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I've been thinking about this. Some of these ideas may be similiar to others ideas, but here we go.
AG-Movement Formations like in Conquest (Disiplined Traning)
EL- +1 click when healing or regenrating (Healers extrordinaire)
NS - Any figure necroed comes back at full health (Rise from your grave...)
BPR-Any formation moves at highest figures speed (Group support)
OR - +2 for any figure's attack value (power of the horde)
KI - Formation attack and damage rules like in Conquest (Excellence of execution)
Draconum - All figures in formation share the hughest defense (Attack one, you attack all)
Solonavi - One extra action per turn (group of one mind)
Shyft - One additional click of damage from Shyft figures
Again, these would only kick in if the entire army is of a single faction.
Here are some ideas that I like, some are from others above & some are mine:
Orcs: +10% to ther build total.
BPR: Determined- Any friendly demoralized figures at the end of this players round immediately heal 1 click.
EL: Healers in an all EL army auto hit when in base to base for healing attempts and heal for 3 clicks instead of rolling, this includes Magic Healing.
NS: All figures in an all NS army gain Vampirism.
KI: When making a formation attack they gain the following Special Abilities: Melee Attack- +1 Damage (regardless of numbers), Ranged Attack- +2 Range.
Shyft: All Magespawn may move in formation as if they were of the Shyft faction. This ability would require atleast 50% of your army be Shyft and the remainder would have to be Magespawn.
Solonavi: You may include Heroes in your army and they automatically gain the Solonavi faction.
Draconum: No minimum or maximum to their melee or ranged combat formations. (Kind winging it here, just not sure of a good one).
Heroic Faction: May gain levels during combat by killing or capturing enemy figures. Every 50 points of enemy figures killed or captured you may level one hero up to their next level.
For a single faction army, would it count as single faction if you had MS? For example, all orc raiders, but you have 1 imp tossed in. By the way, I like the faction SA idea.
Scanning through this, the proposed faction abilities could complicate the lovely simplicity of this game rather quickly...
I'd rather see just a simple 10% bonus to any army for going pure faction (except Dungeons)
200 pts turns into 220 pts for pure faction build...
2000 pts turns into 2200...
Then I wouldn't have to bring sheets of paper to remember which faction has the "+1 against anteaters" ability (and the errata sheets that would be sure to follow when someone "breaks" one of the abilities...)
If there was going to be Faction abilities, I think the Necro Sect should get bonuses to Necromancy. Either a -1 or -2 to the d6 from the starting click roll, or everyone comes back at there full dial.