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BFC: " Knockdown drag out bareknuckle brawl" and more
Battlefield Condition
"Knockdown Drag out, Bare knuckle Brawl"
When characters possessing super strength and/ or with the keyword martial artist, soldier, monster, or brute are in play all damage in close combat above 3 is considered knockback. Any character knocked back into a wall smashes it as long as they character is still in knockback motion. These characters if a power is not already occupying the slot gain willpower and close combat expert. Knockback into placed objects also destroys the object and deals one damage. If knocked back into Blocking terrain the section in which the character is hit into becomes a debris token and is from then on hindering.
" Thorns and brambles"
All hindering terrain deals one damage to any character entering or leaving it. Characters with damage reducers make a d6 roll. On 1-3 The damage is penetrating. On a 4-5, character is incapacitated but takes no damage. On a 6 character ignores damage. This condition applies to all speed abilities including leap climb, hypersonic speed, and phasing. Flyers are exempt as long as they do not land in hindering.
" Tar Pits"
All water terrain is now a thick, slimy, liquid which reduces all movement by half. Any character that remains in the pit after one turn must roll a d6. On a 5-6, the character may continue moving at half speed. On a 1-4 that character is incapped but stealthed. Fire characters that possess poison or energy explosion may create a "toxic tar pit." They character can either target an enemy figure with energy explosion or poison to create this dangerous addition. A toxic tar pit is the same water terrain scenario only each square acts as if it has the ability poison.
" Getting the drop"
Choose an Indoor Map and one object anywhere on the map as an air duct or sewer entrance. All characters possessing leap climb, stealth, or phasing may start from that chosen location. The location is also a teleport to the players starting line during the game.
" Volatile Chemicals"
Any energy explosion attack acts as pulse wave and the range of a natural pulse wave attack is doubled. Any walls or objects that come in contact with the blast radius are destroyed. Hindering terrain now deals one damage to any character not wearing a "gas mask." Small objects act as the masks and may not be destroyed. A character can lose the mask if the successful attack made is doubles. The mask falls instantly at an adjacent square next to the character who carried it. Any character can possess a gas mask. Smoke cloud powers roll a d6. The amount rolled equals the number of rounds the cloud remains.
I was working on some fun scenario cards that could work for BFC's that didn't always favor the player using them.
Knockdown drag out, was based on the idea that comic characters punch other comic characters through walls. And when someone gets hit sometimes they fall into stuff.
Tar pits, is just a way to make water kind of a place you think twice about entering. Plus with the right powers you could set up a nasty poison trap. Adds a bit more strategy. Plus the stealth when you get stuck is kind of funny, just think of a hero covered in muck trying to escape the pit.
Brambles, was an idea a friend of mine came up with. Not all hindering you can easily jump in and out of...
Volatile Chemicals, is more or less like fighting in Axis Chemicals. There's bad stuff in the air, and playing with explosives could be dangerous.
Anyway, if you like them let me know. If you don't, feel free to state that also with a few ideas of your own.