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these are custom rules i came up with their still being tested and any suggestions will be appreciated.
Artifacts in MK Rebellion
Story: In a valley in the blasted Lands an earthquake has exposed an ancient dungeon to open air and has revealed many strange and powerful artifacts, in response many war hosts have traveled to the valley hoping to capture the artifacts for use in their personnel wars in an attempt to tip the balance of power in their favor.
Basic rules: All abilities are optional unless noted/ to place the artifacts follow basic MK rules w/ the following exception; artifacts may not be placed within 12in. of any players starting area/ base contact is made whenever any part of a figures base is touching any part of the artifact/ if you don’t have any artifacts or enough of them the warlord or all players should designate an appropriate substitute/ to decide which artifacts are used create a set of cards with the name of the artifact on it and have each player choose one card at random.(note: some of these rules are a bit overbalancing but that’s just to provide a reason for players to battle harder to control the artifacts.)
All-Seeing Pillar- basically the same as in dungeons- this artifact cancels out the SA-stealth, limited invisibility, and sneak attack. any player w/a figure in base contact w/the pillar may attempt to destroy the artifact with a Close combat attack against a defense of 19, ranged attacks may not be made against the pillar.
Fountain of Acid (Bone Fountain)- any player with a figure with range that begins any turn in base contact w/the fountain may choose to have that figure gain the SA Pierce for the rest of the match, however every turn that the figure enhanced in this way uses the granted SA it receives a click of unpreventable damage.
Time Shifter (Death Clock)-any player w/a figure in base contact w/the clock may choose to make an automatic magic freeze attack against all figures on the game board, treat this attack as a shockwave attack except that instead of damage all hit figures receive an action counter- if a figure receives a second counter in this way it is considered pushed and receives a click of damage-any pushed figure in play at the time of the attack receives no counters but does not have it’s counters removed the following turn. Make the attack using an attack of 11 and ignore all defense bonuses granted by terrain or SA, the only terrain feature which affects this attack is blocking which blocks the attack against all figures whose LOS to the clock is blocked by the terrain piece. Figures in base contact with the clock are not affected by the attack.
Alter of Destruction (Dragon Alter)-Any player w/a figure in base contact w/the alter may chose to sacrifice two figures he or she owns to remove one figure an opposing player owns from the game, the opposing player gains victory points equal to the sacrificed figures- no player gains victory points for the figure removed from the game, it’s treated as though it was never in the game to begin with.
Throne of Leadership(Griffon Throne)- any figure in base contact with the throne gains command, if the figure already has command all friendly figures get +2 to attack and +2 to defense. as long as that figure remains in base contact w/the Throne.
Idol of Strength (idol of Sharise)- Any player in possession of this artifact may heal all demoralized figure he/she owns by rolling one dice for each demoralized figure, Possession of the idol is achieved by any player having 1 figure in base contact w/the idol and no opposing figures in base contact w/the idol or the figure.
Large spring of youth(large Pool)-any figure in base contact w/the pool heals an automatic two clicks at the beginning of each turn, for each figure healed in this way put a counter on the pool-if the spring ever receives six or more counters in this way remove large spring from play.
Beast Idol (matriarch Idol)- Any player who has a figure in base contact w/this idol may sacrifice that figure and place a mage spawn creature he/she owns from outside the game in play- that mage spawn must be of equal or lesser point value than the sacrificed figure. the opposing player receives Victory points equal to the sacrificed figures point value x2, No player receives points for the summoned mage spawn-unless the opposing player captures the mage spawn in which case that player receives its point value x4 but only if the Summoned beast is in their starting area.
Rune Obelisk- any figure which begins it’s turn in base contact w/the obelisk may receive the SA charge or bound until the end of it's action:depending on it’s owners choice.
Idol of Lies(serpent statue)- at any time during the match each player may choose to gain control of an opposing players figure for the remainder of the match, each player may use the ability only once per match.
Small spring of youth(small pool)- same rules as large pool, except it’s destroyed after receiving 4 counters.
{Note}-I edited the post to show what the rune obelisk's ability should read, I guess i missed that part.
indeed it is very interesting... But, The Rune Obelisk and Idol of Lies are unbalanced... Say someone with a Solonavi Striker got in base with it... 14" Bound!!!! And what if someone is using a Titan or MDF? Could the Idol of Lies be used to take control of it? and would they be able gain the bonuses?
THe Rabbidgerbal likes the way you crafted one where the user figure gaining the ability but at a cost to himself to use it. Good stuff. It's good to see you putting a limit of uses in stuff (like counters) as people will inevitabally sit at the fountian of youth and just defend it while regenerating the whole game otherwise.
THe Alter of destruction might be dangerous if people know before hand, as they might include say two goblin volenteers in their army for just the chance.
again it's good to see you doing wild stuff, yet capping the ability at a certian point too.
another simple one:
TEEKI DOLL, label all your statue abilities with a number (you have about ten?) so once a army possess the teeki, roll a d10 to see what it does... roll a D6 for the rounds it's active.
also consider some cursed objects. perhaps contacting a item always has some chance that it will be horrible. maybe force a D6 roll after "possession" and on a 1 the opposing force picks one of your figures and roll D6 damage (ignoring any special abilities)
"With great power comes great responcibility," as peter parker would say?
That's why i put the rules up so that others could help me fine tune them, as I put them up they were as of then untested so I wanted to see what people thought of the rules before I began using them, and some of the rules are overpowering but I tried to balance them out with rules that would hopefully prevent abuse but It's just the first draft of the rules and certain aspects need to be worked out like I said.