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Slasher Breakout
 
 

Frankie vs. Justin Part Two - Slasher Breakout
A Three-Part HorrorClix Scenario by Mad Jack

 Background:
At a special facility built to imprison monsters, the allies of Frankie Kilgore and Justin Vanderhoff– sometimes called the “Slumber Slasher” and the “Campground Killer” – have been locked up. They bide their time and stoke their hatred while nervous guards patrol the halls. Suddenly, the cellblock is plunged into darkness – a blackout! While the emergency lights flicker on and the generators struggle to restore electronic security measures, the monsters make their move…

Objective: Each player aims to escape from the prison. Victory points are earned for each monster that escapes (see special scenario rules for the logistics of escape).
Only if both players are tied will additional victory points be earned for victims slain and monsters killed.

Army Size: 300 pts.

Time Limit: 90 minutes

Map:The Haunted House. (Or, as a special option, use the Sinister map from HeroClix. See below for special, optional rules.)

Setup:
One team starts in the A19-C21 starting area, the other in the K19-M21 area. Both teams seek to reach the exit area at F1, G1, H1. Special portals (called ‘barriers’) are placed at B18, D20, J20, and M18, obstructing the monsters’ escape from their cells. Each player may place 2 additional barriers on the map as desired (use portals with the ‘closed’ side up). Barriers are permanently closed until smashed by a monster.

Each player contributes an equal number of victims. Half of these must be Cops; the remainder should be victims from the Lab set. Each player may contribute a Slasher minion in place of one victim. Several Guardian minions should be kept in reserve.

Each player’s army must include at least one monster with the Slasher keyword.

(If desired, the scenario can allow for a third player. In this case, put the third starting area in the E20-H21, with a portal blocking access to G19.)

Special Rules:

On Guard:
When a monster you control completes a move action, all victims with a clear line of fire to that monster are revealed. During your hourglass phase, after all monsters with an hourglass showing have been dealt 1 damage, any Cop victim with a clear line of fire to any of your monsters is replaced with a Guardian minion. This minion is a neutral monster (see below).

Join Us or Die:
Slasher minions revealed among the victims are neutral monsters (see below). At any time during the hunting phase when a player’s friendly monster is adjacent to a neutral Slasher monster, he may attempt to recruit the Slasher. Roll a d6. On a 5 or 6, the Slasher becomes a friendly monster. Otherwise the Slasher remains a neutral monster and cannot be recruited by this player.

Neutral Monsters:
Neutral Monsters are minions that are not part of either player’s army. They are treated as opposing monsters by all players at all times. Neutral monsters of the Guardian type treat each other as friendly monsters at all times.

During the suspense phase, the active player may move a neutral monster as if it was a victim. Like a victim, it automatically breaks away and can move past other monsters without engaging. The neutral monster does not receive an action token for moving during the suspense phase.

During the hunting phase, the active player may choose to give one or more actions to neutral monsters. Note that a neutral monster must attempt a breakaway to move away from the active player’s friendly monsters. Also note that the active player cannot give neutral monsters any attack actions targeting his own friendly monsters, but can give his friendly monsters attack actions targeting neutral monsters (even neutral monsters that were given actions the same turn).

Neutral monsters clear action tokens during any player’s turn in which they are not given an action.

Escape:
Any monster that begins its turn in the escape area at F1, G1, H1 may be given a move action to be removed from the map. The active player earns victory points equal to the point value of the monster that escapes in this way. The first (non-minion) Slasher that escapes is worth 50 extra victory points. Slasher minions that escape are worth 10 victory points.

Optional Rules:

A Sinister Facility:
If using the Prison map from the Marvel Sinister HeroClix set, each monster should be placed in its own cell with its own barrier to smash (if a player has more than five monsters, additional starting spaces may be used in the empty four-space cells in the same hall, and if necessary the empty nine-space cells). Additional barriers should be marked at every yellow-black line (with the exception of the border at CDE 7/8). As noted above, all of these barriers act as portals that are permanently closed until smashed by a monster. Victims and neutral Guardian monsters may pass through these barriers but stop immediately after, as if having entered hindering terrain.
It is important to note that a smash will only eliminate one section of a barrier, an opening one space wide.

Bloodspot locations have been suggested for this map by iosef at C3, O7, E9, H12, I12, K12, H13, I13, N14, B16, P17, F20. This is a great arrangement for the scenario, though I’d suggest that F20 be moved to E20, for slightly better balance on the opening moves. The only other suggestion I’d add would be that each player should be required to contribute a neutral Slasher Minion, placed face-up at O7 and P17, while the remaining 10 victims should be placed randomly at the other spots.
On this map the escape area is O12-P13.

It should be noted that using this map will tend to force conflict before reaching the escape area, where using the Haunted House map gives players routes by which they can avoid contact until reaching the end.
Thus the play experience may be drastically different.

Part One - Part Two - Part Three

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

 

   
 
   
         


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