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Bring On The Night
   
 

Bring On The Night
Part Three of a Three Part Buffy The Vampire Slayer Scenario for HorrorClix
by Kavik1969

The Vampire Hunter was tiring of the hunt, but it was obvious her foes were not.  She had lost family and friends to her supernatural opponents, and every time she seemed to achieve a major victory, some bigger badder threat was just waiting in the wings. 
The worst thing is, she tells herself as she reloads her crossbow, is that they’ve started hunting down her potential replacements.  The Vampire Hunter legacy will only be passed down to a new girl upon her demise, but if that legacy ends prematurely, her death will herald a reign of evil such as the world has never known. 
Her only recourse is to protect these girls, and ensure that legacy will live on, even if she cannot.

Build: 400pts (see Armies for specifics)

Time: 60 minutes

Victims: 6 Psychics (or any identical females) and 6 Cheerleaders (or any identical females)

Plot Twists: Yes; no Reversion, Regression, Ticking Clocks, or Minion Cards

Map: Any

Objects: Each player may place 2 objects.

Setup:

All 4 Ticking Clocks are needed to play, along with up to 6 E Runaways and 6 E Razorvixens (some or all Rookies may be substituted, as long as the Runaway ranks match the Razorvixen ranks). 

Armies:

Player A: Must have 1 Veteran Vampire Hunter, designated the Slayer. Vampires and other slaying monsters are allowed.  No Runaways.

Player B: Must have at least 1 Veteran or Unique Vampire (Agony is recommended), designated as the Big Bad.  Vampire Hunters and other guardians are allowed.  No Razorvixens.

Victory: 

The game ends when either the Slayer or the Big Bad is permanently removed from the game, or after 60 minutes.  Point totals will determine the victor.

Special Scenario Rules:

Time Is Running Out: At the start of the game, Ticking Clock: Broad Daylight is activated for both players.  At each 15 minute increment the next card is played.

Heroic To The End:  All of Player A’s monsters are considered to rescue victims, and all of Player B’s monsters are considered to slay victims.  Any powers requiring the opposite to occur will still be activated regardless. 

Unlock The Power: When Player A has rescued a Psychic and a Cheerleader, the pair may be ‘cashed in’ for a Runaway, placed in Player A’s starting area.  Likewise Player B may cash in pairs of slain Psychics and Cheerleaders for Razor Vixens.  When the Slayer or the Big Bad is killed, any active Runaway or Razor Vixen (respectively) that is already out of its starting area may be replaced with the slain monster, dial fully reset to the Green starting line.  Monsters requiring victims to be blooded or activate powers still retain their victim totals when the victims are cashed in; flip the victims over to indicate which ones have been used.  Razorvixens and Runaways slain do not return to the monster pool, though monsters that are replaced do. 

Optional Rule:

Let’s End This Now:  Gameplay may continue past the 60 minute mark, as long as both the Slayer and the Big Bad are in play.  In this case, the Ticking Clocks continue to rotate every 15 minutes until a victor is determined (if this scenario is played in conjunction with Welcome To The Hellmouth and Taking The Initiative*, players may be eager to see some closure). 

Once More With Feeling:  Truly daring players may attempt to play with musical accompaniment in place of the Ticking Clocks.  A selection of songs would need to be decided upon in advance, with a limit of 5 minutes per song.  An equal number of songs totaling an equal number of minutes must be used to represent each of the following effects.

1: Once per turn, each player can reroll one roll (of ANY kind) made for a Guardian or Hunter type monster under that player’s control. Plot Twists may still be applied after the roll.

2: Once per turn, each player can reroll one roll (of ANY kind) made for a Beast or Slasher type monster under that player’s control. Plot Twists may still be applied after the roll.

3: Once per turn, each player can reroll one roll (of ANY kind) made for a Vampire or Zombie type monster under that player’s control. Plot Twists may still be applied after the roll.

4: Once per turn, each player can reroll one roll (of ANY kind) made for a Spirit, Cthulhu or Occultist type under that player’s control. Plot Twists may still be applied after the roll.

If any one monster trait listed above is not present on either team, players may substitute an agreed-upon replacement trait. 

No one set of songs may total less than 15 minutes, and each song must be easily identified by both players as to which set it belongs in (have each playlist per set handy to avoid potential arguments).  The songs MUST be set to play at random.  Whether they are also set to repeat is up to the players.

* Sorry, no 3-Player Option this time. 

Part One - Part Two - Part Three

Questions, Comments, Concerns or Suggestions regarding this scenario can be posted in our forums

 

   
 
   
         


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