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Can I post Custom House Rules here, or is there a more appropriate forum for it?
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CUSTOM RULE #1: Unlimited Push
You may push a character as much as you want. The figure takes X clicks push damage, where X is equal to the number of tokens it had before you pushed.
Figures with Will power will take push damage if it had 2 tokens on it before taking an action.
Powers such as Incapacitate will cause a maximum of 1 click of push damage.
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This really speeded up our game last time... and figures were dying from push damage left and right.
Here's another: Use Leadership the same way that Mage Knight does - roll once for each figure that has it, and gain one extra action for every 6 you roll. Drops your odds from 50% to 16.7%, but allows the possiblity for multiple actions. I've tried it before and it can be powerful - we usually restrict that roll from Prob Control to make it fair.
Whenever someone asks me what I think the most dangerous animal is, i tell them it has to be a shark riding on an elephant, just eating and trampling everything in sight.
>>Here's another: Use Leadership the same way that
>>Mage Knight does - roll once for each figure that has it,
>>and gain one extra action for every 6 you roll.
I like that. I would probably tack on a "Before the beginning of your rolls, let everyone know if you wish to roll normally for 5's and 6's to get a single extra leadership token, or roll for just 6's for the potential of multiples."
CUSTOM HOUSE RULE #2: "Strength Check" for flight.
Here is something my judge introduced me to. When attempting to carry an ally (or enemy), make an attack roll first. If you succeed, then you can carry the fig. If you fail, then you cannot carry the fig this turn. No action is used up on a fail.
My judge is a comic book fan and made this rule because he found it silly that the WASP can carry the HULK. This is really only fun if you remove the NAAT rule.
when I played with this rule at home, it was really frustrating that my 3 fliers failed this "strength check" and could not taxi my Green Arrow. But it was still alot of fun even though it adds an extra dimension to the strategy.
(1) After rolling doubles (and the attack is successful), roll a 1d6 (a single six-sided die). On a 4, 5, or 6, the apply knockback.
It seems a bit silly that on a critical hit, you do extra damage AND cause knockback. This could remedy that.
(2) If there is a successful knockback, use a 1d6 to determine how many squares the figure is knocked back (or 1d4 if you have it).
Critical Hits
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On a critical hit, rather than using the normal default rules, roll two dice (2d6) to determine the effect.
Result - Critical Effect
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2 - Default Rules + Stunned (mark target with up to 2 action tokens)
3 - Default Rules, but Knockback 1d6 or default (whichever is higher)
4 - Dazed: Mark target with up to 1 action token
5 - Blinded: Target Cannot make ranged attacks on it's next turn
6 - Crititical Hit Damage applied, no other effects.
7 - Default Rules
8 - Knockback only
9 - Tripped: Target cannot make close combat attack on it's next turn
10 - Default Rules + Dazed (Give Target an Action Token)
12 - Default Rules, all damage caused by this attack ignores damage reduction
note: Dazed and Stunned does not cause push damage, and the target cannot have more than 2 action tokens
Why not come up w/ one more and use a d12 to make all of them equally likely? Roll of 1, triple dmg and a token! Like, you hit them, they fly into Jason Voorhees, he falls into Bruce Lee, knocking him into Hulk, and your opponent is in the middle when they all get pissed.
We got a great house rule. Regen works like leadership. Because it is stupid for wolverine to take an action to heal when he does it without thought in the comics. Just roll one dice for free at the begining of your turn, subtract two from it and apply the rest to the dial.
As for the Critical Hit Chart 1d12 idea, Sliverking, I had considered that. The problem is that not everyone who plays Heroclix has a set of Rpg dice handy. Nevertheless I will put a chart together for you. Hmmm... Maybe a 1d20 chart instead...
Custom House Rule #5 - Global effects.
At the beginning of the game, roll 2d6 and deteremine the global effect. This effects everyone for the entire game.
Roll - effect
2 - All Damage causes knockback
3 - 11 & 12 are now critical hits. 2 & 3 are now critical misses.
4 - All Flyers gain +2 to movement, but -1 to Attack values.
5 - All figures heal 1 click immediately. Roll again.
6 - All Ranged Combat damage reduced by 1. All close combat damage increased by 1.
7 - When making a close combat action, attack values are increased by 2.
8 - All Close Combat damage reduced by 1. All Ranged combat damage increased by 1.
9 - All figures take 1 click damage immediately. Roll again.
10 - Non-flying figures do +1 click of damage against other non-flying figures.
11 - All figures now have the ability to CHARGE. This cannot be outwitted.
12 - Figures may be pushed infinitely.
For even more madness, reroll for a new Global effect at the beginning of Player 1's turn.
Here's a house rule we play with, no range on probibility control once per round you can reroll or make your opponent reroll any die roll. If your opponent has a probibility control he can use his to neutralize yours.
It adds a whole new element of stradegy to the game.
We also commonly play with teams over 1000 points and use the following rules.
Each player has five actions
Each one of your character with leadership rolls one die at the begining of your turn on a 5 or a six you gain an action, on a 1 you lose an action
Action tokens are cleared at the end of your turn, so you can use characters turn after turn without pushing them, you may use the same character twice in the same turn but it causes pushing damage. Willpower negates this.
You may assign no more than 2 actions to a character per turn.
Incapacitate gives a character an action token, causeing you opponent to have to push the figure to use it on his turn. You may double incapacitate it so your opponent can not use the figure at all on thier turn but at the end of thier turn both actions tokens are taken off.