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-600 points, Batman Family or Arkham Asylum theme teams only. (Players must choose one of the two keywords and build a theme team using it.)
-If a player chooses the Batman Family keyword, their team is not allowed to include more than one version of the same character by way of true identity. (ie, playing Bruce Wayne and Prime Bruce Wayne (Thomas Elliot) side by side is fine, but playing Fast Forces Damian Wayne and SoG Marquee Batman side by side is not.)
-If a player chooses the Arkham Asylum keyword, their team must include Streets of Gotham uncommon Calendar Man on it.
-At the beginning of the tournament, a d12 will be rolled to determine the starting position of the Gotham Clock Tower's clock. Once every ten minutes (four times per round), the Clock's hour hand will move forward one, and trigger a different effect depending on which number is reached, shown by the following table:
1:00 -Aries- Until the clock moves forward another hour or the game ends, choose a character on your force. That character can use Charge, and can ignore hindering terrain for movement purposes if they can't already. If the chosen character can already use Charge, they can ignore/destroy blocking terrain and walls on movement as well, but only when using Charge.
2:00 -Taurus- Choose a character on your force. Until the clock moves forward another hour or the game ends, that character possesses the giant damage symbol.
3:00 -Gemini- Choose two characters on your force. Remove one of them from the game (not K.O) and place it on the other one's card. Until the clock moves forward another hour or the game ends, the character not removed from the game possesses the duo attack symbol. As a free action, they may replace any or all of their combat values and/or abilities with those of the removed character, as well as use the removed character's powers showing on their dial, and team ability(ies), if any. Any damage dealt to the character not removed is also applied to the removed character as well. If the character not removed is using Impervious, Super Senses, or Shape Change, they roll the d6 for it once, and apply the success/failure to both characters. If the removed character is KO'd while removed, this effect ends immediately. If the non-removed character is KO'd, place the removed character in their square.
4:00 -Cancer- Choose three characters on your force. Until the clock moves forward another hour or the game ends, The first chosen character can use Mastermind, but may only deal the damage to the other two chosen characters. The second and third chosen characters may be dealt damage from the first character's Mastermind even if they are a higher point value than the first character.
5:00 -Leo- Until the clock moves forward another hour or the game ends, all characters can use Leadership. If a given character or characters can already use Leadership, then those characters instead succeed on a result of 4-6 on their Leadership rolls.
6:00 -Virgo- All non-K.O.'d characters heal 1 click non-optionally, unless they are already on click #1.
7:00 -Libra- The player with more victory points at the time must remove from the game (Not K.O.) a number of pieces of their choice to equal as close to, but not more than, the number of victory points they've accumulated so far. These pieces will return as they were (position on map, action tokens, click number) as they left the game on when the clock moves forward another hour or the game reaches its last turn, whichever comes first.
8:00 -Scorpio- Choose two characters on your force. Until the clock moves forward another hour or the game ends, those characters can use Poison. If a chosen character can already use Poison, choose one to apply only to that character or those characters: increase the damage they deal with it by 1, or the damage they deal with it is penetrating.
9:00 -Saggitarius- Choose a character on your force. Until the clock moves forward another hour or the game ends, that character can use the Sharpshooter ability. If that character can already use the Sharpshooter ability, that character can also ignore friendly characters and hindering terrain for line of fire purposes if they can't already.
10:00 -Capricorn- All non-K.O.'d characters take 1 click of damage non-optionally.
11:00 -Aquarius- Until the game ends, all terrain (including blocking, hindering, and walls), on the lowest elevation on the map only, becomes water terrain. Special terrain rules, if any, still apply.
12:00 -Pisces- Until the clock moves forward another hour or the game ends, all characters possess the Dolphin speed symbol. Lines of fire drawn to a character with the Dolphin speed symbol are considered hindered when that character occupies water terrain.
ATTENTION DUELISTS!
Selling off my massive collection! Here is the link to the zip file with all pics and listings. Interested? Let's talk!
The theme I'm doing for my venue this year is I'm trying to have one video game-inspired format each month. Here are the two we've done so far:
Metal Clix Solid:
-500 points Silver Age (All pieces except those listed below are legal, all special objects legal, all ATAs legal. No feats or BFCs are legal.)
-Each player must have at least one character on their team with one or more of the following keywords: Assassin, Robot, Scientist, or Soldier.
-Only colossals with the Robot keyword are allowed.
-If a character has not yet been targeted by an opposing character's attack, they have +2 to attack when making ranged combat attacks.
Tekken Clix Mode
-500 points Silver Age (All pieces are legal except those noted below. All Special objects, resources, and ATAs are legal. No feats or BFCs are legal.)
-No colossals allowed. The only vehicles allowed are the Streets of Gotham motorcycles.
-Only giants with the Monster keyword are allowed.
-For theme team purposes, the Martial Artist keyword is considered to be non-generic (named).
ATTENTION DUELISTS!
Selling off my massive collection! Here is the link to the zip file with all pics and listings. Interested? Let's talk!
You need a large group of generic clix under 30 pts. 50 is a good starting number.
These are your zombies. They go in the middle of the map or as close as possible at the start.
Zombies have none of their printed abilities or range. They do get Exploit Weakness and steal energy.
Now everyone needs a team. Your choice on build total. I recomend no clix over 200pts.
The point of the game is to collect points by killing zombies and kill your opponents by using Zombies.
First player takes his turn and when completed is allowed to make one Zombie action. (move or attack) Each other player does the same until it is first players turn again. This is a round.
Second round is exactly the same except after each players turn they get 2 Zombie actions. Then 3 for the third and so on...
The game gets pretty crazy after a couple of rounds and noone is safe when you have 15+ zombie actions before your next turn.
Remember the point is to collect points from Zombies and not your opponents as they are worth no points except to the horde.
When a Zombie kills a players piece, that character goes to top dial and joins the horde without the use of powers and abilities. Seems kinda weak but when you think about a Thor Zombie moving 10 and exploiting for 4, it gets worrysome.
You just keep killing and surviving till eveyone is eaten or you reach an agreed upon point limit. 1000 is a good first game win total.
Some key things about the scenario:
1)You may attack other players. They are worth no points but this can be used to eliminate a really scary zombie from entering the field by putting one in it's face" before they can turn him"
2) After each turn you are given Zombie actions. This means you can assign all 3 actions in your third turn to a single zombie instead of three individual 16 defense jerks who will likely just give your opponents points. Move, move, Attack is totally an option.
3) There are a few clix that are practically built for this. Chaingun punisher, Follow through Captain America, and the new Electro come to mind.
Last time we played this, we used the Battle Square map with all the overturned buses and stuff. A larger map is recomended as you will need a lot of manuevering room later in the game.
I'm sure I forgot something so let me know if there are any questions and I would be happy to expand on any areas I was to vague about.
Assassination – Each player buys/brings a sealed single figure counter top booster. Players open the their boosters and build a 400 point team that must include the figure from the booster, that figure is the “target”. Play proceeds as normal, except the first player to KOs the “target” on their opponents team wins.
Parallel Universes – Players choose, randomly select, or are assigned a partner for the tournament. Each round pairs play against other pairs in two one on one matches on separate maps. Play proceeds as normal with partners taking turns at the same time (matches would not proceed to the next turn until both partners have completed their turns). During a players turn that player can have one of their figures take a power action to cross over to the parallel universe (move to their partners map on the same map coordinates, where it is then controlled by their partner, figures can not transfer if the move would place them in blocking terrain or in a square occupied by another figure). The match ends when there are no pieces controlled by one of the teams on one of the maps. That team looses. For added fun each team could have one player play only DC and the other player play only Marvel figures.
Heroclix Survivor – A high point battle royale. At the end of each round (a round meaning each player has gotten a turn) the players vote on a figure to be voted off the island. At the end of the vote the figure that has received the most votes must leave the island immediately (is taken out of the game), and play proceeds. In the event of a tie all the tied pieces are eliminated. Players may discuss, bargain, bribe, plead, etc. before each vote. All players continue to vote even if they have no more pieces in the game. Voting continues each round until there are only three pieces left in the game at which point the three remaining contestants battle it out to the finish.
Second String – While all the A list super heroes are out battling ultra cosmic demigods of near infinite power bent on the destruction of everything and then some. Every second rate hood with a mask and a gimmick has crawled out of the wood work and declared themselves super villains. It's time to call in the second string. This is a 300 point battle with the following restrictions on figures. Figures may not be used if any of the following apply:
They have the power cosmic (or similar) team ability
They have the mystic (or similar) team ability
They have Hypersonic speed combined with a range greater that 0 on any click
They have Hypersonic speed combined with a damage greater that 2 on any click
They have a printed damage value greater that 3 on any click
They have a printed attack value greater that 10 on any click
They have a printed defense value greater that 17 on any click
They have a range value greater that 8
Further: Damage reducing powers can not reduce damage by more than 1 (ie if you hit an invulnerable target for 2 points of damage they would still take 1). The rule of 3 becomes the rule of 1. And only light objects can be used.
Bad Dice Tournament – Games play out as normal except the results of attack rolls work opposite, any hits count as misses, and any misses count as hits, critical hits become critical misses and critical misses become critical hits. Super senses and other powers still work as normal.
Capture the Flag – Multi-player game, all players bring teams of the same point value. The map is set up using two standard maps side by side. All players starting areas should be set up such that they are all equal distant from an object designated as the “flag”. The flag is a special object that can be picked up and carried by any character as if they were a character with super strength carrying a standard object, with the following exceptions:
The flag can not be moved except when carried by a character (ie no tk or special powers), or when taking knock back (see below)
Any character can be given a free action during a move action to drop the flag into an adjacent square, or hand it off to an adjacent friendly character.
The flag can not be moved by being carried more than a total 5 squares in any one players turn
Characters carrying the flag loose stealth and stealth like powers while carrying the flag
If the flag is carried by an opposing character, any character that could attack the carrying character may attack to knock loose the flag instead. To do this the attacker must declare this action then attack as normal but they would need to hit a defense of 16. On a successful hit the flag takes no damage but is knocked back equal to the damage that the attacker would normally deal. Any defensive powers of the carrying player do not apply. Hindering terrain bonuses do not apply.
If a character carrying the flag would take knock back they automatically drop the flag and it remains in the square the character was knocked back from.
When the flag enters a player's starting zone that player wins.
Super Soccer (or Super Football for non American players) – Two player game, each player brings a team of the same point value. Only one object is used in this game, the “Ball” which is placed in the center of the map. The “ball” is an indestructible object that may not be carried or moved by any means except by taking knock back. The “ball” has a defense value of 14 and always takes knock back equal the damage it would be dealt. When the “ball” enters a player's starting area, that player looses. Players characters may attack opposing characters as normal (it's a rough sport).
Stealth Mission – Players bring two teams; one 300 point team made of at least 3 characters in which all characters must start with stealth (or stealth like power or team ability), the second team is a normal 500 point team. Each match randomly determine who will play the stealth team and who will be the 500 point defender. The defender gets to pick their starting area and sets up first. The stealth team may then place up to 10 light objects then writes down the starting coordinates of their team secretly but does not place the figures on the map, they are considered to be in stealth while in their starting area. The Defending player gets the first turn. During the stealth players turn as long as any of their characters don't move more than half their speed value, don’t' take any actions other than move actions, end their movement in hindering terrain, and are not adjacent to any opposing characters those characters are not placed on the map, instead their end location is written down in secret, otherwise the character is placed on the map and plays as normal for the rest of the game. During the defending players turn if any of their characters and a move action adjacent to a hidden character that character is revealed, once a stealth team character has been revealed it is placed on the map and plays as normal for the rest of the game. When a stealth team players character is in the defenders starting area it may take a power action to infiltrate (it scores 1 point and is removed from the game). The defending player scores 1 point for each Stealth team character they KO. The game ends when all the stealth teams characters have been removed from the board. The winner is the player with the most points. If the points are tied the defending player wins.
Minions – Two player game. Each player brings two teams; a 400 point hero team, and a villain team made up of one super villain of 200 points or less and an endless supply of minions. Each match randomly determine who will play the villain and who the hero. At the start of each match the hero teams sets up their entire team but the villain only sets up their super villain. The Hero team takes the first turn and has 4 actions each turn. At the beginning of each of the villains turns it may add 100 points or less of minions to the game in either starting zone. So on the villains first turn they would have the 200 point villain plus 100 point of minions, 3 actions. On the second villain turn they would have 200 point villain plus 100 point of minions plus another 100 points of minions, 4 actions, and so on. The heroes win if they KO the super villain. The villains win if the heroes are all KO'ed.
Assassination – Each player buys/brings a sealed single figure counter top booster. Players open the their boosters and build a 400 point team that must include the figure from the booster, that figure is the “target”. Play proceeds as normal, except the first player to KOs the “target” on their opponents team wins.
Parallel Universes – Players choose, randomly select, or are assigned a partner for the tournament. Each round pairs play against other pairs in two one on one matches on separate maps. Play proceeds as normal with partners taking turns at the same time (matches would not proceed to the next turn until both partners have completed their turns). During a players turn that player can have one of their figures take a power action to cross over to the parallel universe (move to their partners map on the same map coordinates, where it is then controlled by their partner, figures can not transfer if the move would place them in blocking terrain or in a square occupied by another figure). The match ends when there are no pieces controlled by one of the teams on one of the maps. That team looses. For added fun each team could have one player play only DC and the other player play only Marvel figures.
Heroclix Survivor – A high point battle royale. At the end of each round (a round meaning each player has gotten a turn) the players vote on a figure to be voted off the island. At the end of the vote the figure that has received the most votes must leave the island immediately (is taken out of the game), and play proceeds. In the event of a tie all the tied pieces are eliminated. Players may discuss, bargain, bribe, plead, etc. before each vote. All players continue to vote even if they have no more pieces in the game. Voting continues each round until there are only three pieces left in the game at which point the three remaining contestants battle it out to the finish.
Second String – While all the A list super heroes are out battling ultra cosmic demigods of near infinite power bent on the destruction of everything and then some. Every second rate hood with a mask and a gimmick has crawled out of the wood work and declared themselves super villains. It's time to call in the second string. This is a 300 point battle with the following restrictions on figures. Figures may not be used if any of the following apply:
They have the power cosmic (or similar) team ability
They have the mystic (or similar) team ability
They have Hypersonic speed combined with a range greater that 0 on any click
They have Hypersonic speed combined with a damage greater that 2 on any click
They have a printed damage value greater that 3 on any click
They have a printed attack value greater that 10 on any click
They have a printed defense value greater that 17 on any click
They have a range value greater that 8
Further: Damage reducing powers can not reduce damage by more than 1 (ie if you hit an invulnerable target for 2 points of damage they would still take 1). The rule of 3 becomes the rule of 1. And only light objects can be used.
Bad Dice Tournament – Games play out as normal except the results of attack rolls work opposite, any hits count as misses, and any misses count as hits, critical hits become critical misses and critical misses become critical hits. Super senses and other powers still work as normal.
Capture the Flag – Multi-player game, all players bring teams of the same point value. The map is set up using two standard maps side by side. All players starting areas should be set up such that they are all equal distant from an object designated as the “flag”. The flag is a special object that can be picked up and carried by any character as if they were a character with super strength carrying a standard object, with the following exceptions:
The flag can not be moved except when carried by a character (ie no tk or special powers), or when taking knock back (see below)
Any character can be given a free action during a move action to drop the flag into an adjacent square, or hand it off to an adjacent friendly character.
The flag can not be moved by being carried more than a total 5 squares in any one players turn
Characters carrying the flag loose stealth and stealth like powers while carrying the flag
If the flag is carried by an opposing character, any character that could attack the carrying character may attack to knock loose the flag instead. To do this the attacker must declare this action then attack as normal but they would need to hit a defense of 16. On a successful hit the flag takes no damage but is knocked back equal to the damage that the attacker would normally deal. Any defensive powers of the carrying player do not apply. Hindering terrain bonuses do not apply.
If a character carrying the flag would take knock back they automatically drop the flag and it remains in the square the character was knocked back from.
When the flag enters a player's starting zone that player wins.
Super Soccer (or Super Football for non American players) – Two player game, each player brings a team of the same point value. Only one object is used in this game, the “Ball” which is placed in the center of the map. The “ball” is an indestructible object that may not be carried or moved by any means except by taking knock back. The “ball” has a defense value of 14 and always takes knock back equal the damage it would be dealt. When the “ball” enters a player's starting area, that player looses. Players characters may attack opposing characters as normal (it's a rough sport).
Stealth Mission – Players bring two teams; one 300 point team made of at least 3 characters in which all characters must start with stealth (or stealth like power or team ability), the second team is a normal 500 point team. Each match randomly determine who will play the stealth team and who will be the 500 point defender. The defender gets to pick their starting area and sets up first. The stealth team may then place up to 10 light objects then writes down the starting coordinates of their team secretly but does not place the figures on the map, they are considered to be in stealth while in their starting area. The Defending player gets the first turn. During the stealth players turn as long as any of their characters don't move more than half their speed value, don’t' take any actions other than move actions, end their movement in hindering terrain, and are not adjacent to any opposing characters those characters are not placed on the map, instead their end location is written down in secret, otherwise the character is placed on the map and plays as normal for the rest of the game. During the defending players turn if any of their characters and a move action adjacent to a hidden character that character is revealed, once a stealth team character has been revealed it is placed on the map and plays as normal for the rest of the game. When a stealth team players character is in the defenders starting area it may take a power action to infiltrate (it scores 1 point and is removed from the game). The defending player scores 1 point for each Stealth team character they KO. The game ends when all the stealth teams characters have been removed from the board. The winner is the player with the most points. If the points are tied the defending player wins.
Minions – Two player game. Each player brings two teams; a 400 point hero team, and a villain team made up of one super villain of 200 points or less and an endless supply of minions. Each match randomly determine who will play the villain and who the hero. At the start of each match the hero teams sets up their entire team but the villain only sets up their super villain. The Hero team takes the first turn and has 4 actions each turn. At the beginning of each of the villains turns it may add 100 points or less of minions to the game in either starting zone. So on the villains first turn they would have the 200 point villain plus 100 point of minions, 3 actions. On the second villain turn they would have 200 point villain plus 100 point of minions plus another 100 points of minions, 4 actions, and so on. The heroes win if they KO the super villain. The villains win if the heroes are all KO'ed.
The bad dice one would be great for a Bizzaro event
-600 points, Batman Family or Arkham Asylum theme teams only. (Players must choose one of the two keywords and build a theme team using it.)
-If a player chooses the Batman Family keyword, their team is not allowed to include more than one version of the same character by way of true identity. (ie, playing Bruce Wayne and Prime Bruce Wayne (Thomas Elliot) side by side is fine, but playing Fast Forces Damian Wayne and SoG Marquee Batman side by side is not.)
-If a player chooses the Arkham Asylum keyword, their team must include Streets of Gotham uncommon Calendar Man on it.
-At the beginning of the tournament, a d12 will be rolled to determine the starting position of the Gotham Clock Tower's clock. Once every ten minutes (four times per round), the Clock's hour hand will move forward one, and trigger a different effect depending on which number is reached, shown by the following table:
1:00 -Aries- Until the clock moves forward another hour or the game ends, choose a character on your force. That character can use Charge, and can ignore hindering terrain for movement purposes if they can't already. If the chosen character can already use Charge, they can ignore/destroy blocking terrain and walls on movement as well, but only when using Charge.
2:00 -Taurus- Choose a character on your force. Until the clock moves forward another hour or the game ends, that character possesses the giant damage symbol.
3:00 -Gemini- Choose two characters on your force. Remove one of them from the game (not K.O) and place it on the other one's card. Until the clock moves forward another hour or the game ends, the character not removed from the game possesses the duo attack symbol. As a free action, they may replace any or all of their combat values and/or abilities with those of the removed character, as well as use the removed character's powers showing on their dial, and team ability(ies), if any. Any damage dealt to the character not removed is also applied to the removed character as well. If the character not removed is using Impervious, Super Senses, or Shape Change, they roll the d6 for it once, and apply the success/failure to both characters. If the removed character is KO'd while removed, this effect ends immediately. If the non-removed character is KO'd, place the removed character in their square.
4:00 -Cancer- Choose three characters on your force. Until the clock moves forward another hour or the game ends, The first chosen character can use Mastermind, but may only deal the damage to the other two chosen characters. The second and third chosen characters may be dealt damage from the first character's Mastermind even if they are a higher point value than the first character.
5:00 -Leo- Until the clock moves forward another hour or the game ends, all characters can use Leadership. If a given character or characters can already use Leadership, then those characters instead succeed on a result of 4-6 on their Leadership rolls.
6:00 -Virgo- All non-K.O.'d characters heal 1 click non-optionally, unless they are already on click #1.
7:00 -Libra- The player with more victory points at the time must remove from the game (Not K.O.) a number of pieces of their choice to equal as close to, but not more than, the number of victory points they've accumulated so far. These pieces will return as they were (position on map, action tokens, click number) as they left the game on when the clock moves forward another hour or the game reaches its last turn, whichever comes first.
8:00 -Scorpio- Choose two characters on your force. Until the clock moves forward another hour or the game ends, those characters can use Poison. If a chosen character can already use Poison, choose one to apply only to that character or those characters: increase the damage they deal with it by 1, or the damage they deal with it is penetrating.
9:00 -Saggitarius- Choose a character on your force. Until the clock moves forward another hour or the game ends, that character can use the Sharpshooter ability. If that character can already use the Sharpshooter ability, that character can also ignore friendly characters and hindering terrain for line of fire purposes if they can't already.
10:00 -Capricorn- All non-K.O.'d characters take 1 click of damage non-optionally.
11:00 -Aquarius- Until the game ends, all terrain (including blocking, hindering, and walls), on the lowest elevation on the map only, becomes water terrain. Special terrain rules, if any, still apply.
12:00 -Pisces- Until the clock moves forward another hour or the game ends, all characters possess the Dolphin speed symbol. Lines of fire drawn to a character with the Dolphin speed symbol are considered hindered when that character occupies water terrain.
Avengers Vs. X-men. 400 points. Create one AVengers or X-men 400 point team. no feats or relics. Golden Age. Under no circumstances should people team up. No arbitrary combat value additions.
-400 points 'Peanut Allergies' - each team must have ONE peanut based character. That peanut based character is granted Poison if they can't already use it. Players score double points for eliminating a peanut based character.
- 300 points 'Girl Power' - play a team with characters who possess the Lady Liberators or Female Furies keywords, or have 'Girl', 'Lady' or 'Woman' in their character name. You should also allow the Femizons keyword here
- 300 points 'Snowballs Chance In Hell' - Teams must consist of characters who have 'Freeze, Cold, Ice, Frost, Icicle, Chill, or Snow' as all or part of their name, OR consist of characters that have 'Fire, Heat, Devil, Gargoyle or Demon' as all or part of their name.
See above...
Quote : Originally Posted by Heavy Glow
You're a cruel hearted man GroovyBoy
Quote : Originally Posted by Thrumble Funk
And don't give me the "But I love Shatterstar, and want to play five of them!" NO ONE loves a Liefeld creation that much. NO ONE.
Quote : Originally Posted by Ace0Spadez83
We just call "lamest cheddar-spread meta-wang team" a "heroclix team"
You ever wonder what to do with the blank side of those maps that still had squares? Well, here was a scenario at the Drunken HeroClix Championship:
World Cup
[This scenario is played on the blank side of a 2x3 map. Each “penalty area” mentioned is centered at the end of both sides, is 10 squares wide and 4 squares long (in other words, one is D through M, rows 1-4, the other is D through M, rows 20-24. The “goalie boxes’ are G-J in rows 1 and 24. You dig?]
1) High roller starts with the ball. Both teams must begin the game in their own penalty area. Each player contributes 3 objects as per a standard game, but these objects must be placed outside the penalty area.
2) One figure must be designated by each player as the goalie. As long as the goalie remains in their own penalty area, it cannot be attacked, and it always breaks away. While the goalie stays in its own goalie box, it gains the following abilities:
- A defender shooting at the goal must beat the goalie’s DV to score instead of the default DV of 16
- The goalie gains the Charge power in addition to whatever movement power they already possess. This Charge can be used during the goalie’s turn, or right before an opponent attempts a shot on goal, if the shooter is in range of the Charge. With a successful attack against the shooter, the goalie gets the ball.
Goalies can only attack opposing figures if they stay within the penalty area.
3) A figure can pass or shoot the ball its normal range or four squares, whichever is longer. A figure may pass or shoot the ball only on turns it does not attack or take power actions. A figure may pass or shoot before or after moving.
- Passes must be directed at teammates. To make a successful pass, the figure must hit the target’s DV minus 2 (it is assumed their teammates will turn off their SS and ESD to make passes easier). A successful pass means the target now has the ball; a failure means the opponent places the ball 2 squares away from the target in an unoccupied square. It immediately becomes the opposing player’s turn.
- Shots must be directed at the goal (the four squares of the goalie box). The figure must hit either the DV of the defending goalie or the default DV of 16 if the goalie is not in the box. Success results in a goal, while failure means that the ball is now in the goalie’s hand (either from a save or the ball going out of bounds). It immediately becomes the opposing player’s turn.
In each case, for each figure in the LOS between figure and target (excluding the goalie for shots), the figure must add 1 to the DV for the roll. Do not forget to consider hindering bonus with respect to objects.
4) Combat between adjacent opponents is very important. If an attacker rolls an unmodified 3, they have committed a foul and receive a yellow card. If they roll an unmodified 11, they have been fouled by their opponent, and their opponent receives a yellow card. If a figure receives two yellow cards in the course of a game, they are expelled for the remainder of the round. If a defender commits a foul in their own penalty box, play is stopped and the other team receives a penalty kick. Any player on the field for the fouled team immediately gets to make an attack roll against the DV of the goalie; if successful, they have scored a PK goal; if not, play resumes with the offending player starting their next turn with the ball in their goalie’s hands.
5) When a figure is KOed, the opposing player gets the points for them, and they are sent to the sidelines. At the beginning of each player’s turn, give the KOed figure back one click of health. Once these figures have at least one click of life again, the player can reinsert them onto the field, in their penalty area, as a Free Action at the beginning of their turn. Keep in mind that every time that figure is KOed, the opponent gets full points.
6) A goal is worth 50 points. After a goal is scored, players redeploy their armies in their own penalty area. The team that was scored upon gets the ball.
7) If nobody possesses the ball, it can be picked up as a free action by any figure moving adjacent to it.
8) Whenever a figure with the ball takes damage, it loses control of the ball. The opposing player gets to place the ball in an unoccupied square adjacent to that figure.
9) To prevent stalling, when a goalie in the penalty/goalie area has the ball, they must get rid of it within 2 turns.
One team (hail_eris) misunderstood the event and accidentally brought a water polo team (all dudes with )...
Quote : Originally Posted by Heavy Glow
You're a cruel hearted man GroovyBoy
Quote : Originally Posted by Thrumble Funk
And don't give me the "But I love Shatterstar, and want to play five of them!" NO ONE loves a Liefeld creation that much. NO ONE.
Quote : Originally Posted by Ace0Spadez83
We just call "lamest cheddar-spread meta-wang team" a "heroclix team"
So it's been years since I've read the Horrorclix rules and I only ever played it a couple of times, but with the monsters and all in ASM, I'm keen to run an event that's at least reminiscent of Horrorclix.
Here's what I'm thinking so far:
- Place random Bystander Tokens in a distribution pattern akin to the blood splatters on the old maps.
- On your turn you may give one Bystander an action (Bystanders don't take pushing damage). Any extra actions from Leadership can be given to additional Bystander tokens.
- A Bystander you give an action to is considered friendly for the rest of the turn, all others are considered opposing.
- A Bystander can be given a power action while in your starting zone to "escape". You get 20? extra Victory Points for every Bystander that escapes from your starting zone.
- Figures with the "Monster" keyword may make an immediate action as a free action after KOing a Bystander (limited to once per turn).
- Figures without the "Monster" keyword may use the Carry ability for Bystanders, but must first succeed in a close combat attack (that does no damage) if the Bystander isn't considered friendly for that turn.
- Zuvembies can only turn KOed Bystanders into Zuvembies if they roll a 5-6 on a d6.
- Vampires can only use Steal Energy against Bystanders if they roll a 5-6 on a d6.
I'll probably try to work in some reworded Plot Twist cards too. Probably just two per player with an one extra for whichever player has the most figures that don't have the Monster keyword.