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RUSH: (Attack) If this warrior begins the turn without any opposing figures in base contact, draw a straight line the full movement distance of this figure. Every opposing figure whose base is intersected by this line will be attacked. Attacks are made with a -1 penalty and will only inflict 1 click of damage. The RUSHer will end his movement at the far end of the imaginary line.
I posted these in my clan forum. Thought I would bring them out for general views. Its amazing how easy it is to make useful, cool abilities. Makes you wonder how wizkids came up with such poor ones like frenzy, curse, and summon (necromancy Sr.)
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These are some new abilities I am messing with. They will be used for some wierd scenarios at my venue.
Silver circles:
Entangle - (Movement SA): Any figure in base contact with this warrior can only breakaway on a 5 or 6. If they fail a breakaway they may not take a free spin. When this warrior moves into base contact with an enemy figure they may not take a free spin.
Teleportation - (Attack SA): Give this figure a move action but do not move them. Place any other figure you control into base contact with this figure. It gains a token and a click of damage if this causes a push. Teleported figure may not take an action this turn.
Awe- (Defense SA): Any figure with in 6" of this figure must roll a d6 when given an action. on a 1,2, or 3 they may only take a move or pass action. Figures with Awe or Command may ignore this ability.
Magic Barrier - (Damage SA): Give this figure a move action but do not move them. Place a 3" x 1" blocking token on the board with in 10" of this figure. This token counts as blocking terrain. Remove the token at the beginning of your next turn. Figures with Magic Immunity may treat the token as clear terrain.
Orange Circle:
Quickstrike- (Movement SA): This warrior may make a close combat or ranged attack action with out counting for one of your move actions for the turn. It still is tokened for taking the action as normal.
Stunning Strike -(Attack SA): (Optional) If this warrior makes a successful close combat attack roll a d6. On a 4, 5, or 6, put an action token on the target. If this forces a push that figure takes a click of damage from pushing. This warrior still deals its normal damage -1 when using this ability.
Energy Transfer -(Defense SA): Give this warrior a move action but do not move it. Put two action tokens on this warrior and give it a click of damage as if pushed. Remove an action token from a friendly figure in base contact.
Spotter - (Damage SA): Give this warrior a move action but do not move him. All friendly figures in base contact gain +3 to attack rolls for this turn.
So there you have it. 8 new abilities that I plan on using for some events in the future. I think they are all pretty cool ones. I plan on doing the green Circles as well with time permitting.
Mv 12 Flight
Att 12 Stunning strike
Def 18 Awe
Dam 5 command
Dial stays pretty sturdy through out, gaining vampirism after 3 clicks of stunning strike. Once its in melee combat most figures just cower or run because of his intimidating presence(awe). Anything he hits is knocked to the ground from the force of the blow (stunning strike).
Vine Mystress 68pts 10 range, 180 arc, Elemental league
Mv 10 Entangle
Att 10 Magic heal
Def 19 Energy Transfer
Dam 2 Magic Barrier
Weak in combat but solid suport figure. Can heal, block attacks and refresh other units.
Elven Spotter* 14 pts 10 range, 90 arc, EL
Mv 10
Att 7
Def 16
Da 2 Spotter
Relitively weak in combat but still useful for picking off weakened figures. Can spot for stronger attackers to insure hits. blue has 8 attack and red 9
I would like to see some AoE abilities, ones like Shockwave, but have different affects. Like...
Healing Wave (Attack): Give this figure a ranged combat action. Cut this figures range in half, and deal 1 click of healing to each friendly figure within range. Deal 2 clicks of healing if the target figure is Demoralized.
Notes: Would be great for swarm formations after pushing.
Formation March (Movement): Figures May move in formation as long as they are within half, rounded down, of the Formation Marchers movement. (ex: Marcher moves a total of 8, all figures must be within 4 inches, center dot to center dot.) All other formation rules apply.
Notes: Take that Flame/Lightning!
Shock (Attack): Deal one damage to any figure on the playing field, regardless of range. This damage cannot be Dodged, is not affected by LI, and is not hindered by terrain. This damage cannot be reduced in any way. After resolving the damage, place two actions on the figure that preformed the Shock action, and deal 2 damage to this figure. This damage may not be reduced in any way.
Notes: Knock that A-drac out of dodge, get rid of of a key SA, pester a healer, the list goes on and on.
These are just a few ideas, ones that we will most likely never see:(
with everyone, well not everyone, but at least some people discussing single faction armies...how about a SA called Rally or Unite, which enables it's owner to marshall 4 friendly figures into a formation, disregarding factions...you could make a movement and attack formation of an EL, an AG, a BPR, a MS, and the figure with this SA--- all different factions, but now because of this , probably expensive SA , presto...now you have the much ballyhooed single faction army....
Reflect (Optional) - When this warrior is successfully hit by a ranged combat attack, roll 1d6, on a result of 4, 5, 6, the damage is returned back to the firer.
(Magic) Melee Enhancement (Optional) - All friendly figures who are in base contact with this warrior, gains +1 to damage from a successful close combat attack.
Mass Heal (Optional) - This warrior may heal all friendly figures in base contact with it. After a successfuly close combat attack (heal), roll 1d6 to every friendly figure in base contact for the number of clicks for healing.
BARRARGE. THIS WARRIOR MAY MAKE A FOLLOW-UP ATTACK TO A SUCCESSFUL CLOSE COMBAT ATTACK. whenever this warrior makes a successful close combat attack, this warrior may make a second attack. use of this ability is not considered an action thus, this figure gets one action token only.
ILLUSION. THIS FIGURE IS CONSIDERED A FRIENDLY FIGURE TO ALL PLAYERS. before the opponent makes his first action, roll one six-sided die for this figure (if you have more that one figure in your army with illusion, one roll for each figure). on a role of six, this figure is now considered friendly to your opponents army until he finishes his turn. use of this ability does not place an action token on this figure.
note: even if all figs in your army have this ability, it is not likely that you will roll a six for each of them before your opponent starts his turn. so there is a very slim chance your opponent wont have a legit target on his turn. so no prob.
Haunt
when this warrior is killed, the figure which killed it will have always have an action token
Rush (aka charge-forced march)
this figure may make a formation movement with double its speed or may make a movement with normal speed and make a close combat attack with based figure
Prayer
Give this figure and action token but do not move him.
A friend figure may regain 2 clicks of health or gain +2 to his damage
Entrenched
This figure in hindering terrain may ignore attack penalties and gain +2 to his ranged attack.
One man army
if this figure is the last friendly figure standing, it gains double it stats.
^^^^^^^^^^i like ur Haunt SA idea, that should reall become a new SA...
my ideas:
Jump [Speed]: This figure may make a move action, and may either: a.) move up to his full speed value and make a close combat attack, or b.) move up to double his full speed value. When this warrior moves using the Jump Special Ability, he may move without the hindrance of other figures (friendly or opposing), or terrain (hindering or blocking). Opposing warriors may not make a free spin when this warrior comes into base contact with them. Optional Ability.
Open Wound [Attack]: Whenever this warrior makes a ranged or close combat attack, add +1 to his attack value and ignore all Defense Special Abilities for the defending warrior, and if this warrior scores a hit, mark the defending warrior with an action token. This Special Ability does not use one of the opposing player's actions to mark the effected warrior. Optional Ability.
Grapple [Defense]: This warrior may place any opposing warrior that is in base contact with it to another position, but the opposing figure must still remain in base contact with this warrior after it is moved, and this warrior's owning player may choose the opposing warrior's facing. This Special Ability does not use one of this warrior's owning player's actions. Optional Ability.
Knock Back [Damage]: Whenever this warrior makes a close combat attack, roll one six sided die and move the defending warrior that many inches backwards, away from this warrior.
heres tha lo down on wut these r used 4 [i noticed sum races have key SAs like tha Dwarves have MI, so i break tha ones down like that that i think should be broken down]:
Jump: in case a nutha powerful warrior or a necromancer or healer is well guarded by terrain or other warriors, givin u tha chance to Charge witout havin to worry bout terrain and other warriors, havin to break away, etc.... mainly used wit Vampires, but NOT only used wit Vampires...
Open Wound: like Magic Freeze, jes helpful to get past armour and to freeze those tough Dwarves wit MI lol... the markin tha opposin player's warrior wit an action token represents hurtin tha opposin warrior so bad, that it duznt have tha strength to get right bac up and start fightin again...
Grapple: this one is pretty simple... its best for figures that have Sneak Attack but r bein sneaked upon themselves by oppisin figures... also good if u want to be a pest to tha opposin player and keep movin his own guys round ur guy, wit his bac arc facin ur warrior, so the other player will have to repeatedly use actions to try to line it up... :D
Knockback: if a warrior wit this ability wanted to push away powerful opposin figures that r attackin key figures that this warrior wants to protect. this allows this warrior a sort of Magic Levitation ability that adds tha damage factor to it... wit a few rules changed of course :P... mainly used wit larger warriors, such as Trolls and Minotaurs... but not ONLY used wit large warriors...
This is not so much a new ability, but how about combinations of 2 abilities on the same spot? For example, flight AND stealth. Or how about Dodge/Invulnerability? Or even Magic Blast/Weapon Master? It could be done, because after all, the starting position often combines the green square with another colour. Just a thought...
Iron Will or Willpower: This figure cannot take damage from a push.
Range Combat Expert: add 2 damage for a succesful single target attack.
Foresight: You may reroll your dice roll or your opponents roll once per turn. Think of probability control of heroclix.
Cunning ,outwit: you may deactivate one of your opponents power like outwit of heroclix.
If you designed those SAs as a sarcastic way to tell people to quit whining about abilities like Bound that many think are too powerful, then I might call you witty. But since it seems that you were serious, I suggest you playtest those abilities and then let us know just how balanced they are.