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[Heroclix] miniatures with Star Wars rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Dominating Dominatrix






Piercing the heavens

A bunch of years ago, I decided that I really liked superhero miniatures, but hated the Heroclix rules. One miniature game I did like back them was the Star Wars CMG from Wizards of the Coast. The rules are fast and eaasy, yet offer a lof of special rules and powers.

I briefly talked about this in the now closed Herclix thread and I apart from that post didn't think about this project in years. But then I got a PM from MindBender, who appearantly only signed up on Dakka so he could send me said PM and ask about said rules I posted before.

It's not exactly a project I have time for at the moment, but maybe someone else might be interested in it and continue the idea. Here are the cards I made so far:











Finding the right rules from SWM and converting them to superheroes is no problem. The problem is balancing.

This message was edited 1 time. Last update was at 2012/07/09 02:55:50


 
   
Made in pa
Regular Dakkanaut




Panama

Nice cards, one thing I notice about hero games not many people play them in the FLGS like the times when Heroclix was famous. For example I have dozens of Heroclix, Mechwarrior, Star Wars and Axis, Allies and Dreamblade and nobody here plays them. Now all is 40K, Infinity and Malifaux around here.

You can use a simple rules like FUBAR, but even with simple and well written rules is difficult to find players.

Keep up the fight!  
   
Made in be
Just the Bare Metal



Belgium

Here's my take on Robin and the Mad Hatter (haven't had time to photoshop cards though..):

Robin
HP 50
Defense 12
Attack +10
Damage 10

Acrobat - Can move and attack in any order
Martial artist - Instead of moving, can make 1 extra attack at +7
Batarang - Replaces attacks, deals 10 damage. hit characters are activated, save 11
Zipline - Moves through obstacles unhindered, disregards height


Mad Hatter
HP 40
Defense 10
Attack +7
Damage 10

Mindcontrol - can attempt to take over an enemy character that was activated this turn (+6, range 6). Succesful attempts result in immediate control over the character for 1 turn. no save
under his spell - All henchmen within 6 squares gain +2 defense and +2 attack


No two farts smell alike. 
   
 
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