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April 20, 2005 (SEATTLE) — WizKids Inc., makers of the popular Mage Knight, HeroClix, and MechWarrior Collectable Miniatures Games (CMGs), is proud to announce the release of updated Mage Knight Conquest rules that take advantage of the new Mage Knight rules set.
“Updating the Conquest rules is one of the things we hear most often from fans,” said Kevin Goddard, Mage Knight Brand Manager at WizKids®. “Now they can once again swarm the battlefield with huge armies.” No purchase is required for these updated rules; they are available as a free PDF download here, at www.wizkidsgames.com/mageknight/.
Mage Knight Conquest involves epic-scale battles between large numbers of troops, including siege engines, castles, and gigantic creatures.
Founded by 20-year game-industry veteran Jordan Weisman, WizKids is a Seattle-based game developer and publisher dedicated to creating tabletop games driven by imagination. Its Mage Knight, MechWarrior and HeroClix CMGs are among the most successful games on the market today, and the company has sold hundreds of millions of figures worldwide. For additional information, visit www.wizkidsgames.com.
From a quick scan I see; cavalry retain their normal arc (but not mounts w/o riders?), Demo'd figures are eliminated only at the end of their own controller's turn, MDFs and titans are eliminated only when enough skulls are showing, the battlefield width was increased to 4' and illusions/relics are also limited to 24" effective range (unless they have an explicit range value included).
The 'standard' game description was inadvertently left with the 3' x 6' measurement, though. Capture is still excluded, any attack type figure with range can add to damage or attack and the item/relic limit was retained.
Overall, I'm very happy with their changes. I would've like to have seen formation counterspelling, though. And I liked the gang up damage bonus rule. :)
- the rule for demoralized
- put a range limit on relics who had no limit
- same thing for illusions
- removed the gang up bonus??
Is it all?
I don't see any change in the demoralized rule.
They added that Titans and MDWs can only be eliminated by causing the correct number of skulls appearing on the dial (i.e. critical hits w/Decapitator against Titans and MDWs will be treated as a normal critical hit).
Originally posted by DBlizzard I don't see any change in the demoralized rule.
It used to say, 'Warriors (except castle sections) are eliminated when they gain Demoralized as a result of taking damage.'
Now it says, 'At the end of each player’s turn, warriors in that player’s army which have the Demoralized special ability showing on their dial and do not have their starting marker showing are eliminated.' The castle breaching rule is later...
I don't think they are applying the rule of 3 to the fortification bonus...They site an example where a figure's Defense is boosted from 16 to 20. Either that or I am a moron...:D