You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Bring On the Bad Guys is a series of games focusing on our beloved ne'er do wells. Simple premise is that villains preemptively attack the good guys and capture them. The series is proposed to go on for a year however if the villains lose twice in a row, the game goes to the final match: Breakout. More on that in a moment.
Villains Roster:
The villains will always consist of a 13 member roster. There will be frequent changes in the roster which I'll get to in a moment. 12 of the figures are regular selections the 13th is a generic set of figures which will constantly change. Any version of the villain may appear in various games, if Kang were chosen one game could have Kang IC Rookie, the next Nathaniel Richards and then next Doom and Kang, all legit. There will always be a leader and co-leader in the group and every battle must contain one of the other. Not every character will appear in every battle.
The Leader gets to use pc, outwit or perplex (player's choice done at the beginning of the game and is allowed to use the results of the event roll as can another character) and the Co-Leader can use pc, outwit or perplex in their initial slot, player must choose at the beginning of the game.
The villains roster will change under a few circumstances:
-If a villain was koed during the game a single villain can be replaced in the next game
-If the 'Expendable' event was used
-Any time generics are used, they are swapped out the next game for new generics.
-If villains win over heroes they may use a slot for a villainous version of a hero from the prior battle (for 1 turn)
Villains Advantages:
In the first three games the villains will have the following advantages:
-The villains will have initiative and map choice
-The heroes will reveal their roster first
Prior to each turn the villains roll a 6 sided die:
1) Give + 1 attack to any villain
2) Give + 1 damage to any villain
3) Give + 1 speed to any villain
4) Nothing happens
5) Heroes get a + 1 dv to any character of their choice
6) Heroes get a + 1 dv to all characters
Note: only the villains get to roll this.
Once per game, the villains can sacrifice any character who has more than half of his dial remaining for the event Expendable. This kos the character and guarantees a hit for an attack. (Note: only a hit is guaranteed, not a ko).
Twice during the series, the Villains can choose to abandon the game, avoiding an outright loss.
After the third game the villain's advantages will lessen. Also at that point whenever the villains roll a 2 or 12 there is an event called Uprising! where the leader and co-leader each roll a pair of die. The higher die remains in the game and is (or becomes) leader, the lower rolling figure is out of the game. This will necessitate immediately electing a new co-leader.
The final game will be called Break Out, including a sub-set of heroes captured within the game against the current roster of villains.
The heroes roster will be different in every game. Groups that are defeated are captured and segments of each game will be a part of the Break Out. When a hero is used and captured, he may not be used again until Break Out. At that time, as with the villains, any version of that character may be used.
The first game against the Fantastic Four ended in a near defeat for the villains, but ultimately was called a draw.
There is a change to the overall villain roster, as the Mirror Master is dumped in exchange for fellow Rogue (and cheap TKer) Dr. Alchemy.
The villains:
Dr. Doom (Leader)
Lex Luthor (Co-Leader)
Mystique
Vandal Savage
Mr. Freeze
Red Skull
Dr. Octopus
Cheetah
Deathstroke
Enchantress
Baron Mordo
Dr. Alchemy
Hydra Agents
The heroes this time will be the Metal Men. This will be a 400 point game, with 40 points in Feats. Villains roster for this game:
"So our great leader failed to deliver the Fantastic Four to us, did he?" Dr. Octopus asked.
"There were some unexpected drawbacks," Luthor did a weak job of justifying the defeat.
"Mirror Master is no great loss," Dr. Alchemy said. "You won't be sorry you recruited me in his place."
"You had better hope not," the Red Skull said, surveying the Metal Men from a distance through binoculars. "These are our opponents? They're more clowns than warriors."
"Don't let their appearance fool you," Luthor said. "Magnus is unparalleled in his work in robotics. Even I will cede his superiority in that particular area. But when we defeat the Metal Men and learn his secrets, I've no doubt I will be able to improve on his work."
"The Wizard," Luthor said. "You don't really hope to stand against us, do you?"
"I do more than hope to stand against you. I expect to defeat you."
"You've never even managed to defeat the Fantastic Four. How do you expect to defeat the greatest collection of villainous minds ever assembled?" the Red Skull asked.
"Rumor going around is that 'the greatest collections of villainous minds ever assembled' didn't fare all that well against the Fantastic Four either," the Wizard said.
"How did he hear about that?" Doctor Octopus hissed in Luthor's ear.
"It doesn't matter," Luthor told him, then turned his attention back to the Wizard. "You could join us, you know."
"Ha! Now you try to invite me into your little clique, not that you fear the threat I pose to you. Oh no, Luthor. You had your chance to have me on your side when you were forming your Bad Guy Club. But you obviously decided I wasn't good enough for you. So be it. Now you will see just how much better than you I really am! Metal Men! Destroy them!"
I roll 3, +1 to my movement. I seem to get that one a lot, and it's pretty situational. I won't say it didn't come in handy once or twice last game, but just as often it was no help. I think it's going to be the same here.
Luthor will get the PC for his Leader power.
Alchemy to K20
Red Skull adds another Research token.
Dr. Alchemy (Endurance) @ K20
Lex Luthor (FFSM-Contingency Plan +2) I24
Red Skull (AVM16-Lucky Break) @ H24 (Doomsday +2)
Hydra Soldier (AVM2a-Bruno) G24
Hydra Soldier (AVM2b-Max) H23
Hydra Soldier (AVM2b-Walter) K18
Mystique (GX-Camouflage) K17 (Stealth)
Dr. Octopus (SI-Protected) M18
Do me a favor and on the first page here identify your leader and co-leader. That might change in a few games but for now it helps us keep track. And remember there's as slight difference in the leader/co-leaders abilities (leader's lasts longer).
Wizard boosts Gold's dv by 1.
Mag and Platinum defend all those around them. Can that simply be understood?
Do me a favor and on the first page here identify your leader and co-leader. That might change in a few games but for now it helps us keep track. And remember there's as slight difference in the leader/co-leaders abilities (leader's lasts longer).
They're identified in post 2 (Doom and Luthor, respectively). THough I'm glad you pointed out that Luthor, being co-Leader only gets the power while on his first click. I don't think I'd realized that.
Quiet turn for me as Luthor simply adds another token to the Doomsday Machine.
Dr. Alchemy (Endurance) K20
Lex Luthor (FFSM-Contingency Plan +3) @ I24
Red Skull (AVM16-Lucky Break) H24 (Doomsday +3)
Hydra Soldier (AVM2a-Bruno) G24
Hydra Soldier (AVM2b-Max) H23
Hydra Soldier (AVM2b-Walter) K18
Mystique (GX-Camouflage) K17 (Stealth)
Dr. Octopus (SI-Protected) M18
I'll roll for event just so we can get into a rhythm. 5. Ok, Platinum and Magnus get + 1 to their dv.
What the hell, Wizard tks Mercury to G10.
Mercury pounces to L16 attacking Mystique. SC is 1. Needs 6, rolls 9. 3 to her which she can mm to Walter, 1 to Mercury.
Mercury (Pounce) @ (1) L16
Gold (Camouflage) H1
Iron (Sidestep) F1
Lead and Tin (Protected) F2
Will Magnus and Platinum (Alias) G1
E Wizard (Endurance) @ G2