders will automatically move away from you, even if youre a Super Hero.

42 to 63        Miraculous Recovery. The character makes a full recovery from his wounds, but he misses the next 1-3 scenarios in doing so (1d6/2).

64 to 66        Captured! The character was captured from the medical center by the Team that imposed the injuries! You must create a scenario designed around the rescue of your fallen comrade! The wounded (captured) character is treated as having rolled Miraculous Recovery if hes rescued.

 

The Prestige and The Infamy

 

The media of the world often comes into play for super-groups. Some hero teams, such as Marvels Fantastic Four or DCs Justice League of America, are popular with the press and the local law enforcement. These kinds of teams are usually given a free rein in handing out their respective forms of justice. Other heroes, such as Marvels X-Men, are looked down upon by the media, and in such cases, the local law is a little more weary.

 

In HeroClix: Campaign, this is called Prestige for the heroes and Infamy for the villains. These dont necessarily aid you in a way that XP does, but it does affect how the local law enforcement or other minor characters act around you.

 

Heres how your teams Prestige (or Infamy) is gained and lost.

 

1)     New hero or villain teams start with a Prestige or Infamy Rating (PR or IR) of zero (0). Since you are just starting out, the media doesnt even know you exist yet. But they will

2)     For every mutant on your team, subtract one PR/IR point. Despite the growing acceptance of mutants in society, on a whole it still makes a lot of people feel weird.

3)     If your PR/IR ever drops below zero (into a negative number), it means the media portrays you in an ill-manner. This is a good thing for villain groups, as you want to be feared and despised. For heroes, this makes things a little tough.

4)     Here is a chart for Prestige Rating modifiers for Hero teams (all bonus are accumulative):

Defeating a Villainous Team: + 2

Each Arch-Enemy defeated: + 1

Victory takes place on City Map: + 1

Winning Scenario: + 2 to + 6 (depending on difficulty)

Saving innocent bystanders: + 1 per Bystander

Not destroying public property during Scenario: + 2

Losing to Villain Team: - 1

Killing a Villain: - 2

Beaten by a team with an Arch-Enemy: -1

Beaten on City Map: - 1

Losing Scenario: - 2 to 4 (depending on outcome)

Each innocent bystander hurt: - 1

Destroying public property: - 1

If your Hero Teams Prestige Rating falls below zero, the team does not become a Villain Team; it simply means the press thinks you are troublemakers and doing more harm than good. Bystanders will fear you and will automatically move 3 squares away from any Hero on your team who lands in an adjacent square. Minor characters (such as S.H.I.E.L.D. Agents or Police) will not assist your team and may not be hired until your Prestige Rating at least hits zero. If your Prestige Rating ever hits 20 or lower, those Minor Characters are to be played as Neutral characters by those controlling the Villain Team and they will try and apprehend the Heroes for being Vigilantes with no authority (these law enforcement characters will not try and kill Heroes, simply incapacitate to bring in for questioning). Note: As long as your Prestige Rating is +20 or more, your team will not be penalized for the destruction of public property. The media has painted such a perfect picture of your Hero Team that local authorities wont hold you responsible.

5)     Here is the chart for Infamy Rating modifiers for Villain teams (all bonus are accumulative):

Defeating a Hero Team: - 2

Each Arch-Enemy defeated: - 1

Killing a Hero: - 2

Victory takes place on City Map: - 1

Winning Scenario: - 2 to - 6 (depending on difficulty)

Wounding innocent bystanders: - 1 per Bystander

Destroying public property during Scenario: - 2

Losing to Hero Team: + 1

Beaten by a team with an Arch-Enemy: - 1

Beaten on City Map: + 1

Losing Scenario: + 2 to + 4 (depending on outcome)

If your Villain Teams Infamy Rating goes into the positive, the team does not become a Hero Team. It simply means that your Villains are more or less laughed at by the media and not considered a serious threat to society in general. The local authorities will not get involved and figure some Hero Team will come along and take you out.  As long as your Infamy Rating is a positive, Minor Characters (Thugs, HYDRA, etc.) will not assist your team and cannot be hired. These characters will not want to ruin their reputations as evil bad guys by associating with a bunch of bumbling wannabe baddies! If your Infamy Rating stays between 1 and 10, local Police will try and assist Hero Teams in capturing you. From -10 to -20, S.H.I.E.L.D. will get involved and also assist in your capture. From-20 on, you are considered a legitimate Super Threat and authorities will no longer come in to assist Hero Teams (unless specifically hired by that Hero Team).

 

Prestige and Infamy will also help out your team down the road. Heres how.

 

Hero Teams & Prestige

 

When your Hero Team reaches a Prestige Rating of 50, you are entitled to have a Headquarters. Your team has become predominantly well known to the public and the local government has funded the building of a headquarters for your team. When your Prestige Rating hits 100, you may construct a team vehicle for use.

 

If you want to know roughly how well known and respected your team is, consult the chart below:

 

Prestige Rating        Public Opinion                                                         

Below zero (0)          You are considered rogue vigilantes. The general public views your team and their actions with great distrust.

0  to +10                    Still unknown but those few who know of you treat you with respect.

+11 to +20                 You are local celebrities of a sort. You appear periodically in newspapers and on local news but you arent well known outside the city.

+21 to +30                You are very well respected and loved by your city. You are quite well known throughout the majority of the country, though not to the same regard as your own city.

+31 to +40                You are a country wide phenomenon. Everyone in your country loves you. You are true heroes.

+41 to +50                You are known throughout the world as some of Earths mightiest defenders of justice!

+51 or higher            Your teams exploits have reached the stars. Other worldly beings know of your team and its exploits.

 

Villains & Infamy

 

Like Hero Teams, Villain Teams gain Headquarters and Vehicles at 50 and

100 Infamy Rating achievements.  At these levels, it is assumed the

Villains have amassed a small fortune to finance the construction of these

items.

 

Infamy Rating          Public Opinion                                                         

Over zero (0)            The public has no real opinion of you but they sure dont consider you much of a threat!

0 to -10                      In some neighbourhoods, people are getting very concerned about you, but on a whole, you are still unknown.

-11 to -20                  Your city has become distressingly aware of your actions and the streets at night are walked in fear. Outside the city, however, you are still hardly known.

-21 to -30                  You are extremely feared by your city. The local authorities have a special task force just to monitor you. Your nefarious deeds are known to several other cities in the country.

-31 to -40                  You are a terror to your nation! The whole country is aware of your black presence and you are feared by all!

-41 to -50                  The entire planet shall tremble at your feet! Thats right, bad man, you have reached the level where the entire world has been alerted to your evil ways.

-51 or lower              Your evilness has been noticed by extra terrestrial beings and you have made them weary.

 

Innocent Bystanders

 

Innocent Bystanders are the everyday common folk wandering the streets. These are the people you are trying to save and protect (or defame and hurt).

 

Innocent Bystanders are placed randomly in believable locations (for example, dont place one on a stranded roof top or in the middle of a lake). On every players turn, they will move one (1) bystander 3 squares anywhere. If a major battle is going on, they will try and avoid it (so dont make one wander up to a battle between Juggernaut and The Hulk).

 

Bystanders will try and approach any member of a Hero Team whose Prestige Rating is equal to or greater than +20 as long as that Hero is not currently engaged in combat. They are awed at this Hero and are looking for an autograph or picture.

 

Bystanders are considered to have 3 clicks of Health. Once they receive 3 clicks of damage, they are considered KOed. Follow the new rules for KOs, Critical Condition (they only have 1 click of Health for Critical Condition) and Death.

 

 

 

 

 

 

 

HeroClix: Campaign

Team Creation Template

TEAM NAME: ___________________________________________

Players Name: _________________________________________

 

Founding Member: _______________________________________

Charter Members: _______________________________________

Team Ability: ____________________________________________

Previous Members: _______________________________________

 

 

Current Roll-Call:

Character                                                          Points Value                       Achievement Points

Leader:

 

 

 

 

 

 

 

 

Experience Points: Team Reserve: ______________________________________

 

Prestige/Infamy Rating: _____

 

Notes: