Struggletown
A HorrorClix Campaign by
KnockaroundGuy
This is an ongoing campaign that represents gangs of monsters roaming the streets of Struggletown.
Five years ago a meteor crashed into the central business district of Struggletown and exploded into millions of small fragments that were spread all over the town. The mystical properties of the meteor slowly drew many types of monsters to the town. Banding together in gangs, the monsters constantly battle each other in the attempt to be top gang and collect mystical Meteor shards -- which are rumoured to have magical properties, capable of summoning powerful creatures from various places in the taime/space continuam.
1. STARTING YOUR GANG OF MONSTERS!!!
A) Each player starts with 200 Experience Points (XP)
B) With these 200 XP, you purchase your monsters. These monsters are the founding members of your gang. You must choose one Unique or LE monster and two Rookie monsters.
C) The Unique or LE monster taken is the Patriarch. That monster is recognized as the gang's leader.
D) You can have no more than three (3) founding members. Any left over XP goes to the Gang Reserve for future purposes.
E) Name your gang and monsters! Your gang is now ready to start bringing chaos to the streets of Struggletown.
2. GAINING EXPERIENCE FOR YOUR GANG OF MONSTERS!!!
Experience Points, or XP, are stockpiled in your Gang Reserve. These XP are used to improve your monsters and enlist new monsters. They are achieved through small scenarios or through longer campaigns.
A) SURVIVING CONFLICTS: When a game ends each player earns a number of XP equal to the point value of their surviving monsters.
B) DEFEATING ENEMY MONSTERS: When you defeat enemy monsters, you gain XP for your Gang Reserve. You gain XP equal to one half of the defeated characters Point Value. For example, Rasputin's team, The Blood Suckers, defeats Experienced Field Agent. Field Agent is worth 55 points, so The Blood Suckers receive 27 XP for their Gang Reserve (always round numbers down).
C) ACCOMPLISHING A 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 gang wins, you receive a certain amount of bonus XP to your Gang Reserve.
3. SPENDING YOUR XP!!!!
Experience Points, or XP, are spent to improve your gang. This is done to either seek out new members or train existing members to improve their Ranks.
A) To Improve A Monster: To move up to the next Rank (i.e. from Rookie to Experienced), costs the Points total on the base of the desired Rank plus 100 XP. For example: Evil Leprechaun wants to train and move from Rookie (Yellow) up to Experienced (Blue). Experienced Evil Leprechaun is worth 35 Points, so it will cost him a total of 135 XP to upgrade him.
B) Adding New Monsters: As your gang progresses, you are going to want to add new monsters. But first, both your Rookie (Yellow ring) founding gang members must be at least Experienced (Blue ring). To do so costs XP. All new monsters are enlisted at their Rookie Rank. You must spend XP equal to the new monster's Points Value to secure his membership.
4. DEFEATING YOUR ENEMIES IN STRUGGLE TOWN!!!
When a monster has been killed in battle, after the game, the owner of said monster must roll 1D6 on the GRIEVOUS BODILY HARM chart below. This represents the unconscious monster being taken back to the HQ and being repaired, experimented on, etc. and the extent of internal injuries it has received:
GRIEVOUS BODILY HARM CHART
1: Death: The monster died as a result of their wounds. The monster is considered dead in your universe and can never be enlisted or used again.
2: Multiple Injuries: The monster took quite a beating at the hands of their foe! Roll 1D6. The result is how many consecutive battles that particular monster must sit out while he recovers.
3: 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.
4-5: Miraculous Recovery: The monster makes a full recovery from his wounds and is fighting fit for the next battle.
6: The Experiment was a success: The monster in question automatically upgrades to the next Rank. Rookie to Experienced or Experienced to Veteran. This represents the gang's resident Mad Scientist experimenting on the body of the monster and bringing it back to super-natural life.
5. CAMPAIGN SPECIAL RULES...
A) Live to Fight Another Day: At any time, in any battle, any given player can opt to quit a scenario. The player must get all his monsters back into his starting zone. As each monster arrives, it is taken off the board and that player receives the XP for that particular monster surviving. The scenario is then forfeit and the opposing player gets all XPs as if he/she completed the scanario. The quitting player still gets the XP for surviving characters though.
B) Meteor Fragments: Occasionally, a mission will arise where the object is to beat the other player to the meteor fragments in that particular area. At the end of the game, players role 1D6 for how many points each fragment is worth. Now this is a totally seperate thing from XP. Players keep a running total of their meteor fragments over the weeks/months of the campaign. Once any given player has enough meteor fragmants they can "summon" an other worldly monster for their gang. They simply do this by trading in their meteor points for any Unique or LE monster they would like to use. ie. To summon a Unique Widow Octavia, you need to have collected 110 points worth of meteor fragments. Once you've done that, you can use her as a member of your gang from that point forward. Any Horrorclix figure that is not an REV can be summoned this way. This includes Uniques, LEs, Starter Characters and Various Collector's Set/Action Pack characters that don't fit the REV discription. More details on Meteor Fragments will be available in the actual scenarios concerning them.
Scenarios: Monster Gangs rarely risk battle without good reason. The following scenarios represent different kinds of fights from straight forward rivalry to more involved missions. Each scenario presents its own problems and opportunities, enabling you to vary the type of game being played from one battle to the next.
Set up: When two players go up against each other, every decision is done with a dice roll. Both players roll. The highest roller decides if he/she will be attacker or defender. Both players roll again. The highest roller decides if he/she will roll on the Random Scenario Generator, or if they will let the other player roll.
RANDOM SCENARIO GENERATOR - ROLL 1d6
1: Rough Stuff!!
2: Meteor Hunt.
3: Schemes and Dreams.
4: Another Day at the Office.
5: Games and Prizes.
6: Choose one of the above, or come up with your own scenario.
Scenario 1- ROUGH STUFF!!
Background: Gangs run the risk of encountering rivals as they explore Struggletown and it's unclaimed regions. Not all encounters end in violence. Sometimes two gangs meet and, finding no good reason to fight, go their own way. Other encounters end in blood baths with neither side prepared to give way. Ultimately, every gang must be prepared to to defend itself or simply to maintain the respect of it's rivals.
The Rough Stuff scenario represents one such encounter. Two gangs meet while traveling through some random neighbourhood. Both gang leaders are looking for trouble -- neither is prepared to turn his back and let his opponent get away without a fight.
Objective: Rough Stuff has no specific objective other than to drive off the enemy gang.
Army Size: Before playing, players should agree on the build total they will use when assembling their gangs. Each player gets one action point per 100 points in their gang build. 6 Plot Twist Cards.
Time Limit: 60 mins.
Map: Players roll and the winner decides which map to use.
Scenario 2- METEOR HUNT!!
Background: In this scenario, two gangs encounter each other while gathering shards of the Meteor and each gang tries to drive off the other and grab the loot for itself.
Objective: The fight ends when one gang has been driven off or until one gang has all the Meteor Shards in its possession as described below.
Army Size: Before playing, players should agree on the build total they will use when assembling their gangs. Each player gets one action point per 100 points in their gang build. 6 Plot Twist Cards.
Time Limit: 60 mins.
Map: Players roll and the winner decides which map to use.
Special Scenario Rules:
Meteor Shards - (You can use any thing that you like such as a coin or a small pebble or earring or wedding ring... Whatever!!!) Once the map has been chosen, you must place Meteor Shard tokens on the map. Roll 1D6 to see how many shards there are. Players alternate placing single shards, starting with the player who will move second. The shards cannot be placed within eight squares of any occupied staring zone.
Picking up Meteor Shards - Meteor Shards may be picked up by any monster that passes over them during its movement. A monster may carry only one Meteor Shard and it does not effect its movement or ability to fight.
Dropping Meteor Shards - If a monster carrying a shard is killed, the shard is placed on the square that the deceased monster was occupying. Remove the monster but leave the shard in it's place. Monsters can hand the meteor shard over to another adjacent monster but that counts as an action for both monsters that turn. Place an action token next to both monsters.
Claiming Meteor Shards - If a gang succeeds in capturing all the Meteor Shards, and returns them to its starting area, then the game ends and that gang has won. Roll 1D6 for each shard token at the end of the game. That is how many Meteor Shards the token is worth.
SCENARIO 3: Schemes and Dreams!!!
Background: The Schemes and Dreams scenario represents a daring raid by a small group of monsters upon one of the a rival gang's hideouts. They don't necessarily plan to destroy the hideout, just to cause a bit of damage and remind the rivals that they're gang is a force to be reckoned with.
Objective:
MISSION GENERATOR. Roll 1d6
1: Annihilation: The attackers plan to wipe the opposing gang out entirely. They win if they totally destroy the enemy gang.
2: Bring Me His Head!!!: The attackers plan to kill the opposing gang leader. They win if they take out the enemy leader.
3: Let's Get Him Fellas!!: The attackers plan to take down an enemy monster they have a personal grudge against. The target monster is chosen before the gangs are set up. The attackers win by putting the target monster out of action.
4: The Howling: The attackers plan to make a pass through the area, howling, yelling and generally scaring everyone. They win by having at least one monster exit the map from the enemy's starting zone.
5: Swipe the Stones: The attackers try and steal the enemy's meteor fragments. They win if an attacking monster leaves through it's own starting zone with a meteor token. The same rules are used for the meteor token as in SCENARIO 2: Meteor Hunt!!! If successful, the attackers gain D6 x 5 meteor shards (only up to the total the defenders already have). The losers meteor stash is reduced by the same amount. The defender places the meteor anywhere within 8 squares of their starting zone.
6: CHOOSE: The attacker can choose any of the above missions.
Army Size: Before playing, players should agree on the build total they will use when assembling their gangs. Each player gets one action point per 100 points in their gang build. 6 Plot Twist Cards.
Time Limit: 60 mins.
Map: Players roll and the winner decides which map to use.
SCENARIO 4: Another Day at the Office.
Background: The streets of Struggletown afford ample opportunity for gangs to ambush their rivals.
In the ANOTHER DAY AT THE OFFICE scenario, one gang of monsters has set a trap for the other. The ambushers must plan their ambush carefully, however, because if their opponents are able to avoid it, the hunters could very quickly become the hunted!
Objective: This is a fight to the death (or as close to the death as the time limit will allow).
Army Size: Before playing, players should agree on the build total they will use when assembling their gangs. Each player gets one action point per 100 points in their gang build. 6 Plot Twist Cards.
Time Limit: 60 mins.
Map: Players roll and the winner decides which map to use.
Special Scenario Rules:
Before setting up his gang the defender splits his monsters into two or more equal groups (or as equal as the points permit). The defender chooses one group and places them in the centre of the map.
The attacker then sets up his entire gang. All the attacking monsters must be set up behind cover or in hiding (not in line of sight of the group of monsters already placed on the map). Also, they may not set up within 12 squares of the defending monsters, but otherwise may be placed anywhere on the map you like.
The defender then sets up the remainder of his monsters, one group at a time. For each group about to be set up, the defender rolls 1D6. On a roll of 1-5, the defender must set up the group within 4 squares of a defending monster already placed on the map. On a roll of 6, the group may be placed anywhere on the map - this enables them to set up an ambush for the ambushers!!!
Note that although attackers may not set up within 12 squares of a defender, this is not true of the defending monsters who may set up within even a single square of the attackers. Though they cannot set up in hand-to-hand combat (adjacent to the attackers).
Also note that the purple set up zones are still in play as far as retreating is concerned.
SCENARIO 5: Games and Prizes.
Background: This scenario represents a rescue mission of sorts. One gang (the attacker) has heard word of another gang (the defender) having a powerful creature in their grasp. Apparently, being mysticly drawn to Ground Zero, the monster was captured whilst wandering aimlessly through the streets of Struggletown. The gang decides to send in a small group of raiders to mount a daring abduction.
Objective: The attacker wins if the captive is freed and makes his escape by moving off the map through the attacker's starting zone. The defender wins if all the attackers are taken out, or retreat.
Army Size: Before playing, players should agree on the build total they will use when assembling their gangs. Each player gets one action point per 100 points in their gang build. 6 Plot Twist Cards.
Time Limit: 60 mins.
Map: Players roll and the winner decides which map to use.
Special Scenario Rules:
Randomly choose any Unique or LE to be the captive (or if both players agree, the Unique/LE may just be selected). When the defender sets up, he starts by placing the captive anywhere on the map he chooses. The prisoner is not allowed to move until he is freed. The defender is not allowed to attack or execute the prisoner, but must attempt to drive off the attackers. Once the captive is freed, it may be attacked like any other monster.
The attacking monster moves into a square adjacent to the prisoner, and spends the rest of that turn there. He may not attack or do anything else that turn as he is preocupied cutting the captives bonds. At the start of that player's next turn the resuing monster can move as usual, with the former captive moving along with it (remaining adjacent) as a free action. This represents the attacking monster carrying the heavily sedated captive out of the enemy base. Neither figure may be given an attack action.
The winner of this scenario can use that particular Unique/LE as a regular member of his gang from here on out. This represents either the captive pledging a blood oath to his rescuers, or its captors brainwashing/hypnotising/whatever the beast into their service.
GANG REFERENCE SHEET
Gang Name:
Player:
Patriarch: Name / Monster Type / Point Value
Roll Call: Nane / Monster Type / Rank / Point Value
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XP Points:
Meteor Shards:
Notes:
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