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At HeroClix World we're always trying to push the envelope when it comes to Scenarios. We often develop custom cards with special rules to keep things fun an interesting. Heck we've even created a single-player solo scenario!
But there's always room for fast scenarios that don't require much setup or a printer. Here's 7 fun HeroClix scenario ideas we thought up of, to help spice up your home games or even apply to your tournament! These are fast, easy, and furiously fun.
2000 points, 5 actions per turn. You must have exactly 1 colossal figure on your team that is no more than 600 points, and a minimum of 15 additional figures on your team. At the beginning of the game you can only field your Colossal and the 5 lowest point figures; all others are on the "side-board". At the beginning of your turn, if you have less than 6 characters in play, take the lowest point characters from your "side-board" and place them in your starting area (you cannot have more than 6 characters on the battlefield). They can be used immediately.
When Worlds Collide
600 points, 5 actions. Your team must have one character from the Marvel or DC universe; all other characters on your team must be from the other universe. (By Dr Faustin)
When Giants Attack
1000 points, 5 actions. Your team must have exactly 2 Giant Size figures. All Giants possess the following: Charge, Willpower, Energy Shield/Deflection, and Super Strength. All Giants are worth +100% Victory Points.
Any points/actions. All clear grounded terrain is water terrain. For movement purposes, water terrain only causes a -2 penalty to speed values (rather than 50%). Characters with the (dolphin) symbol receive a +2 bonus to speed values and +2 to defense values when in water terrain.
500 points, 5 actions. Your team must be comprised of all "heroes" except one "villain", which should be worth at least 90 points. At the beginning of your turn, roll a d6 -- on a result of 1, the "Villain" permanently becomes a member of your opponents team. Note that this requires a comic accurate team, so you can't call "Superman" a villain unless you can justify it to your judge. (By Dr Faustin)
At the beginning of your turn, each of your characters roll 1 die (this cannot be rerolled). On a result of 1, deal that character 1 unavoidable damage, and place a Meteor token on it's character card. All it's combat abilities are modified by +1 for each Meteor token on its card. If your character takes damage from a critical miss or critical hit, remove one Meteor token off that character's card.
Run and Gun
Any points/actions. Everyone with a printed range can use Running Shot. If you have Running Shot showing on your dial, you get a +1 to your attack when you use Running Shot. Everyone without printed range can use Charge. If you have Charge showing on your dial, you get a +1 to your attack when you Charge. (By Thorgrin)