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Wheel of Death
The Le & Dr. Faustin (10/01/2010)
Goto Comments

HeroClix Wheel of DeathThe Wheel of Death is here, and it's not happy. This HeroClix scenario can be played with any number of players.

Rules

At the beginning of player one's turn, before any other action, roll a 10 or 12 sided die, then consult the results below, which is applied to all figures immediately. This effect lasts until the round is over and a new roll is determined.

Results
1. Armor Wars

When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.


2. Blood Curse

For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.


3. Crosswinds / Earthquake

Characters with the wing speed symbol gain Earthbound. This ability may not be countered. At the beginning of each player’s turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game. Characters without the wing speed symbol are each dealt 3 damage.

 

4. Ground Zero

Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.


5. Inferno

At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.


6. Inertial Interference Field

When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.

HeroClix Wheel of Death
7. Krakoa the Living Island

Once at the end of each player’s turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can’t be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.


8. Malice

At the end of each player’s turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.


9. Power Dampening Field

Damage values higher than 3 become 3 instead.


10. White Noise

When a character is the target of Outwit or Perplex, its controller rolls one six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.


If using a 12-sided Dice, the following applies:

11. Ouch! Ouch! Ouch!

All figures on the board take 1 unavoidable damage!

12. Really Bad Luck

Each player rolls the dice once, and all results apply. When making this extra roll, “12” is treated as an “11”, and rolls of 1-10 are only applied once, even if multiple rolls are the same.

The Wheel of Death scenario can also be downloaded.


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Your Comments:
i've run something similar before, it never goes over well with the players

Posted by: jmbean on 10/30/2011 10:21:43 PM
This is bloody brilliant. Definitely borrowing it.

Posted by: JDKenada on 10/3/2010 11:16:29 AM
Great scenario! I play with a bunch of guys who don't like BFCs, so this should be a nice way to get a taste of several of them without one team's having the advantage. Thanks!

Posted by: Talebearer on 10/2/2010 6:27:09 PM
You only roll the Wheel of Death at the beginning of the 1st player's turn for a game. The effects apply for the entire game.

You combine Crosswinds and Earthquake so that everyone is affected by the Earthquake, not just the ground pounders. As far as removing Earthquake from the game, that texts comes straight from the BFC. It means you can only have 1 Earthquake happen during a game.

Publishing the Wheel of Death prior to the tournament will alert players as to how nasty things can get and let them build teams accordingly. Remember, the Wheel affects all players the same so there is no unfair advantage given to any one player.

This is a popular game at our venue and it is a challenge to build teams that can withstand the Wheel of Death.

Posted by: Dr. Faustin on 10/1/2010 9:50:46 AM
Interesting idea but rolling every turn seems a bit much. I think I'd like it better if you rolled just once at the beginning of the match instead.

Also if you combine Crosswinds and Earthquake in the same effect everybody gets hosed! And what does "remove this Earthquake from the game" mean? Am I supposed to cross it off the chart?

Posted by: Wombatboy on 10/1/2010 12:59:14 AM
You know I would love to see a counter to this next March called Wheel Of Fortune just without the Alex Trebeck, Pat Sajak, Vanna White Pogs!
Otherwise this could be very dangerous in a game! I worry it would leave some very sore players in spite of being an amazing tactic!

Posted by: David TG Riches on 9/30/2010 3:03:04 PM
Much like the "weather machine" senerio, much like :)

Posted by: seven-feathers on 9/30/2010 11:30:13 AM