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Playtips:
The Necropolis Jester brings a new element to the Mage Knight world, Necromancy and Quickness. With this figure you can now necro back fallen figures without wasting an action. Pair him up with a cheap figure with Magic Levitation to help flings those resurrected warriors back into battle. He also come equiped with Limited Invisibilty to help protect him from enemy fire.
Necropolis Jester in the Mage Knight world:
The Necropolis Jester is a twisted display of the necromatic arts. They are built from peices of fallen Necropolis warriors using the dark arts. They are then infused with the magic of necromancy. Since they are unstable at first and then fused together with the dark magiks they tend to be a little random in thier actions and unstable of mind, earning them thier name Jesters.
Let me know what you think about this figure. Thanks for all the comments.
Necromancy: Give this warrior a move action, but do not move him...and so on.
Quickness: This warrior may perform a move action without you having to give him one of your actions for the turn.
That's taken exactly from the SA card.
The combo works. However, I hope they don't make it. Granted, it would make bone toss much more powerful, but I would rather they give the skeleton/zombie the quickness a la the Stalking Skeleton. It saves the action, and since that figure already exists, the creation of a necromancer with quickness enables a necro and a move for zero actions.
i like the idea of quickness with necromancy... necromancy for the sect is a bit underpowered... considering that the baron is the only sect unique that is really worth the points...
smilebob you are right about the SA card but that just means you
the person u use quickness with doesn't take one of your turns it still takes an action for itself so therefor it would still have to push
No actually it doesnt take an action. Quickness allows a figure to preform a MOVE action without costing an action. Necromancy says preform a MOVE action, but do not move him. Therefore Necromancy is a the same thing as moving a figure 8 in., which doesn't cost you an action with Quickness.
True if you use Necromancy twice in a row, the figure will have to push, but it wont cost you an action to do so. That is the point of Necromancy and Quickness.
but you still would put a token on him so if he were to go again he would be pushing
just like if I moved my shade, it doen't take one of my actions but I put a token on him to show that he went. If I were to use him next turn it would be a push.
Yes I know, you would still mark him with a tocken, but it wouldn't cost you an action. That was the point, because "Flying Skeleton" armies are so action heavy, well not as much anymore since the Stalking Skeleton, I thought up the Jester to help that problem out.