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Alright, I'm done. Everybody's second issues are up. Some of you got scenarios that are more interesting than others, but don't worry, this is only the second issue and you'll all get plenty of interesting scenarios.
Harv, you'll notice that your story post is extremely short. I've only read a little on Daredevil, and not anything of Elektra or Blade. I'm gonna try to think of a viable reason why that whole group would be together, and hopefully I'll be able to make those more substantive in the future.
Last edited by RookieBatman; 06/01/2004 at 23:54..
Alright, I'm gonna let you guys know of a couple changes that will be taking place.
HEROCLIX RPSC v1.2
1. Oogie gave me an idea that I'm gonna use. Since we're only using the first sets of Marvel and DC, that doesn't give me a great overabundance of choices for villainy (I'm not complaining, I still like the idea). So what I'm gonna do is use Indy pieces as sort of generics. Hellboy might just be an old circus strong man or something crazy like that. A lot of them will serve as monsters or magic-users that Harvey's team will fight. Basically, it'll give me a little more freedom in crafting scenarios, and allow you to fight more than just twenty or so villains.
2. I've made a change to the rule for capturing. It's a good news/bad news situation. Now, when you attempt a capture, if you miss, but your roll was high enough to have hit without the +4 modifier to defense, then you still do damage. The good news is you don't have to worry about wasting an attack; the bad news is, if an enemies close to the end of his dial, you'll probably only get one try to capture him. Also, Characters with Impervious or Invulnerable cannot be captured, and characters with Toughness can only be captured by characters with Superstrength.
3. I've made a new protocol for promoting characters in your team to make you do it more evenly. If you level up someone to E, you can't promote them to V unless you have another E. You always have to have one R, and as soon as you promote someone to E, you always have to have at least one E, and as soon as you promote someone to V, you always have to have at least one V.
4. Starting in issue #7 (if we ever get there), I'm gonna try out something new (actually, I'm already trying it in my home version). Here's what's gonna happen: since I've been referring to three issues as story arcs, I'm gonna try to make them more contiguous. So, in the first issue of an arc, say issue #7, you'll pick up to three characters of up to 150 points, and they'll be your "squad" for the arc. But that's not all. At the beginning of the second issue (i.e. issue #8), you roll a die. If it's a six, you get to add someone to your squad. You can add a team member for free, or you can "hire" a non-member for half their build cost in TAP. (Also, if a character has the TA of your team, but is not a member, they are considered Reservists, and can be hired for one-fourth their build cost in TAP.) This character will stay through the third issue. If you don't hit that roll, you can roll again in the third issue (i.e. issue #9), needing only a 5 or 6 to add a character to your squad just for that issue.
If a character is not used at all in two consecutive arcs, they will suffer a small loss to their morale. This will have no effect immediately, but at some point, it may have dire consequences (so, basically, just rotate all your characters in and out). Leaders don't suffer that morale loss (since usually, they're the ones picking the squads).
What do you think? Any comments? Question? Any clarifications I need to make?
Oh yeah, I just remembered a house rule I have where, if a character gets knocked back into deep water (water that's not adjacent to land), they take an extra click of damage if they're not aquatic. This damage is not reducible.
Addition 1) The Indy idea is a good one - the Kabuki girls could easily be a street gang, and Hellboy is maybe a nemesis of Blue Devil suffering the same stuck-in-costume malady. It works.
Addition 2) About capturing - you can't capture if they've got Inv or Imp, and need SS to capture Toughness...does that mean if they have the power anywhere on their dial, or just that click they're on when you make the attempt? Say somebody's trying to capture Supes on a Toughness click; he has Impervious, just not on that click. Is he considered tough or impervious? Ditto super strength - late dial Aquaman looses SS - could he capture a character with Toughness anywhere, or just on the SS clicks?
Addition 3) What about characters that have an early-version "sweet spot" - Exp. Batman is arguably the greatest version of the character; do I have to bother spending the points to upgrade to the vet if I'll never use him just to allow others to level up? And do I have to keep spending points on recruits in order to level everybody up just to keep a rookie and/or exp character in the team (the last point is particularly salient considering we've only got one set to choose from and some of us are either very limited in pieces we want/could use/that fit our team and some of those figs are really expensive, and could take a loooong time to afford, TXP wise)
Addition 4) This ones just a little fuzzy; are you saying that the squad we pick for the first issue of an arc is the squad we use the whole arc, adding mambers in successive issues? If I start with Batman, Aquaman, and Plastic Man, do I keep them as my team the whole arc (maybe bringing another member in the second or third issue)? And as to the recruits - do they count as being team members if any version of the figure has the TA, or only if the specific one you want has it (V Quicksilver on the Avengers and R Steel in the JLA, for instance)?
Overall the additions sound good - especially the aquatic knockback, I'm just looking for clarification.
Originally posted by Lightshear A couple questions and thoughts:
Addition 1) The Indy idea is a good one - the Kabuki girls could easily be a street gang, and Hellboy is maybe a nemesis of Blue Devil suffering the same stuck-in-costume malady. It works.
Thanks. It's gonna give me a lot more to work with.
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Addition 2) About capturing - you can't capture if they've got Inv or Imp, and need SS to capture Toughness...does that mean if they have the power anywhere on their dial, or just that click they're on when you make the attempt? Say somebody's trying to capture Supes on a Toughness click; he has Impervious, just not on that click. Is he considered tough or impervious? Ditto super strength - late dial Aquaman looses SS - could he capture a character with Toughness anywhere, or just on the SS clicks?
Just the click they're on. In your example, Superman would be considered tough.
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Addition 3) What about characters that have an early-version "sweet spot" - Exp. Batman is arguably the greatest version of the character; do I have to bother spending the points to upgrade to the vet if I'll never use him just to allow others to level up? And do I have to keep spending points on recruits in order to level everybody up just to keep a rookie and/or exp character in the team
Yes, that was the idea to get you to promote and recruit instead of just taking one guy and running with him. (I don't think "cheese" is gonna be a big deal in this game, but a little incentive won't hurt, I think. It might cause some interesting decisions. In my home game, I'm considering having the Avengers recruit Storm. Sure, it didn't happen in the comics, but you never know, it might be possible. That's the idea, to kinda create your own comicbook universe.)
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(the last point is particularly salient considering we've only got one set to choose from and some of us are either very limited in pieces we want/could use/that fit our team and some of those figs are really expensive, and could take a loooong time to afford, TXP wise)
At the end of every story arc, I'll roll a die to see if new heroes are added into the pool. Thus, it is random, but anywhere from two to ten heroes will be added into the game per year (twelve issues). If the dice don't fall in your favor, the pickings might be a little slim, but remember that not all of your team has to have your TA. (Even though I'm sure you probably want them to. I can understand that.) Chances are that the majority of characters added into the game at first will have the TA of one of the teams so that your choices will be more quickly expanded.
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Addition 4) This ones just a little fuzzy; are you saying that the squad we pick for the first issue of an arc is the squad we use the whole arc, adding mambers in successive issues? If I start with Batman, Aquaman, and Plastic Man, do I keep them as my team the whole arc (maybe bringing another member in the second or third issue)?
Yeah, they stay; you just add on to them.
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And as to the recruits - do they count as being team members if any version of the figure has the TA, or only if the specific one you want has it (V Quicksilver on the Avengers and R Steel in the JLA, for instance)?
They are considered Reservists if they have the TA in the version they're on. They're only team members if they're actually on your team.
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Overall the additions sound good - especially the aquatic knockback, I'm just looking for clarification.
Thanks. Hope you enjy the campaign as it continues.
Yes, that was the idea to get you to promote and recruit instead of just taking one guy and running with him. (I don't think "cheese" is gonna be a big deal in this game, but a little incentive won't hurt, I think. It might cause some interesting decisions. In my home game, I'm considering having the Avengers recruit Storm. Sure, it didn't happen in the comics, but you never know, it might be possible. That's the idea, to kinda create your own comicbook universe.)
The only issue I see being a problem is that with the addition of morale penalties for characters that don't see action with enough regularity, the need to continuously recruit might be counter-productive. Additionally the need to continuously promote might also be a hinderance, especially in the cases I mentioned where you don't nescessarily want the character past a certain level.
I'm not positive it would be a problem, I'm just trying to do some preemptive troubleshooting.
Well, first of all, one of the reasons I'm not instituting this rule until issue #7 is so I can playtest it first in my home game. Of course, that will only assess how well I like the rules, since I'm playing all four teams myself.
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The only issue I see being a problem is that with the addition of morale penalties for characters that don't see action with enough regularity, the need to continuously recruit might be counter-productive.
You shouldn't need to worry about this. I'm gonna try to keep the size of the "squad" in each story arc above half your team. I.E. your team is 200 points now, a squad can be 150 points. By the time you get your team up to 300 points, you'll be able to have a 200 point squad (that's another thing recruitment is good for; by increasing your squad size, you increase your potential experience gain). That way you'll be able to switch a couple characters out for a couple other characters. It's not gonna be like, when you have a 500 point team, you still have a 150 point squad, and there's no mathematical way to get everyone in every other arc. It won't be like that.
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Additionally the need to continuously promote might also be a hinderance, especially in the cases I mentioned where you don't nescessarily want the character past a certain level.
Well, I can kinda see your point there, like with Batman, and some say Captain America, the Exp. version is better, but think of it this way. So you have a Vet. Aquaman, and you want to promote him to the Arthur Curry LE, but you don't have any other Veterans. The only one of your E's that could level up any time soon is Batman, who you've intentionally kept at E. For only 24 TXP ( probably could've found a cheaper example, but still, just work with me here), you can put Batman to V so that Aquaman can go to LE, and who knows? You might even use V Batman once in a while. I don't know, I've only used the V once, and I can't stand the Leadership either, but hey, he does have pretty good numbers. I think against enemies with lower damage he could be worth his points. You should give him a try. Especially here, where it's just for fun and there are no prizes on the line, and again, the whole purpose is to kinda try new things.
I'll try to work on making a rule wherein you can, for instance, have the V Batman on your squad and then, once you see who you're fighting, decide if you want to use the E or try the V.
Well, whatabout the promo bats? He's not tourney legal, but he's basically a tweaked vet. Could be something we work out when the time comes.
You've sold me on the team size thing, and I guess I'll have to wait and see about the leveling up rule. Guess I just picked a tough team where recruiting and leveling is concerned - so many JLAers are high-cost! Especially if I want big-name big-gun guys (I've pretty much abandoned any hope of building up to a KC Supes*sigh*)
But yes, it's worth a try. Let's see how it does. Keep us informed about the home game, and let us know what you run into (good or bad).
I've actually never seen Promo Bats. I'm not sure about that one. I go to the Wizkids site for all my stats, so if it's not there, I'm hesitant to use it. On the other hand, this is a very unofficial game, so I'll think about it.
HeyRB, you can get the stats for Po=romo Bats right here on HCRealms. Up in the units section, they have a promo slot for Spidey and Bats. He isn't bad, but I can't remember the points.
Hm...interesting. I personally wouldn't want that much Leadership on a Batman figure, nor the 8 speed, but the 13 attack would be hard to pass up. I think it has its pros and cons, so I don't really have a problem with it.
Does anyone else?
I'm cool with it. It's a lot of points, but the attack value may be worth it. I would say the same for the Promo Spidey. Great attack and defense values, but thin on powers.