The Great Cthulhu for HeroClix
Unlike the HorrorClix rules, which treat Cthulhu and his minions as a non-player character, the following adaptation assumes someone is playing Cthulhu's team against one or more opponents who are friendly to each other.
This is not a direct adaptation of Cthulhu from HorrorClix, but adapts the figure for use in HeroClix that will make it more familiar to a HeroClix player.
Cthulhu
Team: No Affiliation
Range: 10
Points: 1800
Range: 12
Range: 14
Great Old One: The Great Cthulhu ignores pushing damage. Cthulhu cannot move, be assigned move actions, be placed, or captured. Cthulhu's powers and abilities cannot be countered or ignored, and its stats cannot be reduced. Cthulhu ignores Mind Control and Stealth.
Scaly Epidermis: Cthulhu can reduce penetrating damage.
Lashing Tentacles: When using Blades/Claws/Fangs, add 2 to the die roll before replacing his damage value.
Waking a God: When Cthulhu is showing an hourglass in its speed slot, at the end of any player's turn, choose one: Cthulhu may turn its cultist dial once, clockwise; or Cthulhu may turn its current combat dial once, counter clockwise.
Select 24 characters with the 'Mystical' keyword that are 30 points or less. These characters are Cthulhu Cultists. 12 of these characters start the game on the blood mark squares, with 12 in reserve.
In addition to their normal powers, the cultists have a range value equal to the number indicated on the Cultist Dial, and can use the attack and defense powers indicated on the Cultist Dial.
At the beginning of the game, turn the Cultist Dial to the green line, then roll 2d6 and turn the dial clockwise a number of clicks equal to the total.
When a Cultist is KO'd, roll a d6 and turn the Cultist dial clockwise that many clicks.
When Energy Shield/Deflection appears on the Cultist Dial, or the green starting line is crossed, place a cultist from the reserve onto the open blood mark square nearest Cthulhu, if there is one.
Cultist Dial
This is not a direct adaptation of Cthulhu from HorrorClix, but adapts the figure for use in HeroClix that will make it more familiar to a HeroClix player.
Cthulhu
Team: No Affiliation
Range: 10
Points: 1800
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Range: 12
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Range: 14
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Great Old One: The Great Cthulhu ignores pushing damage. Cthulhu cannot move, be assigned move actions, be placed, or captured. Cthulhu's powers and abilities cannot be countered or ignored, and its stats cannot be reduced. Cthulhu ignores Mind Control and Stealth.
Scaly Epidermis: Cthulhu can reduce penetrating damage.
Lashing Tentacles: When using Blades/Claws/Fangs, add 2 to the die roll before replacing his damage value.
Waking a God: When Cthulhu is showing an hourglass in its speed slot, at the end of any player's turn, choose one: Cthulhu may turn its cultist dial once, clockwise; or Cthulhu may turn its current combat dial once, counter clockwise.
Select 24 characters with the 'Mystical' keyword that are 30 points or less. These characters are Cthulhu Cultists. 12 of these characters start the game on the blood mark squares, with 12 in reserve.
In addition to their normal powers, the cultists have a range value equal to the number indicated on the Cultist Dial, and can use the attack and defense powers indicated on the Cultist Dial.
At the beginning of the game, turn the Cultist Dial to the green line, then roll 2d6 and turn the dial clockwise a number of clicks equal to the total.
When a Cultist is KO'd, roll a d6 and turn the Cultist dial clockwise that many clicks.
When Energy Shield/Deflection appears on the Cultist Dial, or the green starting line is crossed, place a cultist from the reserve onto the open blood mark square nearest Cthulhu, if there is one.
Cultist Dial
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