DIAL "H" FOR HERO
A scenario for WizKids' HEROCLIX game.
Scenario Design: Craig D.

The fabled H Dialer has been found! Your team has uncovered the fabled H Dialer which allows them to transform into Earth's mightiest heroes! Your enemy has a duplicate H Dialer. You must not let them escape with that technology!

SET UP:
You need the following:

2 Generic characters with NO special abilities on the dial (they may have a team ability)
2 characters 1-30 points
2 characters 31-60 points
2 characters 61-90 points
2 characters 91-120 points
2 characters 120+ points

SENTINELS AND SINESTRO ARE NOT ALLOWED

The following is the set up board for the "Dial H for Hero" Scenario. You place a hero of the appropriate point cost in each box. One hero per box only. For example, I might place a Vet Vampire Lackey in one "1-30 pt" square and a R Bullseye in the other 1-30 pt. square.

  2 3 4 5 6
EVEN 1-30 pt

HERO

31-60 pt

HERO

61-90 pt.

HERO

91-120 pt.

HERO

120 + pt.

HERO

ODD 1-30 pt.

HERO

31-60 pt.

HERO

61-90 pt.

HERO

91-120 pt.

HERO

120 + pt.

HERO

GAME PLAY:
You must begin the game with your two generic figures. At any point on your turn, you may use one of your two actions to give your figure an action token. Your figure then uses his/her H Dialer to morph into a super-hero. To determine which figure you turn into, you must first roll one six-sided dice. On a result of 2-6, you have sucessfully used the machine. On a roll of 1, you fail. If your first roll is a 2-6, that number will match one of two heroes on your hero grid. (see above link). Roll one more time - the specific hero is selected by determining whether you rolled an odd number or even number and matching that character on the grid.
If you dial a character that has been used, you must dial again. If your character pushed to use the dialer, that character takes push damage before the change.

Both of your generic figures possess the H dialer and both can transform.

Your super-hero can also use the H dialer, but must "dial down" to his generic form first. To "dial down", give your character an action token and replace your superhero with the generic figure that morphed into it. If this is a push, your hero takes the click. You can only dial up from your generic form. If your generic is able to receive an action the next turn (i.e. it's not pushed), it can push to dial up again. Roll your dice to determine your hero.

Your heros don't heal when they are switched out. So if you choose to dial down and remove your V Superman who is one click from death, there is a chance you'll dial him back when you try again. If he comes back on the board, he'll still be once click away from death.

If a character is eliminated, you cannot reuse it. If your generic figure - or it's super hero alter ego - is KOed, that figure is removed from play. The game ends when both figures are KOed.

EXAMPLE:
Turn 1
I choose to move both of my V SHIELD Agents forward 6 turns. Each is marked with an action token and my turn ends.

Turn 2
Both agents decide to push to use the H Dialer. #2 decides to dial first. I roll a 5 on my first roll - my next roll will determine which of the two 91-120 pt heros from my grid I use. I roll a 6 - an even number. On my grid, that happens to be E Batman. I pushed my SHIELD agent to change and he takes a click of damage. E Batman comes into the game in place of that agent and has TWO action tokens. I place that pushed agent into Batman's square on the grid so I can remember which one transformed into Batman.
Agent #1 then decides to also push to use the H Dialer. I roll one dice and roll a 1. Oh, no! That's a failed roll. The Agent pushes and remains on the board. If my enemy gets to it and eliminates it, that agent is dead and my opponent is 1/2 way to victory!

Turn 3 - both rest.

Turn 4 - I can use Batman or, if I am unhappy with that figure, I can give it an action token and my pushed SHIELD agent comes back onto the board with one action token. Next turn, I could push him again to make another shot at dialing a better figure. E Batman is a good figure, however, and I may want to be more on offense and take a shot at my opponent if I could (or move into position to do so next turn). The other agent - the one who failed - would definitely want to try again if he was not eliminated already.


Remember, while you are dialing and trying to get a good hero, your opponent will be taking shots at you if he/she is not busy dialing himself.

Have fun!

For more information about the H Dialer, visit http://users.aol.com/censulj/lsh/dial_h.htm