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C3i:
15 pts
If two or more mechs/vehicles use this equipment, both receive +1 AV and streak for any ballistic weapon with range sufficient to hit a target within LOS of either unit.
Spirit of Kerensky:
50 pts restrictions:only Clan mechs or Clan pilots can use this SE
"May the Spirit of Kerensky go with you."
"Why would I want some old dead guy in my cockpit?"
If pilot is Clan (including SC and SW), roll 1d6.
On 1-3, nothing
On 4-5, increase AV by +4 as Pilot is inspired by Spirit of Kerensky to visciously attack and destroy anything that even remotely resembles the Inner Sphere life that Alekzander left behind.
On 6, roll again. If roll 1-5, increase +8 to AV and immediately destroy any unit in base contact.
If roll 6 again, Clan pilot is completely possessed by Kerensky's spirit and skill, add +15 to AV, return to Terra, and singlehandledly destroy the Republic usurpers and become ilKhan
If IS pilot in Clan mech,
roll 1d6
If 1-3, pilot yells "what the he....!?!" is distracted by apparition of the SLDF general and manages to step on own infantry unit inflicting primary damage value
If 4-5, pilot is inspired by kerensky's spirit and immediately bases the largest opposing unit, keeping it from breaking away or using an asault order, while he himself fires out of base contact at any unit within range with a +8 AV
If 6, roll again, if 1-5 then add +10 AV and add 3 command rolls (averaging one extra command each turn)
If 6 again, then pilot is corporeally possessed by Kerensky, add three targets to either weapons systme, add +12 to AV, add 3 command, mech appears to all other units as an Orion, pilot is convinced that all current houses/clans are an abomination from the Star League, orders all units (friend or foe) to stand down and surrender. All those that refuse are summarily destroyed. Damage is doubled against Eridani Light Horse, Comstar ComGuard, and Highlanders for selling out on the ideals of the Star League.
Originally posted by Axetheane Possible:
CASE
When this mech fails an Ammo Explosion or Ammo Explosion: Critical, you may choose to either: discard this gear card to reduce the damage to 0, or subtract -1 to damage taken. Blah BLah blah.
MASC: Add 2 to this mechs speed value when running. After each run, roll a die. If the result is 6, permenatly subtract 1 from this mechs speed value.
Cowbells
cost 27pts
Equipped Mech gains Decoy.
Infantry and vehicles reduce movement by 2 and decrease their attack value by 1, when moving into within 14in. of the equipped Mech.
"I got a fever and the only cure is more cowbells."
Equipment Card: Ludicrous Drive Cost: 50pts
Limitations: Speed must be > 10
When this mech is given a run order, it automatically moves quadruple (4x) its printed speed value. It can not move any less. It takes 2 clicks of heat. This mech may not move for two turns afterward. (It is stopped due to use of the Emergency Brake)
Flavor Text: "They've gone ta' plaid!"
------------------Barf the Mog
Planetary Condition Card: Florida Hurricane Season Canceled by Ideal Combat Conditions
At the begining of each players turn, roll 1d6. On a result of 1, nothing happens. On a result of 2-6, a hurricane strikes the area.
During hurricanes, the following conditions apply:
1. VTOLs at Cruising drop to NOE and take 1 click of damge. If they can't occupy the the terrain at NOE, then they are destroyed.
2. VTOLs cannot be given move actions.
3. Salvaged VTOLs are destroyed at the end of the turn.
4. All units with ranges greater than 8" have thier ranges reduced to 8"
5. Artillery Ranges greater than 20" are reduced to 20"
6. Artillery units get -2 to attacks when resolving artillery attacks.
Flavor Text:
"Message to: Heaven
Subject: Hurricanes
Message: STOP!!!!!!!!"
------------------Unknown Florida Resident
This 'Mech has had its safety protocols bypassed. It can be pushed beyond its normal shutdown. For each click past its shutdown marker, add +1 to a d6 roll. On a result of 6, this unit is destroyed.
Spam!
cost: 0
when your pilot throws it out of his cockpit, all units within 12 inches move into a big circle and look at it for approximately 1.25 minutes. they then begin to sing the spam song.
Pilot Card: The Kilted Warrior
Point cost: 0
Chargemonkey got you down? Is your favorite assault fatty becoming a smoldering pile of useless plastic? Have no fear the Kilted Warrior from the famous Scottish highlands of Terra is at your service! Wearing the all mighty plaid kilt, the Kilted Warrior opens his cockpit window and moons in all his natural glory the offending chargemonkey! Roll d1-3, the enemy pilot loses all control and reality, mech shutdowns for one turn, roll d4-6 mech shutdowns for two turns.
Fluff text: "You didn't see that coming, laddie!!" says the Kilted Warrior.
Originally posted by nthcircle Cowbells
cost 27pts
Equipped Mech gains Decoy.
Infantry and vehicles reduce movement by 2 and decrease their attack value by 1, when moving into within 14in. of the equipped Mech.
"I got a fever and the only cure is more cowbells."
Wouldn't it make more sense if Cowbells were to be a negative modifier, and for it to give opposing units within 14" or 12" a +1 modifier to their attack rolls? They can hear you coming, after all.
Or how about this:
When this 'Mech comes in ballistic range and arc of an enemy unit, and the line of fire is blocked, the only order that can be given to that enemy unit is an indirect ranged combat attack against this 'Mech. Treat this 'Mech as having decoy for that attack.
"Don't stop shooting! We know he's there somewhere! We can hear the bell around his neck!"
Gravity Cannon : All Vtol's and Flying Infantry hit by this ballistic weapon automatically drop to NOE, take 1 damage and cannot change altitude for 5 rounds
Anti Arty Umbrella: Any unit with this special equipment card can deploy the AAU and cause arty pogs to deviate by 3d6 in the direction on the pog determined by the single coloured dice
When a player uses this card all, steel wolf, spirit cat and jade falcon units get +1 to hit and + 1 dam. No "rabid" units are allowed within 3" of any water terrain feature.
Fluff text " woof, woof, charge, kill, woof, bite! " says pvt Par steel wolves.
Originally posted by Lunatic Wouldn't it make more sense if Cowbells were to be a negative modifier, and for it to give opposing units within 14" or 12" a +1 modifier to their attack rolls? They can hear you coming, after all.
Or how about this:
When this 'Mech comes in ballistic range and arc of an enemy unit, and the line of fire is blocked, the only order that can be given to that enemy unit is an indirect ranged combat attack against this 'Mech. Treat this 'Mech as having decoy for that attack.
"Don't stop shooting! We know he's there somewhere! We can hear the bell around his neck!"
-= Lunatic
I take it you have never been to a college football game at Mississippi State or Texas. The cowbells are so loud that you can't even think straight. SO maybe negative modifiers to anyone who doesn't also have the Sound-Proof Cockpit Equipment card, and any command unit within 14" of Cowbells unit loses command.
This mech start making a little "wow wow" dance that can goes from funky to tribal, while dodging the enemy fire. The player must actually make a dance before everyone in the room (with the exception of his mothers - mothers always give top note to their sons) the other players will judge the dance and give the mech a bonus to defense that goes from +0 (awful and inexpressive dance) to +5 (woooowww!!)
Fluff Text: "I mean, the mech was dancing like a crazed baboon! Next thing I felt, my mech was following the tune!"