Tuesday, November 27, 2018

Special Heroclix Hollywood Horror Scenario Rules

It has been a crazy month. I've submitted my dissertation, meaning my PhD is essentially finished. I've written a rough draft for an entire novel. I've gone to Disney World. And that's only listing off some of the good things that have happened.

Amidst all of that, I even found some time to spare for a hobby project I'd been working on. It's likely not something I've mentioned too often here, as I mostly complain about politics/philosophy and promote my blog-hosted fantasy novel, The Rise of Azraea, but I've been playing a tabletop game called Heroclix since December of 2002 (my sister got me the original big-box starter set for my birthday). Of course, I like to tinker and create things, so I've devised countless custom characters (some of which my wife has actually created custom miniatures for) and many custom scenarios. What follows is a set of rules I've been developing for a series of scenarios inspired by the classic Hollywood Action/Horror jump-scare movies. I've specifically created scenario games for Alien and Predator, but there's quite  a lot of freedom to do more.

These are guidelines for special scenarios to be played with Wizkids Heroclix pieces and a set of custom bystander tokens created by Big Bully Gaming. The scenario rules and included characters are still being refined, so if you feel something is ‘broken’ or ‘nerfed’, feel no guilt in making adjustments to your own game.

Special thanks to Pair-a-Dice games in Athens, TN, for their involvement in play testing these scenarios, HCRealms.com for their always efficient and updated reference materials, and my wife who voluntarily watched Predator 2 while I was working on this.

SECTION 1: SETTING UP THE GAME

The director places the scenario’s Title Monster on its card, and places the motion detected bystanders anywhere on the map, with each bystander a minimum of 6 squares from all other bystanders. The director assigns a different number (1-6) to each of six Plot Twist characters below. One of the Plot Twist characters assigned a number must be the scenario’s Title Monster.
The players place their characters in the starting area of their choice. Each player’s build total is limited by the total number of players challenging the monster and the desired difficulty of the game. For a challenging game, each player’s team should be equal to 300pts divided by the number of players. In other words, 2 players may build to 150pts each, 3 players to 100pts each, 4 players to 75pts each, 6 players to 50pts each, etc. For a less challenging game, reduce the number of players or raise the build total. The Halo and Star Trek: The Original Series Heroclix sets are recommended for force building.

COOPERATIVE SCENARIO PLAY: You don’t have to run faster than the monster, you only have to run faster than the slowest member of your group! In a cooperative game, players treat each other’s characters as FRIENDLY by default, but any player may choose to make an attack targeting another player’s character, even if it is considered friendly. Once such an attack is declared, the targeted character’s force becomes hostile to the attacking character’s force for the rest of the game.

COMPETITIVE SCENARIO PLAY: In a competitive scenario, the ultimate goal is to eliminate all other forces – including the other players’ forces! Players may agree to focus their efforts on dealing with the monster, but for all purposes except movement, their soldiers will still be hostile to one another regardless of any agreements to the contrary. 
  • Players’ can choose to allow opposing characters to automatically break away from their own characters.
  • Players’ characters cannot use SUPPORT to heal opposing players’ characters.
  • Players’ characters cannot use DEFEND, ENHANCEMENT, or EMPOWER to replace or modify opposing characters’ combat values.
  • Players’ characters cannot use LEADERSHIP to remove action tokens from opposing players’ characters.
  • Players’ characters cannot use MASTERMIND to transfer damage to opposing players’ characters.


SECTION 2: SUSPENSE AND PLOT TWISTS

The uncertainty of a classic jump-scare horror movie is captured by the use of Motion Detected and Plot Twist bystanders cooperating with the scenario’s title monster. Motion Detected bystanders represent disturbances which might indicate the presence of the Title Monster, while Plot Twist bystanders represent distractions or environmental hazards that may be encountered while searching for the Title Monster.

The director begins the game with six Motion Detected bystanders. When a Motion Detected bystander would be dealt damage, replace it with the Plot Twist character corresponding to the number printed on the back of the Motion Detected bystander token. This is not a trait, ability, or power of the pieces being played, and cannot be countered or ignored by any other game effect. When the Title Monster is not on the map friendly Motion Detected bystanders and Plot Twist bystanders have: 

POWER: Remove this character from the map and place the scenario’s Title Monster in its square (Protected: Outwit).

PLOT TWIST BYSTANDERS



The basic rules provided above are intended to work with nearly any iconic jump-scare horror monster one might design at home, but I have specifically intended them for use with two scenarios. 

SECTION 3: SUGGESTED SCENARIOS

NOSTROMO NIGHTMARE SCENARIO GAME The ship’s crewmembers (the Players’ Forces) must use their motion trackers to search for a vicious xenomorph (played by 001 Kane’s Son) that is running loose aboard the ship. Unfortunately, the ship is noisy, with a lot of things besides the xenomorph setting off the motion trackers. Players must investigate the various signals popping up around the ship and find the xenomorph by process of elimination. 

Director’s Goal: Have the xenomorph pick off the crewmen until none are left.
  •    Victory conditions: Eliminate all opposing characters from the map.


Players’ Goal: Find and destroy 001 Kane’s Son before it kills you, or survive long enough to be rescued.
  • This scenario is played according to the Cooperative Play rules described above.
  • Victory conditions: Players must work together to KO 001 Kane’s Son or survive for a predetermined length of time. If playing to a time limit, it is strongly recommended that game ‘time’ be tracked in number of xenomorph turns (e.g., survive 20 rounds with the xenomorph and you win) rather than in minutes/seconds, as in the latter scenario players may ‘wind out the clock’ to avoid their fates. If you must set a conventional time limit for the game, the recommended limit is 1hr 57min, and players should have popcorn prepared before the time starts. Any prizes awarded after the game should be awarded to all survivors.


JUNGLE HUNT SCENARIO GAME Opposing factions (the Players’ Forces) fight for control of a strategic point, only to become prey for a mysterious, third party. They must use their motion trackers to search for the attacker (009 The Predator). Unfortunately, the jungle is alive with activity, and their foe has the ability to seemingly disappear into thin air. Players must survive their predator and each other. 

Director’s Goal: Stock the Predator’s trophy cabinet with new skulls.
  • Victory conditions: Accrue more points than either of the opposing factions.

Players’ Goal: Defeat the opposing player(s) and either find and defeat the Predator before it kills you, or survive long enough to escape to da choppah.
  • This scenario is played according to the Competitive Play rules described above.
  • Victory conditions: Defeat opposing players and either KO the Predator or survive for a predetermined length of time. If playing to a time limit, it is strongly recommended that game ‘time’ be tracked in number of Predator turns (e.g., survive 10 rounds with the Predator and you win) rather than in minutes/seconds, as in the latter scenario players may ‘wind out the clock’ to avoid their fates. If you must set a conventional time limit for the game, the recommended limit is 1hr 47min, and players should have popcorn prepared before the time starts.


SECTION 5: TITLE MONSTERS


ALIEN

001 KANE’S SON is considered UNIQUE and uses the stats and powers described below. The director should track Kane’s Son’s current click number using a d12 or a standard Heroclix Dial. Note: 001 Kane’s Son begins play on click 10, and heals upward over the course of the game. 



PREDATOR

009 THE PREDATOR is considered UNIQUE and uses the stats and powers described below. The director should track The Predator’s current click number using a d12 or a standard Heroclix Dial. Note: The Predator (The Great Hunt) begins play on click #1, but must unlock many of its more creative weapons by defeating enemies. 

009a THE PREDATOR (THE GREAT HUNT)


009b THE PREDATOR (THE FINAL DUEL)

Of course, you might have noticed that blogspot doesn't provide a great platform for posting these, so be sure to check out the PDF I have uploaded here for a nice, easy-to-print version. 

Have fun!