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A Hunter's Path
A Hunter's Path
A HorrorClix Campaign for Predators by The 4th Horseman

Scenario #6: Ghost

Background


This scenario, I named after the comic Ghost, issue #5, which I thought was easily the best of the Predator crossover comics, simply for how the Predator died in the end. Well if you haven’t guessed it by now, this scenario features Predators against Ghosts. Your hunt of the Greys went mostly as planned, you killed them off and retrieved their technology, but there was a negative side effect. The spilled blood of the Greys you butchered has seeped into the ground, and caused ghosts to emerge strike out at you Predators. Fighting creatures with no heads to cut clean off, let alone bodies to damage in anyway may prove exceedingly difficult. To make matters worse, your killing of the Greys has attracted a number of curious humans, and if your presence on Earth is known, things will only get worse.

Objective


Primary Objective:

Slay all victims using your Predator Army (When all victims are slain, the scenario ends, and the players earn 10 Honor Points per victim slain).

Secondary Objective:

Kill 3 spirit class monsters. (60 Honor Points)

Army Size

Predator Army:

Starting Predator + 1 non-unique bonus Predator, 30 Honor Points for saving/spending (+ any carryover Called in Reinforcements / Upgrades)

Prey Army:

300 points composed of only spirit class monsters with point value below 100. (3 actions per turn)

Time Limit

60 minutes

Map

Crumbling Mausoleum (Starter Set Map)

Setup

Each player places 5 victims on the map, each player alternates in the placing of victims on blood spots. Place Shrine and Predator Army monsters in starting location, different players place kiddy corner to each other on the map. Then place the spirit class monsters of your Prey Army, on starting zone of nearest adjacent corner to the starting zone where you placed your Predator Army and Shrine. Place a Tree of the Damned on each of the fountain shown on the map.

Special Scenario Rules

The Hunt:

After a Predator kills a monster it is considered blooded, regardless of whether or not it collects the skull.

No Heads:

When a spirit class monster is killed, it is removed from the map instead of remaining on the field as a corpse.

No Witnesses:

Monsters in the Predator Army may declare combat actions on victims (close/ranged) to slay them. To do this multiply the victims speed by 2 and if your attack roll is greater, the victim is slain.

E.T. Investigators:

For every CSI: Roswell your Predators slay you gain 5 additional Honor Points.

Possession:

To prevent quick and easy slaying of victims by the Predator army, spirits can possess victims and are not allowed to slay victims. Possession is not the same as the power found on certain monsters. To possess a victim simply end the movement of the spirit monster on the victim. Place the spirit monster over the victim token, and move the spirit monster with the victim token underneath. The possessed victim retains all the powers of the spirit monster (except ghost) but has its speed value modified to the speed of the victim. The monsters of the Predator army can attack the possessed as it would a monster, however when an attack is declared, the controller of the possessed victim, has two options. Separate the possessed victim, placing the spirit in the location of the target of the attack and placing the victim in an adjacent square, or placing the victim in the location of the target of the attack and placing the spirit in an adjacent square.

Haunted Trees:

Spirit class monsters may possess the Tree of the Damned turning it into a large moveable monster. To possess the Tree of the Damned, simply end the movement of the spirit monster on it. Remove the spirit monster from the map, and use it to keep track of the Tree of the Damned health. The Tree of the Damned has as much health as the spirit monster that possessed it, so when it takes damages turn the dial of the spirit that possessed it. The Tree of the Damned has speed value = 3, attack value = 9, defense value = 17, range value = 0 and damage value = 2, which does not change with decrease in health. The spirit monster can dispossess the Tree of the Damned by simply placing the spirit monster on the map on a square adjacent to the Tree of the Damned, this is an action, and thus the Tree of the Damned cannot have performed an action that turn. The spirit monster returns with the health it had while possessing the Tree of the Damned, thus any damage it took while possessing remains in effect. If the Tree of the Damned is killed while possessed remove it from the map. The members of the Predator Army may also attempt to smash the Tree of the Damned while not possessed, and must roll an attack of 18. The Tree of the Damned still applies its standard effect, whether or not it is possessed.

Ectoplasm Fusion:

Two spirit monsters can combine their ghostly powers to form a far more powerful spirit. In order to combine two spirit monsters, their point values combined must not be greater then 90. Remove one of the spirit monsters from the map, and use the other to represent this combined ghost creature. Place the monster cards on top of each other to indicate this combination and the removed from the map monster on top of these cards. This creature’s total health is that of both dials of the 2 monsters used to make it. When this creature takes damage turn the dial of either creature, or both if 2 or more damage is taken. For instance, creature AB takes 3 damage, the controller turns the dial of creature A 1 click and creature B 2 clicks. As always if there are hourglasses showing in the dials they are dealt one unpreventable damage at the end of your turn. This monsters attack, speed, defense, range and damage, is always the highest of the values showing on the monsters 2 dials, and the powers that are active are the one corresponding to the colors of those highest values (If there is a tie for highest value, you choose which power is active). For instance let’s say there’s a fusion of V Skeletal Maiden on 6th click and E Executed Convict on 3rd click This combined monster would have speed = 6, attack = 10, defense =16, range = 0 and damage = 3. The powers it would have active are Scare, Invulnerable and Assassin.

 

 

 

     
         
         


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