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Originally posted by Ghost Bear 2K Gear Card: Flatulence Infantry Deterrence System
Available to all mechs
Point cost: 0
Flavor: "Who passed the gas?!"
On the legs are canisters that hold noxius, caustic, stinky, and deadly gas. Rolling one six-sided die, on a roll of 4-6 the gas is released. All enemy infantry within 14" of the mech must go back to the DZ.
Yes, but the infantry must be in the mechs rear arc at the start of the turn the gas is realeased....
"When in danger or in doubt..." Run in circles, scream and shout.
Whenever this 'mech is the target of an attack, it may make a free spin immediately before the attack is resolved. If, in the process of doing this, any part of the figure collides with any other figure, inflict one click of damage on the figure collided with.
Equipment Name : The Bouncer
Requirements : 'Mech Movement Mode, no Jump Jets
Cost : 15 points
Any unit with this equiment attached may double it's movement as if it had been given a run order, but only takes heat as if it had used jump jets. In order to use this ability, the controller of the unit must state very clearly "<Unit Name> SPRINGS INTO ACTION!". The unit is then moved in two inch 'leaps' by the player, each move accompanied by the player (and anyone that feels like joining them) chanting some variation of 'boing', 'sproing' or 'schwing'. Should one of these leaps not have any accompanyment, the movement automatically ends at that point and the unit takes one click of damage.
"You replaced my jump jets with what?" - Lt. (jg) Mariah Johnston, 2nd Tau Ceti Rangers
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Plantary Condition Name : "Why Is It So Stupid?"
Each player rolls 1d6 after giving a movement or combat order (or any combination of the two, such as an Assault Order) to any 'Mech. If this roll comes up as a 1, lay the drift token (aka "pog") for a Highlander Long Tom at the desired movement location or under the center dot of the target of the attack. Roll 3d6 and add 1/2 of the 'Mech's attack value (rounded down) and compare the total of this roll to the numbers listed on the pog to find out how much the attack or movement deviates from the intended target. The 'Mech moves, attack or fires on or to the center dot of the pog, inflicting it's normal damage. Movement caused by the dirft of the pog can exceed the normal Speed value of the 'Mech.
"It's not stupid! It's advanced." - The Tallest, Invader Zim
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Equipment Name : Mega-Doomer
Requirements : Speed Mode 'Mech or Quad
Cost : 20 points
The equipped unit cannot be the target of any ranged or close combat attack as long as it remains within 10" of it's deployment zone. Should it be moved beyond this range, it immediately shuts down at the conclusion of it's current order. The controller of this unit may scream "Gir! An outlet! Before they see me!" at the beginning of the next turn to have an infantry unit run to the nearest piece of blocking terrain and plug the 'Mech back in, re-establishing it's immunity to both close combat and ranged attacks and allowing it to start back up. This piece of blocking terrain is then considered the deployment zone for purposes of determining the 10" range of the extension cord.
"Its got chicken legs!" - Gir, Invader Zim
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Equipment Name : Extendo-Mallet
Requirements : Speed Mode 'Mech or Quad
Cost : 31 points
The equipped unit may replace it's secondary damage with a 2 damage Hand-to-Hand (as per the Special Equipment of the same name) attack with a range of 0 to 10 inches. If the 'Mech experiences a critical miss while using this equipment, they inflict 1 to 6 damage on themselves, and the equipment is destroyed.
"Hans, why is there a giant boxing glove over my pulse laser array?" - Stormhammer Targe[i] pilot Ebron Schein to his tech before the assault on Towne.
The equipped unit enters play and performs all actions as per the normal rules. When that unit is destroyed, it is replaced with a second unit of half it's cost, the Improved Decoy equipment is attached to the new unit, and play proceeds. When this unit is destroyed, another unit of half it's cost is brought into play, the equipment transfereed, and play continues. This process goes on until no more units can be brought on for the point cost remaining after the point cost of the destroyed unit is halved. At that point, the unit is declared destroyed, and VC 1 points are awarded equal to the cost of the last unit destroyed, plus the total number of units destroyed to get to that point. (Example : If I started with Caden Senn and five units were destroyed before my Highlander Peasant finally bought it, then 10 VC 1 points are awarded.) The cost of this equipment is equal to the 25% of the cost of the unit it is initially equipped on.
Equipment Name: PMS
Requires: Female Pilot
Cost: N/A
This mech gains +3 to all damage and attack values. For each order or action of this mech, take 2 clicks of heat. Each turn, this unit must attack the next closest unit within range (friendly or not)
One thing i respect is the Scots and that it is a kiit and not a skirt. and this new cards i might be able to win some more games and not see my army cry in their 10 point loss!!
Loudspeakers
points (20)
must be mounted on a Locust.
When this ability is activated, loudspeakers attached to the locust begin to play "the Chicken Dance". This mech cannot move or make attacks- only dnce to the song, but all infantry within 12" are also unable to move or make attacks, as they dance along.
Smokin' screen:
Cost 40 points, Spirit Cats only
When played, this mech emits a cloud of purplish fog that covers a 6 inch radius from the mechs center dot. All infantry troops are within the cloud areunable to move and take 1 click of damage from sitting down an muching through their food-supplies. All vehicles are reduced to half speed- but the drivers still think they are going full speed.
quad mechs only
assault mechs only
secondary damage becomes 0
second gear slat is unusable except where noted
roll at the start of the game 1D6 this number is it's ammo for the game.
gear card that are useable on the VERY VERY BIG GUN
Shot Gun 15 points-range is now 10 all unit inside the firing arc takes PriDamage plus 2 (missile)
Long Tom 30 points-range is now 28 target takes PriDamage -2 (missile)
Rotary PPC 45 points-range is now 16 PriDamage is now 1 (Energy) and the user of the gun may attack interfile he or she misses (the extra attacks don't use ammo)
thunder shot 60 points- when a target is hit (the attack on the target unit is missile)all other unit with in 7 inches takes damage this damage is (Energy)
OK - this one may be out of line, but I could use some warning points anyway:
Gear card: PMS (Primadonna Mechpilot Syndrome)
Usable only on mechs with female pilots.
Roll 1D6 and apply the following:
1- nothing happens
2- pilot gains +1 primary damage
3-5 pilot enraged, gains +2 to close combat attacks
6 no action this turn, pilot in tears.