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House Rules: Squadron and Character Cards (partial)
Here are some house rules that make use of a few of the "flavor" cards from the LE Card set.
Several of the Character Card abilities are loosely based on the reverse side text, and are meant to provide a few more creative options without being overpowering. The point values are estimations based on how powerful I think they will be, but they are by no means set in stone.
Also, I could not come up with anything fitting for Betty, Tex, or Big John, so if anyone has any suggestions for their abilities I'd love to hear them.
(Most of the credit for Squadron Card useage goes to Moondog.)
At the beginning of the game, assign a different number from 1 through 5 to each of the five squadron cards. One at a time, players roll one six-sided die and select the Squadron Card with the matching number. Re-roll if the matching squadron has already been selected. When players build their squadrons, more than half of the total number of planes used must belong to the selected squadron. If a player rolls a 6, they may select any squadron that is still available, has first choice of the Aces that do not currently have a squadron, and does not have to abide by the "more than half" rule.
At the beginning of the game, you may assign Character Cards to their matching planes when building your squadron.
--Karl “Wrong-Way” Gruner -- Trusty Sidekick, 7 points
--Rafael “Fencer” Herrera -- Evil Maverick, 15 points
--Harry “Lucky” Kenyon -- Pirate, 8 points
For each of these pilots, treat their matching Character Tokens as Ace Figures and add the point value listed on the token to the point value of the plane. These pilots may attempt Daring Feats using the normal rules, but cannot use Fate.
--Lorelei -- 10 points (BB), 15 points
“Distraction” (Optional) -- Assign the Damsel in Distress Character Token to any friendly plane as a passenger, even if it already contains an Ace Figure or Character Token. When this plane’s final movement marker overlaps the final movement marker of an opposing plane, you may use Lorelei’s Character Token to perform Daring Feats even if your plane is not currently active. Use the normal Daring Feat rules, but treat any result greater than 9 as a Timely Distraction. This plane takes no damage from a “Winged ‘Em” Daring Feat.
--Yulia “The Architect” Chelekhova – 10 points
“Forethought” (Optional) -- You may select Yulia’s Navigation card after all opposing players have selected their cards, regardless of Initiative.
--William “Fenn” Fennel – 15 points
“Justice” (Optional) -- If Fennel has been the target of an attack this turn and can legally attack a plane that targeted him, he gets +1 to his attack roll and adds +1 to the value shown on each attack die (to a maximum value of 6) when returning fire. A die roll that is increased to six does not count as a natural six.
--The Black Swan – 20 points (BS), 25 points
“Pinch Hitter” -- Assign The Black Swan to any friendly plane, regardless of the name listed on the base. Subtract 3 from the Piloting value of this plane for the duration of the game. This plane gains the Command special ability on the “Legend”(Starting Arrow), “Double Ace”(x10) and “Ace”(x5) clicks.
Well I being away for a long time but I thought I would add a few suggestions.
Big John” Washington – 20 points
“Blackmarket Weapons” -- Any hits by Washington's front guns do two clicks of damage instead of one. Due to the ad-hoc retro fit and blackmarket orgins of the guns, consider the speed effect for the front guns to be black at all speeds.
Betty “Brooklyn” Charles – 10 points
“Militia Past” -- Due to her past training in the Empire States militia Betty as become an almost natural wingman. If going the same speed as any friendly plane with Command SE showing. She may take a pilot check to perform the same maneuver. If the pilot check is successiful Betty performs the same maneuver instead of the one chosen for her. If she fails the check she reduces her speed by one and preforms her onginal selected maneuver.
Ellen Sue “Tex” Ryder – 15 points
“Reinforced Airframe” -- Ellen flies her plane like wrecking ball so Washington reinforced her planes airfame. During any collision Ryder may ingore the first click of damage. So she nevers takes damage in normal collusion check and in a click down she ingores the first click of damage.
Originally posted by ape2020 Okay how does that sound?
Not bad.. Big John's sounds like it could be a little too powerful though, especially on his first few clicks where he has a better than 50/50 chance of passing the engine stall speed checks.
I was actually thinking of a more defensive ability for him called "Stalwart" -- i don't have the specifics worked out yet, but my idea was that he'd have a chance of reducing damage taken by passing a pilot check. If he succeeds, he only takes one click instead of normal damage. If he fails, he takes one extra click in addition to normal damage. Point value would be around 15-20, and it would definitely be an optional ability
Betty's sounds a little too much like Charlie's Follow Me card, but with a much narrower window of opportunity. The ability you described for Tex might fit better for Betty, considering she's more of a "rookie" pilot
As for Tex, i was thinking of doing something based on the flavor text part that says "Thinking she could fleece a sucker...". Perhaps an optional ability where if she's within so many movement markers of an opposing plane (3 or 4, at most), she could force that plane to discard its first maneuver card and select a different one -- since it would be an optional ability, your opponent would have a tough choice between using playing a "dummy" card first, expecting it to be tossed, or playing the card they really want first in the hopes that they'll get to keep it
Well actually Washington special drawback is that there is a 50/50 chance that his guns will jam not his engine will stall. I said "speed effect for the front guns to be black at all speeds.". Plus as he gets hit it becomes more and more likely his guns won't work at all. Of course I still made it rather expesive at 20 points.
Betty's ablity is the follow me without the need of Charlie. So you could have Nathan, another FH, and Betty all doing split s or even better if you use Blake or Wild Card. The thing about is it can also be a fake out of sorts since you can avoid doing the laided out card. Plus thats why it rather cheap.
Tex is a rookie and so like a rookie driver accidents are bound to happen. So why not enforce her plane to take some of the bumps. Since she is a light it won't be as devestating as placing this special on a heavy but send her up against a bunch of hard to hit lights and she can knock some heads.
The other thing I thought was while I understand you might be looking for more ways to have wing walking I not sure I like the way your doing it.
"--Karl “Wrong-Way” Gruner -- Trusty Sidekick, 7 points
--Rafael “Fencer” Herrera -- Evil Maverick, 15 points
--Harry “Lucky” Kenyon -- Pirate, 8 points
For each of these pilots, treat their matching Character Tokens as Ace Figures and add the point value listed on the token to the point value of the plane. These pilots may attempt Daring Feats using the normal rules, but cannot use Fate."
First off I would rather keep daring feats to Legendary pilots, with maria being the exception. Second is it all that fair for these pilots to pay different point values to get essentially the same special effect?
I would rather go as followed
Karl “Wrong-Way” Gruner – 20 points
“Wild Rapid Fire” (optional)-- Karl knows in the heat of battle it sometimes pays to go all out. Karl may shoot both his front and rear guns at the same time. If Karl uses this ablity then no SE may be used with these shots, including Command.
Harry “Lucky” Kenyon – 15 points
“Charmed Life” (optional)-- Harry is know for having the luck of the devil. Each turn Harry may re-roll one die made for his plane. This roll can't be re-roll agian for any reason and must be accepted as final.
Rafael “Fencer” Herrera – 10 points
“Speed Demon” (optional)-- After reveling his manuever card Rafeal may take a pilot check. If successiful move his plane one space further movement path then indicated by his speed. If unsuccessiful reduce his speed by one and complete the manuever at that speed.
--Lorelei -- 10 points (BB), 15 points
“Super-Agent” (Optional) -- Assign the Damsel in Distress Character Token to any friendly plane as a passenger, even if it already contains an Ace Figure. That plane is considered the same faction as any other plane in your sqaudron for porposes of collision checks. In addition if Lorelei is in a plane with an ace figure then she may act as a backup pilot. The ace figure may then complete "Enjoy The Ride" daring feat as if the plane as a rear gunnery.
D'oh, i misread that and thought you meant the top slot, not the middle
The reason why the different point values work for those tokens is because the two lower ones have an attack of 3, while evil maverick has a gunnery of 4 -- it doesn't seem like much, but that extra "point" can make a big difference. It wouldn't make them overpowered because they'd still have to pass their pilot checks to even attempt a daring feat, and since the lowest any of them gets is a 6 (and for no more than two clicks) their odds of getting to even attempt a feat are low from the start - and don't forget that other plane(s) invloved have to pass their check(s) too.
Since WK was nice enough to "give" us names for those few tokens, i want to get as much use out of them as possible. It's nearly impossible as is to do an "enjoy the ride" as it is, so having even a handful of extra opportunities is a good thing.
The one for Lorelei is meant as more of an indirect attack - no matter how high you roll, the only thing that can happen is a timely distraction -- just think of it as her flashing the opposing pilot, so they lose control for a few seconds :)
She prevents the small arms fire (winged em) for the same reason - the pilot is too distracted to aim properly
You've got some great ideas for the other effects -- you should write them all down in a list of your own and post the whole thing up
Originally posted by woelf D'oh, i misread that and thought you meant the top slot, not the middle
The reason why the different point values work for those tokens is because the two lower ones have an attack of 3, while evil maverick has a gunnery of 4 -- it doesn't seem like much, but that extra "point" can make a big difference. It wouldn't make them overpowered because they'd still have to pass their pilot checks to even attempt a daring feat, and since the lowest any of them gets is a 6 (and for no more than two clicks) their odds of getting to even attempt a feat are low from the start - and don't forget that other plane(s) invloved have to pass their check(s) too.
Oh I didn't realize you were adding attack value to the daring feat. Since in a normal daring feat I thought you only added Fate or luck and for all three tokens its just zero.
Damn no edits. As for Lorelei she is also a spy so she knows all the secret radio codes the other sqaudrons use so no collusions one her own plane. As for the backup pilots just another useful skill all international spies should have.