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My brother n law had a idea. He got the Great Cthulhu 16" Horror Clix and wanted to do a heroclix game with it. After finding some conversion rules online, we all said yes to the Great Old One.
Since Cthulhu is 600/1200/1800, we decided to have each of the 3 players have 600pts. of characters.
So who would you play against the power of Cthulhu?
It's sort of like my past is an unfinished painting, and as the artist of that painting, I must fill in all the ugly holes and make it beautiful again.
It's sort of like my past is an unfinished painting, and as the artist of that painting, I must fill in all the ugly holes and make it beautiful again.
Anyway..the figure looks huge. Here are the rules I found for using the Ancient Old One himself.
Setup: Place Cthulhu as close to the center of the map as possible.
Each player places 6 Cultists on any spaces on the map.
Each player places their team in any of the map’s starting areas.
Cthulhu’s Turn: After all players have completed their turns, Cthulhu may be given two actions. Each of these actions may be a move action, a close combat action, or a ranged combat action.
Movement: When Cthulhu’s dial has an hourglass in the speed slot, his speed value is equal to the speed value on the Cultist dial. When Cthulhu’s dial does not have an hourglass in the speed slot, roll 1D6 and add the result to his speed value. The total result replaces his speed value.
(Since HeroClix games do not have an “Hourglass Phase”, Cthulhu’s dial is never given a click of damage as the result of his dial displaying an hourglass.)
Line of Fire: Ignore the range value on Cthulhu’s base. Cthulhu can target any single figure on the map to which he has a clear line of fire. Standard and giant figures do not block line of fire to or from Cthulhu.
Ignored Effects: Cthulhu ignores Plasticity, Stealth, Incapacitate, Psychic Blast, Poison, Steal Energy, Support, Exploit Weakness, Probability Control, Shape Change, Perplex, Outwit, and all game effects that mimic these powers.
Cthulhu cannot be targeted by Mind Control or Possession.
Cthulhu is never dealt knockback and cannot be moved with Telekinesis or Force Blast.
Cthulhu is never given action tokens and is not dealt push damage.
Cthulhu’s Powers: Cthulhu has the following powers on his combat dials:
• Gaze of Insanity (red): If Cthulhu’s ranged combat attack deals damage to an opposing figure, in addition to dealing damage, give the figure two action tokens. These tokens do not deal push damage.
• Scaly Epidermis (orange): When Cthulhu is dealt damage, roll 1D6. On a 1 – 3, the damage is reduced by 1. On a 4 – 5, the damage is reduced by 2. On a 6 the damage is reduced to 0.
• Lashing Tentacles (blue): When Cthulhu makes a close combat attack, roll 1D6 and add 2 to the result. The result replaces Cthulhu’s damage value and he may split the damage among any number of adjacent opposing figures successfully hit by the attack.
It's sort of like my past is an unfinished painting, and as the artist of that painting, I must fill in all the ugly holes and make it beautiful again.
I'd go for a simpler conversion. First, follow all rules for the Galactus scenario. Cthulhu always automatically gains the benefit of a damage reducer depending on the dial used: Awakening: Toughness, Juggernaut: Invulnerability, Immortal: Impervious. Cthulhu may use the powers listed, or Dreams of Madness: Mind control or psychic blast, as well as Eldritch Power: probability control. Something to make up for his low abilities and lack of powers...