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Lately I've been tinkering with a system for creating pilots for non-Unique mechs. The idea is to create a "pilot card" that, for a given point cost, can be assigned to a non-Unique mech (increasing the mech's point cost) and give some added capability to the mech.
Tonight we playtested some sample pilots created using these basic guidelines, and things seemed very well balanced. Not even the "expensive" pilots (25 points) unbalanced the game, and it did add flavor to the proceedings.
I have no doubt that I've overlooked some things, or that I've left "loopholes" that are non-obvious to me. If you'd be interested in trying out this bit for yourself, PM me and I'll send you a text copy of the guidelines (it's only a couple of pages) and you can let me know what you think...is there anything unclear, needs rewording, turns out to be too powerful after all?
I've got the basic guidelines up, as well as some sample pilots for each Faction except the Falcons and Foxes (don't know enough about them yet).
The files can be found on my Yahoo! Groups website, here .
Please let me know what you think.
P.S. I'm also working on a similar system of 'Equipment Cards' that will let you do things like change a normal Ballistic attack into an Armor Piercing one, things like that. :)
By the way, to anyone who's already grabbed them...I just noticed a couple of errors on the Spirit Cats example pilot cards. I've corrected them and uploaded the corrected file, so if you already got it...please get it again.