Archvillain's Modular Heroclix Campaign Rules (AMHCR)
Heroclix is owned by WizKids. These rules are by Den Warren, (aka Archvillain) who is not a part of WizKids, Marvel or DC. These rules are unofficial.
playtest version: C
Heroclix is an outstanding game system, and a superb line of low-priced collectible figures. The aim of these Campaign rules is to give players an opportunity to use characters from their collections that are seldom or not used at all. Each team starting out from its earliest origins. From the original founder and the handfull of minions, long before it becomes a diverse powerhouse in a ongoing story.
[1.0] General:
[1.1] Players must agree on what versions of the rules they will use. If a new Heroclix or Campaign version comes out during the life of the campaign, all players must agree to use it for it to go into effect. Also, players should agree if they want to limit the campaign to certain sets of Heroclix, or seperate characters into their traditional Hero/Villain roles. If no such agreement is made, any character can be used by any team within the rest of the rules. Whenever a new set of Heroclix is introduced, expect immediate impact upon these rules.
[1.2] Each player should supply their own Heroclix figures. They can not select characters for their team if they do not have the figures for it. This is true of the figures in the campaign considered non-unique as well. A team can not claim to have three Skrull Warriors if they only have two figures.
[1.5] Uniquness of Characters: All characters in the campaign are considered unique except the staff characters: Sentinels, Skrulls, Shield, Hydra, Intergang, Checkmate, Police, or Goons (Criminals, Lackeys, Thugs and Henchmen.) Only one player may have one of any unique (per these rules) character. If a character has a career ending event, the character may not be used by anyone ever again during the life of the campaign.
[1.6] Object of the Campaign: is to become a/the dominant team or organization in the campaign. (All those other ones are evil anyways.) This is done by eliminating the leadership of any opposing team or organization. The Campaign may be ongoing, or last a relatively short time. If the campaign is an ongoing campaign with more than two players, with the permission of all the others, eliminated players may choose to start all over again, building up their team again. The Staff option [see 2.6] they had would then become available to a new player, or a player who has yet to choose an option.
[1.7] Resource Points: Are used to aquire Staff Personnel and Super Characters. Resource points are put into an account for each team. The points are saved until the right opportunity comes around (per the location rules) to recruit new team members, paying for the point cost on the figure from the account.
[1.72] Purchasing New Team Members: The prospective team member(s) must be available 1.) A figure or figures in the player's collection. 2.) Also available in the campaign. (Super characters are very rare, even in the campaign world and hard to find.) New team members and resource point totals will increase as a result of winning battles or controlling locations.
[1.79] Example of gaining and using resource points: Nancy starts out with her 60 starting resource points. It is her turn to pick a leader. She wants to make a veteran Batman her leader since he has leadership. She sees that he costs 116 points, so she cannot use him. Instead she suffers with a rookie Kingpin, who costs 24 points. Next, when it is her turn to choose a staff option, no one chose Hydra, and she has quite a few Hydra figures. With her 36 remaining points, she chooses a veteran Hydra Medic for 16 points, and an experienced Hydra Medic for 15 points. This leaves her 6 points left on her account. She wants to buy a rookie Thug for 6 pts., but he is considered in the Goon staff option so the Thug is not available to her fledgling team. She names her team the Communist Mutants.
Next; The Communist Mutants win a Generic Street Corner Battle. Nancy rolls an 8 on the Standard Results and gains 20 points and is allowed to recruit 1 super. Her account is up to 26. She wants to spend it right away to gain an immediate advantage. She has a rookie Boomerang in her collection, and no one else is using him, so she spends 24 points and adds him to the Communist Mutants. She still has 2 points left in her resource point account.
[2.0] Setting Up the Campaign
[2.1] Give the Campaign a name, so people know which Campaign you are talking about. The name should not sound like it is being run by WizKids, Marvel, or DC.
[2.2] Create the Environment: Create the names and maps of the places you want in your campaign. You can use the same map for a number of locations if you want. You can also easily draw your own maps on posterboard or paper to make any kind of a battle venue that you want. If you want to change location maps later, just make sure all of the players agree to it. Randomly give ownership of all of the locations to the starting teams.
[2.3] Each player in the Campaign is given 60 resource points in an account.
[2.4] Leader Selection: All players starting the campaign should roll two six sided dice, (2d6) to determine the order of leader selection. A player may spend resource points from their available resource point total to buy a character who has the Leadership ability. This includes, but is not limited to: Kingpin, Captain America, Magneto, Wasp (U), Aquaman, Batman (V), Commissioner Gordon (U), Nightwing (R), Superman (V), and Professor X. Once any player gets a character, no other player may use that character.
[2.42] One Leader per Player: Super People have enormous egos, and can not tolerate another person with leadership on the same team. Therefore, you can only have one other character with leadership on your team, or two at any one time.
[2.43]Loss of Leadership: If a team has no character with the leadership ability, hence no leader, it may not attack anyone else's facilities. It must aquire a new leader. If this is not possible without attacking, then the team must disband and the player is out of the campaign.
[2.44]Leadership change: A player may change his leader once per real day before play is resumed.
[2.6]Staff Selection: Players will choose, in reverse order from the leader selection order, which staff option they want to use on their team. Once a staff option is chosen, no other player may use that option (except Sidekick,) or any of the figures included in that option. Each player may only select one of the choices below during the entire campaign. There is no point cost in selecting an option, only the figures are purchased from the resource point account.
[2.61]Skrulls
[2.62]Hydra
[2.63]Shield
[2.64]Goons: Criminals, Lackeys, Henchmen and Thugs
[2.65]Sentinels: If you control the Sentinels, you won't be able to afford any for awhile, but no one else can use them if you select them.
[2.66]Sidekick: This option, not limited to one team, allows you to immediately spend the balance of your 60 initial resource points on one other superhero. Your team will not be eligible to use one of the other staff options in the future.
[2.67]Intergang
[2.68]Checkmate
[2.69]Police: This includes Gotham police and Metropolis SCU.
[2.8] Name the Team or Organization you are building.
[2.9] You may, but are not required to spend the balance of your 60 initial resource points on your staff. To do so, pay the point cost of the figures you have that you want to use in your staff.
[3.0] Playing the Game:
[3.1] The Campaign is played in rounds.
[3.12]Using Location Benefits: Each round consists of each player in the campaign using the benefit of one of the locations that they control. This is noted [4.0] under each location.
[3.13]Each round, each player may attack the location of one of the players present. The player with the lowest total points on his team completes his mission first, next lowest second, etc. The missions are selected from these rules [section 4.0] and not from the Heroclix rulebook. Additionally, players may mutually agree to use missions they have designed. It is expected that missions will be continually added to these rules.
[3.2] Retreating figures: A figure is considered to have retreated whenever it leaves any map edge. This can be voluntary, or due to knockback.
[3.5] Winning a battle: Whenever all of a player's figures are either KOed or retreat, they lose the battle. The winner of the battle gains control over the location.
[3.51]Stalemate: If no team can win the battle, then the game is considered a stalemate. If this happens, each player may reinforce their team with up to 2 characters that are not already in the battle. Characters who have retreated or have already been in the battle may not return. If no team can still win the battle, then it ends in a tie and the defender retains control of it.
[3.6] KOed figures: After each battle, each KOed figure must make a 2d6 critical hit roll. 2 to 3:} Eliminated Forever (unless the character's team has control of the Cryogenic Storage Facility). 4 :} Quits the team. 5:} Quits the team if the leader not present through entire battle OR the team lost the battle. 6 to 11:} Heals nicely but must sit out the next round. 12:} Heals immediately and is such an inspiration that the team gains resource points equal to the figure's point value.
[3.7] Recruiting Force Members: Characters, both super and staff are paid for using resource points. They may be purchased at any level, rookie, experience, veteran , or Unique. This can be done according to the limitations of the locations the team controls. The player must have the figure.
[3.71] Recruiting Super Characters: As their attributes are extremely rare, this can be done according to the limitations of the locations the team controls. The player must have the figure.
[3.72] Recruiting Staff Personnel: If the resource points and figures are available, the character may be added to the team according to the limitations of the locations the team controls.
[3.9] Standard Results: At the end of each battle calling for "Standard Results", the winner rolls 2d6: 2:} The public is apalled by your violent nature. Each loser gains 25 resource pts to their account and may recruit 1 super. 3: }Backlash. Each loser gains 15 resource points to their account. 4 to 6:} gain 20 resource points to account and may recruit up to 2 staff members. 7 to 10:} gain 20 resource points to account and may recruit 1 super. 11:} gain 25 resource points to account and may recruit 1 super. 12:} gain 50 resource points to account and may recruit 1 super.
[4.0] Locations:
Locations are where the missions take place and the battles are fought. Each location must have a map. A location may be destroyed and removed from the Campaign by a controlling team. A location may be lended to another allied team, so the team could use the location benefit. (It could get lost though) Each location states what the starting forces are for each side.
[4.01] Headquarters: Each team will have their own headquarters. Stories can be made up as to who is funding the group, etc. If an entire team is ever beaten out of their HQ, then that team is disbanded and the player must start over.
Map: Make a special HQ map usable by all teams.
Number of Players: 2
Starting Forces: The Attacker starts with up to 300 pts.of characters and must have his leader, and the Defender, up to 250 pts.of characters, which must include the leader.
Reinforcements: At the start of each turn, the Defender of the Headquarters may roll 2d6 for each team member not at the HQ (in the 300pts.) For each 10 or higher, the figure may enter the HQ on any map edge. The Attacker recieves no reinforcements.
Victory Conditions: Battle continues until the Attacker gives up (Defender Victory), or the Defender has no character on the map at the end of any turn (Attacker Victory).
Location Benefits: Allows original owner to have a team. No benefit to a conquering team.
[4.02]Generic Street Corner: (Search and Destroy) Your people are out stalking to whack their people wherever you can find them. This is a generic location. No one can control it because it represents just a random street corner. Therefore, there is no location benefit to be used. This mission is a good practical way to gain points and recruit team members.
Map: Use the generic street corner map from the Marvel Heroclix starter game.
Number of Players: 2
Starting Forces: The Attacking player selects at least 75 points of characters of the Defending player's force for them to use, not including the leader. Then, the Attacking player selects up to 100 points total of his own force to use. The Attacking leader need not be present.
Deployment: Opposite map sides, within two squares of edge.
Reinforcements: on third turn only, Defender may roll 2d6 for three different absent team members. On a roll of 10 or higher, the team member(s) may enter the map on any edge.
Additional Results: none
Victory Conditions: Battle continues until the Attacker gives up (Defender Victory), or the Defender has no character on the map at the end of any turn (Attacker Victory).
Victory Benefits: No one can control the street corner. The victor of the battle receives "Standard Results"[see 3.9]
[4.03]Cryogenic Storage Facility (CSF):
Map: Will make a special map for this.
Special: Fire-based characters do not like the cold. Characters such as Fire Lord, Pyro and Human Torch are at double the cost for this location. Cold-based characters such as Blizzard and Dr. Freeze are purchased at half the cost.
Number of Players: 2
Starting Forces: The Attacker starts with up to 300 pts. of characters including the leader. and the Defender, up to 250 pts. of characters, the leader need not be present.
Reinforcements: At the start of each turn, the Defender of the Headquarters may roll 2d6 for each team member not at the HQ (in the 300pts.) For each 10 or higher, the figure may enter the HQ on any map edge. The Attacker recieves no reinforcements.
Victory Conditions: Battle continues until the Attacker gives up (Defender Victory), or the Defender has no character on the map at the end of any turn (Attacker Victory).
Location Benefits: Every time a friendly team member is eliminated, he can instead be put into cryogenic storage. If the Cryogenic Storage Facility is chosen at start of round, a roll can be made to revive one frozen teammate. On 2d6 if a 10 or higher is rolled, then the character is revived. Note that frozen characters may be destroyed at any time by the controlling team. Consequently, defense of the CSF is a priority, because if it is lost, so may be the helpless teammates. The CSF is not considered to be controlled by anyone during a battle.
[4.04] Mall: Rules Pending
[4.05] Training Complex:
Map: probably just use the Mall map. Attackers must deploy from an outside edge of the map.
Number of Players:2
Starting Forces: The Attacker starts with 300 pts. of characters which includes the leader. The Defender has up to 250 points of characters which also includes the team leader.
Reinforcements: At the start of each turn, the Defender of the Headquarters may roll 2d6 for each team member not at the HQ (in the 300pts.) For each 10 or higher, the figure may enter the HQ on any map edge. The Attacker recieves no reinforcements.
Victory Conditions: Battle continues until the Attacker gives up (Defender Victory), or the Defender has no character on the map at the end of any turn (Attacker Victory).
Location Benefits: allows the team to upgrade a figure if they have the points and have the upgraded figure. Only one level per turn may be upgraded. example: rookie to experienced, experienced to veteran, veteran to unique. Not rookie to veteran. Figures that are upgraded and lose the leadership ability, may no longer be a leader.
[4.05] Dimension Door War: Maybe a way to have the same character move from one campaign to another campaign. Rules Pending
[4.06]Peacekeeping Force: The city is sick and tired of weirdos in leotards going around and tearing up everything. Maybe one more force in leotards can get control over the situation.
Number of Players: 3. Two antagonistic teams must want to destroy each other, and a third player acts as a Peacekeeper. The Peacekeeper may be attacked by the other two teams.
Map: A neutral location such as Generic Street Corner. Chosen by an antagonist team.
Reinforcements: none.
Game Length: 15 turns.
Starting Forces: Each of the two antagonist teams gets 250 pts of characters. The Peacekeeping team gets up to 100 pts. of characters. All three leaders must be present and are included in the starting totals.
Deployment: The antagonist who did not choose the map decides which two opposing map edges the team will deploy on. The Peacekeepers will start in the center of the map.
Victory Conditions:If one of the two antagonist teams succeed in KOing or retreating all of the other antagonists, the team wins the battle. The Peacekeepers would lose. If neither of the two antagonist teams succeed in KOing or retreating all of the other antagonist team's characters, then the Peacekeepers win the game, even if all of the Peacekeepers are KOed or retreated.
Victory Benefits: There are no location benefits. The winner of the game gets 2 rolls of the Standard Results [3.9]
[10.0] Credits: Designed by Den Warren, aka Archvillain.
[10.2]Associate Designers: Input wanted
[10.4]Playtesters: let me know if you played this campaign or tried one of the Location missions.
[10.5]Feedback: Leaghe