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In a poll asking how best to improve MK, a lot of people voted for faction specific abilities such as were introduced in Heroclix. In MK it makes sense that you would only receive this extra bonus for a completely single faction army. I'm curious what abilities people think would be good for each faction.
Necro: All figures have Vampirism
BPR: One figure may be given the Explosive ability
Shyft: They already have one, but how about adding +1 damage
Just a few stupid ideas off of the top of my head to get you all started. What factional abilities would fit the different factions and make them fun to play?
In my opinion. I think playing all of one faction makes it more challenging, and more "likely" (I would say real, but how does realism coexist with the MK world?). There are reasons that factions exist, so I think giving a bonus to players for using them is a great idea.
NO!!!!!! DO NOT MESS WITH MK ANYMORE!!! Leave it alone, why do we need something like that? I hate Heroclicx because of it, (ok I just hate Heroclix) but that would be so stupid, it would just make our Judges learn another 30 pages of rules, plus make us learn them, and then in another few months they'll just "improve" them.
So please lets just leave MK alone, sure they can make the new SAs, that Terror looks pretty cool, but once you have made it LEAVE IT!!! This is how everyone feels where I play MK. Including our beloved judge that has to memorize those stupid rule changes.
Giving factions abilities for a one faction army would be too powerful.heres some ideas I like.
Orcs: (Tribal unity) +10% to army build.
KI : (swarm tactics) +1 click and movment when in a formation(attack and movement)
Atlantis: (MAgical knolgde)+1 attack when using rage.
BPR: (explosive ammo)I like the explosive idea.
EL: (one with nature) heal 1 extra click and +1 to defence.
Necro: (strength of the dead)when a fig with vamprisim or necro is necro'd it is brought back at full.
Dracs: (adapability)tougness as well as any other abillities on first slot.EX.(double toughness gives -2 clicks ect.)
Solonavi: (uniformity)all units get +1 to any one stat.It remains the same though out the game.It must be the same stat on all units.
MS&Shyft: (shared power) +1 damage to shyft and all MS have BF as well as the other abillity.All MS also have MR on the first click as well as any other abillity.
Looking at the thread now, I can see I have inadvertantly copied other's ideas, at least partially, but what the heck. After we hear from a few more people perhaps we can start a vote and pick the best ones for each faction. So here's a few more, some good, some bad, some blatant duplicates, to consider.
Atlantis: No Demoralization. If a figure becomes Demoralized, he automatically heals to the first non-Demoralized click at the beginning of your turn.
Elemental +1 to healing, both for the attack and for how much is healed.
BPR: Explosive ability may be used once each match, it must be declared before the attack roll is made.
Necropolis: -2 to die roll when a figure is necroed back into the game.
KI: +1 Defense versus ranged attacks.
Orc Raiders: +1 attack for melee.
Magespawn only: May use formations.
Shyft only: +1 attack.
Shyft and Magespawn combination: +1 movement.
Draconum: Can use an Action to lower the Defense of an opposing figure. Cumulative, but only lasts for the turn.
Solonavi: They may choose any 1 SA and negate it for the entire battle.
AG Comandos: This faction gets 2 extra command rolls at the beggining of their turn. (because of their great leaders)
BPR Snipers: At the beggining of your turn roll 2D6, on a roll of a 10,11,or12 inflict 1 damage with pierce on whatever fig you want, This does not count as an action. (because of their skilled snipers)
EL healing: Add 1 attack and 1 damage to your heal roll. (because they have profected white magic)
NS Necromancy: When using necromancy you bring all figs in at full health even if they aren't zombie or skelleton. (Because they have mastered the art of necromancy)
KI Swarm: When at least 2 members of this faction go into melee combat all opposing figs must roll a 6 to escape. This includes figs with fly, charge, etc.(Because of their excellent swarming abilities)
OR Thrust: When moving in formation they do not push. (because of their great endurance)
I am thinking about suggesting these to my warlord, and see if we can use them in a tournament
________ MARIJUANA
________ LovelyWendie
i wouldn't change it. the rules are alredy complicaed as it is.anyhow it would be esier to make them a SA and give the faction more than any one else.if it was asigned for one faction it would mess the game up.besided's with the stuff that altan said (no offence) but they already have stuff like that for a SA.for example. knights have battle armor +2 towrds ranged attack. and draconum don't need to waste a turn to lower a figs defence, the majority of them have a high attack.and some of the other stuff you mentioned would be to powerful.I think it should stay the way it is or else they make them SA's.besides if you really wanted it changed you could have the SA changed.
Relic,No offense taken, of course. All opinions are respected. I think one of the many reasons this idea comes up a lot is that the factions seem to be losing their individuality and uniqueness over the last few expansions, with crossfaction figs and almost all SAs finding their way into every faction. This idea would be one good way to give that back to them as well as to help motivate people to play more fun armies over the uber power armies, thus making the game more fun for all. Sure, some of the proposed ideas are raw, and some might not even be any good. But that doesn't mean that we can't hit on the good ones if we keep pounding them out here for all to comment on.
As to added complications, I don't see that. It's one new rule with a small list that would be like an extra page on the SA card that would only even come into affect when someone chose to play a single faction army. So I don't think it will complicate the game at all.
I'm not sure how great this would be. What about dual-factioned figures? Would they have both abilities? Amazon Draconum is bad enough without having explosive damage and flame/lightnining or toughness. If they do make team abilities, I don't think they should be too drastic as to another another big ability such as bound. Maybe they can only be used if 80% of your build is single faction or something like that.
As I remember it there was a kind of accepted "Faction ability" thing going on at the beginning, in that the factions all had their "Specialities".
IMHO simply returning to that premise would be of huge benefit to the game, for me they've blurred the boundaries a bit too much.
I think faction-ability would be great. For faction-pure.
KI- Gets conquest CC formation
OR- Uses highest movement in formation instead of lowest. When Berserk, may roll a single die to hit instead of 2. If successful, the target is eliminated. (POWER TO THE GOBBO's!)
AG- that 2 command's sounds fair
EL- MH is d6+1 or warriors damage +2
Shyft/spawn: gets conquest formations
Drac: close combat formation adds no attack, instead, it gives +2 damage/member of formation, and all figures participating gain 2tokens, if they do not already have them. This can add an extra click of pushing.
Solonavi: Materialize: Can begin game outside of field. At beg. of each turn, roll d6, on a result of 6, place this figure anywhere on the field, but at least 5" away from all other units.
Bpr: Whenever they make a ranged combat attack, roll a die, on 5,6, damage is explosive. Sniping: Ranged combat formations add +1 range or +1 attack. May add at most 2" of range.
NS: well NS needs alot of help, so: figures with [necromancer] in there name have forced march. NS figs with necromancy may take a click of damage in order to necromance ANY figure at full. If they do, any healing which would heal them into a necromancy slot is negated for the remainder of the game (A pain, I know, but still useful), Zombies may add +1 attk or +1dmg in CC formations. NS has Conquest movement formations.
BlueRuckus
As I understood, those faction abilities should only apply to 100% one-faction-armies.
What I like are things that fit to the faction identity or "flavor" and give the game a new twist.
Here are my suggestions, some may seem a bit much, but since one-faction-armies have several weaknesses, they should be strong in what they can do:
Draconum - When a Draconum gets pushed, it doesn't receive pushing damage.
Knights Immortal - KI can form formations (attack and movement) out of 2-6 figures.
Orc Raiders - Formation attacks get +2 attack (in addition to the normal modifiers).
Elemental League - A healing or regeneration attempt does not cost an action (but still gives a marker).
Necropolis Sect - When a NS figure gets killed, every non-NS figure in base contact with it receives one click of damage (INV and toughness are ignored).
Atlantis Guild - An attack roll of 10, 11 or 12 by an AG figure is a critical hit.
Mage Spawn - army has one additional action each turn.
Shyft - Solonavi - no idea, but isn't really necessary IMHO...