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Deflection (defense SA)- when this warrior is sucesfully hit by a ranged attack roll 1d6. On a 5 or 6 the damage is instead applied to the attacker or primary attacker (all SAs of the attacker apply), On a 3 or 4 the damage is divided between the attacker and this warrior (round up for attacker and round down for this warrior), on a 1 or 2 damaged is applied normally. This ability does not apply to splash over damage caused by flame/lightning
Catfight (attack SA) if 2 female figures are in b2b and the catfight figure declares an attack, both players roll two dice, screech at each other, and pull hair. the one with the higher roll value does one click to the other one, and then you start over... till one fig is dead.
yes, you would want to resolve that catfight SA before some idiot like an elf at arms goes and tires to break it up.
or you could change it to once the figure with catfight declares an close combat attack with another female figure those two figures may not attempt a break away. at the begining of each players turn they roll two dice, screech at each other and pull hair. the one with the higher roll value does 1 click to the other one. If a male figure comes in base contact with any of the two figures, the action is stopped and both female figures roll for an attack (they both are considered to share each others base and front arcs are 360deg) then doubble the damage to male figure. Male figures can only break away on a 6. repeat this each players turn until male is dead or has broken away then return to catfight.
*chuckle* actually a pretty nasty SA......just imagine ML some male figure into base with that going on. ;)
You know the thing that always kills me about MK after I've been playing TOO much Dungeons? I want to freakin Counterattack every time someone hits me... I'm sure there is little to no chance of getting that in MK:R but I can hope. :)
I'd like to see an SA that prevents players from complaining and suggesting things that arent needed. HEHEH
it would be called.. Go out and get a girlfriend SA :) hahahah
I'm sorry I had to say it, its just been one of those days and it didn't help catching up on older posts on things people want nowadays for changes.
I'd like to a speed ability that would allow once per your opponent's turn one figure in your army may take an action during that turn, token figure appropriately
and an ablitly i call magical influence, once per turn you can re rol any dice roll, or force your opponent to make a re roll (yes i'm basically copying HC's Probablity control)
Punish: Damage SA - If this warrior is in base contact with a friendly unit during that friendly unit's attack, it may add (without giving him an action) +1 to the damage that friendly unit delivers upon a successful attack.
Destruction - uber weapon master ability on big uniques only - Damage 1-6 +1
Marksmanship - weapon master for range...
Divine Sacrifice (only on a fig's starting click) - give this unit a move action, but do not move him, he may not be in base contact with ANY other figure (friendly or opposing) - destroy this unit and ANY unit on the opposing force that has a printed cost value up to the sacrficing units points - 10. If no opposing figure costs 10 points less than the sacrifice figure, destroy this unit and deal 3 clicks, ignoring all SA's, to an opposing unit of the sacrificer's choosing.
Heal Self - give this unit a move action, but do not move him, he may not be in base contact with opposing figure, heal this figure D1-6 or his printed Damage value.
Aura - any friendly unit in base contact with this unit gains a +1 to ANY attack roll (close combat or ranged, including heal attempts)
empathy-(movement)-this warrior may form attack or movement formations with any other figures, regardless of faction. example: a KI with empathy, steam golem, storm golem, barber-surgeon, and troll artilerist would now be a legal attack or move formation.
Trample- (Movement) This warrior ignores terrain and other warriors while moving. If this warrior passes through another warrior this way, that warrior takes a click. If a formation of 5 warriors with trample passes through terrain this way, remove that terrain from play. If they move through a figure this way, it takes 3 clicks of damage. Warriors with trample may not move in formation with warriors with our trample.
Attack SAs
(Similar to Clone) Doppleganger (Optional): When this warrior declares a Close Combat action, reduce his damage value to 0. If the attack successfully hits its target, this warrior may gain one Special Ability the target has showing on its dial at the time it is hit. This new special ability lasts until until it is used once.
stolen from MW, I believe... Rapid Strike (Optional): If this figure makes a successful Close Combat attack, it may make another immediate attack roll against the same target. The second attack has a penalty of -2 to hit.
Eagle Eye: When this warrior makes a Ranged Combat attack against a single target, and is not in a Ranged Combat formation, pick one: Add +2 to the attack roll, or +1 to the damage dealt. You must choose before making the attack roll.
a different version of... Sharpshooter (Optional): When this warrior makes a successful Ranged Combat attack, inflict d6 clicks of damage instead of this warrior's printed damage value.
Movement SAs Dimension Door (Optional): Give this warrior a Move action. Move him in any direction up to 12". The movement must end in legal terrain. This may be used even if this warrior starts the turn in base contact with an opposing figure.
Defense SAs Pin: Any figure attempting to break away from a figure with this Special Ability must subtract 1 from its die roll for the break away attempt. This ability is cumulative, to a maximum penalty of -3. This special ability does not affect multi-dial figures or titans.
Simulacrum (Optional): When this warrior is dealt damage, it's owner may choose to apply that damage to any friendly figure in base contact with this warrior.
DISABILITY: (Damage) No special ability will function for any figure in base contact with this warrior whether friendly or opposing. THis warrior's own Special Abilities still function normally.
ACCURACY: (Damage) This warrior may target opposing figures with a Ranged Combat Attack when they are in base contact with a friendly figure. Their attack roll suffers a -2 and, if a Critical Miss occurs, all friendly figures in base contact with the target take full damage.
INVINCIBILITY: (Defense) This warrior may ignore the first damage he takes from any source. This is a one time ability that will never function again during a battle unless a figure is brought back by Necromancy, in which case it is reset.
FLEET FOOT: (Movement) This warrior does not have to roll a dice to Breakaway and is always successful.
MARTYR: (Attack) This warrior may sacrifice up to 4 clicks of his own life to heal an equal number of clicks to a friendly figure in base contact with his front arc. They may also sacrifice 2 of their own clicks for each 1 click healed to a Titan or multi-dial figure.
6th SENSE: (Damage) This warrior may target warriors with Limited Invisibility, Stealth when in HIndering Terrain, and receives a Free Spin when a figure with Sneak Attack comes into Base Contact with it.
LEADERSHIP: (Damage) Any friendly figure in base contact with this figure receives a +1 to their attack rolls. Neither this warrior nor any friendly warrior in base contact may be captured.
LUCK: (Defense) Any time dice are rolled to directly attack this warrior he may force his opponent to reroll one of those dice.
Mana Theft: (Damage) This warrior must copy one Special Ability from an opposing figure that ends an Action in base contact with his front arc. This Special Ability lasts until another opposing figure bases their front arc. The Special Ability copied must be from a slot that does not currently possess one.
RESURRECTION: (Defense) If this warrior receives damage from one source that is enough to cause it's death, it is immediately returned to play on its first click.
CONSTITUTION: (Movement) This warrior may always take an Action, even if Pushed. Push tokens are not cumulative, so resting one turn will clear all of his tokens.
REAR SHIELD: No attack may be made to the Rear Arc of this warrior.
DUCK: (Defense) On a roll of 5 or 6 this warrior may duck a Ranged attack. If the line of fire intersects another figure's base, and that figure is in range, they will be affected by the attack. Friendly figures may also be affected but the attack roll must always successfully hit the figure's Defense.
Cripes! Just getting started and these jerks want me to actually work. You'd think they paid me to be here or something, but according to my paycheck I'm practically a volunteer. Oh, well. I didn't want to hog all of the ideas anyway.