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My rules for the cards:
If using a card over-writes a figure's default SA, it's that way for the game.
The arrow does not improve figures' range's, but if they don't have a range, they use the one on the card.
One card per figure. If a figure dies holding one, it goes into the killer's victory points, but remains on the field, a figure of the specified faction may get it to retreive the points.
The points per use is on the upper left, the factions who can use it is upper right.
This idea was brought up by the Rabbidgerbal as well as many more people at mkrealms so he only takes partial credit in assembling it. Moreover the Frothing one doesn’t challenge the Copyright of Wizkids and their game, The Big Bad Gerbil Daddy is just a fan who wanted to bring together a new way to play a cool game. Some credits (more to come?) go to Sir Gog Kluge, Geirgrinder, Altan, (your name here?).
NEW (Nov 30,2002) Kallacato's suggestions added to card list. They are marked with a "*". Warning they may be potent.
BASIC RULES: Each player gets a deck of 10 cards, no cards may be duplicated in a single players deck but they may choose from the list below. Choosing 4 weak cards, 3 standard cards, 2 tough cards and a faction card if the army they are playing is all of one faction. No card may be issued to a unique, hero above level 2, or figure of value more than 50 points. No figure may be given more than one card.
USING THE CARDS: Shuffle your deck of cards at the beginning of the game. Each player draws one card per turn and must choose to either assign that card to a figure at once, play it, or discard that card.
MAKING THE CARDS: you can just write out these rules on some 3x5 cards to shuffle up, print out this page and cut them up and draw from a bin, or even make more fancy cards and place them in sleeve holders in front of some junk ccg cards.
WHY?: This is a variant the Rabbidgerbal put together (with other people’s ideas too) for the sake of getting people to play some weaker (weenie) figures be them yellows or low pointers.
WEAK: (CHOOSE 4)
(The key to weak abilities is they work similar to special abilities but only for one shot pass or fail)
MIGHTY BLOW: add +2 to the warriors attack value when he attempts an attack. (One use.)
PIERCING ARROW: gain pierce special ability. (One use).
RING OF POWER: magic blast with a 10" range (One use).
DARK EMBRACE: figure gains Vampirism (One use)
POTION OF HEALING: figure heals 1-3 clicks roll a die 1+2=1, 3+4=2, or 5+6=3 clicks (One use)
MAGIC CARPET: Can use the ability flight. (One use).
MED KIT: user gains Base to base medic ability for one use, roll as normal to attempt to heal. (one use)
STANDARD POWER ITEMS: (CHOOSE 3)
(The Key to Standard abilities are that they last with the figure, until that figure is demoralized or dies, some potent abilities are still one use)
ILLUSIONS: (1 use) put a shade/imp into play. this shade/imp may charge at enemies and attack, if the shade takes any damage from any attack, remove it from the game no victory points are awarded for it‘s death or survival at game end.
PRISM GLASS : Extend the range of target figure by 2" (until death or demoralized)
DRAC MAGIC MISSLE SCROLL- Grants user w/o ranged attack, an 8" ranged attack that does 4 clicks of damage and ignores DEF SA's that affect ranged attacks (battle armor, invulnerability) One use.
SINGING BLADE: bearer gains +1 to attack.(maximum 11) (until death or demoralized)
DWARF POWER GLOVE: bearer gains +1 to damage in close combat (until death or demoralized)
SPRITE BOOTIES: Bearer gains +2 to movement. (until death or demoralized)
AMULET OF MIST: no ranged attacks my be made against this figure, opposing figures may go into base combat with this figure, only this figure may go into base contact with an opposing figure. (melee combat is resolved normally)
THE CROC' HUNTER: holder of this item may move through hindering terrain as if it was CLEAR. If target figure is part of a formation, all members of that formation may likewise move as if hindering terrain was CLEAR. (until death or demoralized)
HOSTAGE: holder if this item may choose to automatically kill his captives as a free action instead of taking a free spin. If an opponent threatens him with b2b, he must remind his opponent that the life of a soldier is on the line. (1 use)
BOOTS OF FLASH: Bearer gains +2 to movement.
RING OF REGENERATION: when this figure becomes wounded or demoralized, it may use a "move" action to attempt to regenerate as per the regeneration ability (one use)
*Devil's chain
Item: Keep: Cursed!!!
This figure gets +1 to attack and damage, but is Berserk.
*Dark Talisman
Item: Pass 10"
Grants vampirism, if this vampirism is activated during an attack, reduce that attack's damage to one.
*Arrow of Truth
One-use
One figure gains +2 to range for one attack. if that attack fails, deal 1 damage to that figure
[story: he who fires the arrow must be pure of heart... if he misses, his friends will all know he is evil-hearted.]
*Defense Grid:
Event:
All attack special abilities stop working for D6 turns.
*Devil's cloak
Item: Keep: Curse
+4 to speed, -1 to attack, -1 to damage, treat all attacks made against this figure as if they were a hit, no matter what the roll.
*Security Leak
Event
All Defense special abilities stop working for D6 turns.
*Devil Armor:
Item--- Keep--- Cursed
+3 to defense, -4 to speed, -1 to attack.
*ANK of Light
One-Use
Use to remove one curse from a friendly figure. the curse card is removed from the draw piles.
*Blinding light
Event
Heal the finder 2 clicks. Ranged attacks cannot be made for the next 2 turns.
Elixir of Vitality
One-use
Use to remove one action token from one of your figures.
TOUGH POWER ITEMS: (CHOOSE 2)
(the key here is these are more potent, and usually brings the figure up to a unique level of power)
ANCIENT STONE: Target figure gains a range of 20" with explosive damage, at normal damage, but with a -4 to hit (minimum of 8) . (one use)
MOB RULE: this figure may act to join any two formations of one faction together into one, large formation. (up to 11 figures, counting the center figure)(until death or demoralized)
TEMPTING FATE: may choose to reroll *ANY* one (just once per game)die roll from your own or your enemy but must accept that roll.
SHIELD OF REFLECTION: When your opponent attempts a ranged combat attack your warrior has a chance to reflect the attack and use it on him. Roll one six sided die If you roll a "6",the reflect attempt is successful and the attacker damages himself.
HEALING POTION: Heal owner of this object to full health, as the ability on a roll of a die of anything but a 1. (one use)
BOOTS OF RETREAT: Owner may break from combat on any number other then a 1. (untill Death or demoralized)
ORDERS OF UNITY: this figure may act to join any two formations together into one, large formation. (up to 11 figures, counting the center figure)(until death or demoralized)
PSYCHEDELIC PIXY DUST: holder may choose to hypnotize any captives he or she may hold as a action after capturing them. After being hypnotized, the captive will march over to a selected area at their own maximum speed, and without pushing themselves on a roll of anything but a 1, if fail the captive is free (1 use)
GOLDEN ARMOR: +2 DEF.(maximum of 19) May not be used/enhanced with other 'Armor' ability, if figure reaches demoralized the armor is destroyed.
MAGIC BLADE: bearer gains +2 to attack (maximum 12) (until death or demoralized).
HEAVY GAUNTLET: bearer gains +2 to damage (until death or demoralized)
SLEEPING POWDER: (1 use) holder of this item makes a "ranged attack" action against any one enemy, if the attack is successful, the target gains 2 action counters, these counters are then removed at the rate of one a round. that figure may not move until ALL action counters are removed
*Neutralize
Event
all Special abilities stop working for 3 turns.
Prophet's Sermon
Event
For the remainder of your turn, figures you control take no damage from pushing.
Chaos Storm
Event
For the next three turns, all figures gain dodge.
*Magestone Pulse
Event
All figures within 10" of the finder that don't have the Magic Immunity SA take 2 clicks of damage.
All special abilities with the word magic in them stop working for the next 5 turns.
*Divine Right
Event
Each player chooses a figure in play. each of those figures is healed 3 clicks.
*Divine Lightning
Event
Each player chooses a figure in play. each of those figures takes three clicks of damage.
*Dawn of the dead
Event
Treat all eliminated figures as though they had just been brought back into play in their owner's starting area using necromancy. roll for necromancy separately for each one.
*Devastate
Event
Deal damage to each figure in play equal to that figure's current damage value.
Glorious Anthem
One-Use
Use before the beginning of you turn.
This turn, treat play as if every figure under your control had the Command Special ability.
*Horsemen of the Apocalypse
Event
Roll a six-sided die, then refer to the chart below:
1: Death: each player chooses three figures in play. Each fig takes a separate D6 roll of damage
2: War: remove all action tokens from all figures in play.
3: Famine: treat all figures in play as if they had just been the target of a successful attack using Magic Freeze. [each takes one damage, and is rolled MF for] roll Magic Freeze rolls for each separately.
4: Pestilence: Every figure in play takes 2 clicks of damage.
5-6: roll again (or Rabbidgerbal’s suggestion, false prophets fail to predict the end of the world again and nothing happens!)
FACTION SPECIFIC POWER CARDS: (CHOOSE ONE IF YOUR PLAYING A SINGLE FACTION ARMY)
(ONE) may be played in a deck if all your figures are from one faction
NECRO: poison blade- if anyone is wounded by this user, that figure will suffer a click of damage each round until healed or perishes.
ORCS: Frothing mad!- if one or more orcs is/are in base contact with the enemy roll a die, on a 5-6 you gain an action this turn.
SOLVININATI: ether traveler (once per game) - you may roll a six sided die on a 1-4 one of your solvinati may appear at any place on the playing board. on a 5-6 the enemy chooses where your figure lands and it’s facing.
DRACONIUM: each round roll a six sided die, On a roll of a six you may prohibit one of the actions of the next players turn.
BLACK POWDER REBELS: Hot nitro powder- if you are firing at range roll a die, on a six you gain 2” of range and 1 to damage for one figure that round.
KNIGHTS IMMORTAL: Joan of Arc-You may choose one of your figures (under 50 points) , if it perishes by combat you may declare it a martyr and ignore it’s victory points to opponent.
ATLANTIS: Power play- roll 2D6 each round, on a roll of only 10 you may place new figures that total 10% of your original figures in your starting area.
MAGE SPAWN: roll a D6 each round, on a roll of six you may place a mage spawn of under 20 points anywhere on the board.
SHYFT: pity of the gods- You may choose to reroll *ANY* 3 single dice in the game but must take the revised roll. They may be the the enemys to hit roll, a damage roll, you name it.