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Overview: The Hulk was shot into space, became a hero, got married, then lost his wife, kid, and most of his planet. Now he's back and he wants someone to pay!
Player 1 Rules (Illuminati): Your team must consist of one or more of the following characters (Highlander Rules apply): Iron Man, Mr. Fantastic, Black Bolt, Doctor Strange.
Player 1 Rules (supplement): You may also include one or more of these characters (Highlander Rules apply): Ghost Rider, Doc Samson, Spider-Man, Sentry, Storm, Black Panther, Invisible Woman, Human Torch, Thing.
Player 2 Rules (Green Scar): You may only have one character on your team: Green Scar (mu033). Green Scar is given the following feats: Hear You Scream, Justice Not Murder, Never Been Angrier, and Hate You Forever. (See Below). No other feats may be assigned to Green Scar.
Note: these feats are immune to other feats, such as Thwart.
Thoughts: HeroClix is a strategic miniatures battles game built around balanced game mechanics (it just happens to feature superheroes). The feats above are meant to make Green Scar as powerful as he is depicted in World War Hulk. This is by no means a “fair fight” – this is a “comic book fight”.
Illuminati Strategy: You need to hit Green Scar every chance you get! He has a 67% chance to heal every single turn, and every point of damage adds a counter to his feat – remember, he really hates you. Turtling is not recommended, and you’ll definitely need to push every chance you get. Penetrating damage will do well, and Outwit can be very useful, but don’t waste your time on Incapacitate since Green Scar will be attacking you every turn anyway. Fortunately his natural damage hovers around , so he’ll need to smack your big figures twice to take them down. Playtesters noted that a pure FF team works well, especially with Meteorite and some Pulse Wave (Human Torch). Make no mistake – the odds are stacked against you, but you wouldn’t want it any other way…
Green Scar Strategy: You’ve never been angrier, and you’ve never been more powerful. Move in, tear them to pieces. You definitely want to take an action each and every turn, because push damage will put a new counter on Hate You Forever, which is the most versatile feat. Hear You Scream gives you an extra action if you KO an opponent, so it may be wiser to focus on weaker figures first (Black Panther). Also watch out for Psychic Blast, Pulse Wave, and Exploit Weakness – you only get two “protected” style uses (Never Been Angrier), so use them wisely… also remember that Pulse Wave ignores all your powers and feats! Be mindful of your damage; you’re only dealing  damage most of the time; it may not be enough to kill them, but it certainly will be enough to mame them! You have a chance to heal ever single turn, and you get 2 clicks of Regeneration at the end of the dial, so don’t be afraid to push push push (yes, you can use Regeneration, then Justice Not Murder in the same turn!).
Using Hate You Forever: If you have to deal with a lot of hindering terrain, use the Ultimates ability. The first 2 abilities will help you break away and/or move great distances to get nice and close to the enemy before you pummel them! Don’t forget to use that healing ability too… you can essentially heal 1 damage for every 3 that you take. Make sure you push every single turn to add counters (warning: Pulse Wave will prevent you from adding counters)! By the second or third rounds you’ll have enough to use “Immune to Outwit”, which is very important since you’ll want as much damage reduction as possible!
Historical Outcome: Green Scar beat the crap out of everyone; in the end he allowed Stark to activate laser satellites to blast him, essentially taking him down (but not killing him).
(Special thanks to HCR member BigDaddyHub for helping us playtest this scenario)