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Taking The Initiative
 
 

Taking The Initiative
Part Two of a Three Part Buffy The Vampire Slayer Scenario for HorrorClix
by Kavik1969

She had faced countless dangers in nigh school, but now the vampire hunter has a whole new world of trouble to deal with.  First there’s that asylum spirit possessing everyone at the Delta House, and then there are those smiling frightening gentlemen that cut out people’s organs in total silence.  At least her new boyfriend is a Field Agent for Echo Squad; he’s pretty good against most of the vampires and hellspawn plaguing the college campus.  And the Faith Priest watching out for her has become more active too, stepping up to combat some of the hellspawn himself. 
Now there are reports that a re-animated fusion of man and machine is building an army of undead, and the Lord of Vampires, Vlad Tepis himself, may be in town to take her down.  The Vampire Hunter considered herself a veteran at this game, but even she can’t see this being an easy semester with all the monsters running around.  Maybe it’s time to ask her new boyfriend to call in his Echo Squad teammates and take the initiative against these threats.

Build: 400pts (see Armies for specifics)

Time: 90 minutes

Victims: 12 total, each worth 15 VP. 6 victims must be Psychics (if there are not 6 Psychics available, substitute another archetype); the rest should be appropriate for a college campus (Professors, Jocks, etc.)

Plot Twists: Yes.  In addition to the standard crypt, Player A gets SubPlot: Deputize as a free card, and Player B gets SubPlot: Zombie Horde as a free card.  These free cards do not count towards the total number of subplots played.

Map: Crumbling Mausoleum (if the Scrye Indoor/Outdoor map or other Indoor/Outdoor map is available, use this map instead), with all enclosed spaces considered Indoor for this scenario.  Leap/Climb and Flying monsters may pass over these spaces, but may not stop on or in them.

Objects: Each player may place 3 objects (Tree of the Damned is allowed).

Setup: Players roll to see who starts.  The winner of this roll also chooses starting area first.  Victory is determined by the number of Victory Points each player gains. 

Armies:
Player A: Must have at least 1 Veteran Vampire Hunter, designated as the Slayer.  More vampire hunters can be used, but they cannot be designated as Slayers.  There can be only one (see Special Rule Passing The Torch).

Player B: Must have TWO squads of monsters, each totaling 400 pts, with at least one Unique (or LE), designated as the Big Bad, in each one. Ideally the 1st Squad contains the Fiend and/or Gyrus, but any non-rescuing Unique or Limited Edition monster will do.  The 2nd Squad should have Agony or Angelique as the Big Bad if possible, and Vlad the Impaler is also suggested.  Monsters may be duplicated in the two squads, aside from the Big Bads, but separate pieces must be used for both squads.

Special Scenario Rules:
With A Little Help From My Friends: If Player A rescues 3 Psychics, then the Slayer automatically gains the Grave power; in that whenever she kills an opposing monster, she heals back to the Green starting line.  Victims used to create minions count towards this total.

Psychic Friends Network:  Player A’s Slayer is considered to possess the Righteous power (This monster gets +1 to its damage value for every victim token on its Card.), but only with Psychics.  Psychics rescued by the Slayer still count towards the 3 Psychics needed to use Grave.

Passing The Torch: If Player A possesses additional Vampire Hunters, any blooded Vampire Hunter can be assigned as the Slayer in the event of the death of the Slayer.  If the previous Slayer had Grave, the new one gains it as well.  The substitute Slayer does NOT gain Righteous, even if she has rescued 3 Psychics. 

Thicker than Water:  Big Bads are auto-blooded for this scenario.  This does not award VP or activate victim-dependant powers beyond the ability to Frenzy.

Undead And Unburied:  Player B’s Big Bads, and all monsters with the Undead trait, are considered to possess the Zombie trait for the purpose of making minions.  Note that this assignment does not affect other elements of the game (Hunter, Threaten, Vengeance, Plot Twists that target zombies, etc.).

See You Next Season:  Player B begins with all 1st Squad monsters in play.  If Player A defeats the Big Bad within 50 minutes, all of Player B’s army is removed from the game.  Monsters removed this way award no VP.  All minions for both sides are replaced with victims from outside the game (no psychics).  Player B then places the 2nd Squad monsters in the starting area, and Player A heals all wounded monsters to their appropriate starting lines, leaving them on the map where they were.

Optional Rule:

For 3-Player action, Player C controls the 2nd Squad of monsters.  At the beginning of the game Player C gets the SubPlot: Mind-Slaves as a free plot twist, and Player C’s Big Bad and Undead type monsters are considered to have the Occultist trait for the purpose of making minions.  In this instance, See You Next Season rules are ignored.

Part One - Part Two - Part Three

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

 

   
 
   
         


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