IndyClixxer
03/01/2003, 19:45
not sure if this is the right place, but...
With DC having many magical characters, I think that a separate Magical PAC is in order! Here is what I'd like to see:
MAGIC BARRIER. This character can create up to 6 squares of blocking terrain. (Optional) Give this character a move action, but do not move him. This character creates 6 squares of blocking terrain anywhere within the character’s range. Place 6 Barrier markers on the map using the following guidelines: all 6 squares of blocking terrain must be in adjacent squares and they cannot be placed in the same space as a character, object or terrain feature. A character cannot move or fire through the diagonal corner where two Barrier markers are touching. This barrier uses all the standard rules for blocking terrain. This terrain is not elevated and can be flown over. This barrier remains in place until the beginning of your next turn.
MAGIC ENHANCEMENT. This character improves the damage delivered by friendly ranged combat attacks. (Optional) Any friendly figure making a ranged combat attack while in a square adjacent to this character inflicts 1 extra click of damage to any figure(s) hit by the attack. Add 1 to this character’s attack value if he is making a ranged combat attack when there are no friendly figures in squares adjacent to him. The added damage from Magic Enhancement is not a special ability damage effect.
RAISE. This character can bring an eliminated friendly figure back into play. (Optional) Use this ability to return a figure friendly to this character to the game. Activate this character, but he has 0 movements for that turn, may not make an attack and may not be in a square adjacent to an opposing figure. Choose one of your eliminated figures that is friendly to this character. Click its combat dial to the starting position; roll 1 six-sided die and turn the figure’s combat dial a number of clicks equal to the result as if you were applying damage. If the stat slot does not show KO, place the figure on the map in a square adjacent to this character.
MAGIC BLAST - When this character is given a ranged combat action with a single target, the line of fire is never considered blocked or hindered by the presence of terrain or other figures. Whenever this figure scores a hit with this attack, roll a six-sided die. This is the number of clicks of damage you deliver to the target figure. In this case, do not use this figures normal damage value. Use of this ability is optional.
MAGIC HEALING - This character may use the ranged combat action against a friendly figure to heal it. All modifiers to the ranged combat attack are ignored. If a hit is obtained, you roll one six-sided die and heal that many clicks to the target figure. The target of Magic Healing cannot be in base contact with an opposing figure. Use of this ability is optional.
MAGIC IMMUNITY - This character cannot be affected by any other special ability with the word "magic" in it. This character does not take an extra click of damage caused by Magic Enhancement.
MAGIC REGENERATION – This character can heal himself 0 to 5 clicks. (Optional) You may give this character a move action (but do not move him). Roll a six-sided die. Subtract 1 from the roll. Treat a negative result as 0. The result (0-5) is the number of clicks that are healed on this character’s combat dial.
MAGIC RETALIATION – This character delivers 1 click of damage if damaged in an attack. When this character is damaged by an attack, the attacker receives one click of damage.
MAGIC LEVITATION – This character can move any figure that occupies an adjacent square. (Optional) Give this warrior a move action, but don't move him. This warrior may move any target figure he starts the turn in base contact with. Move this target figure up to 10 squares in any direction, ignoring terrain and figure bases. The target figure may not be placed in blocking terrain. Use of this ability is optional.
MAGIC FREEZE – This character may use a ranged combat attack to reduce the target’s speed value to 2. (Optional) When this character is given a ranged combat action, reduce his damage value to 1. Do not use this character's normal damage value. When this character successfully hits a target figure, and that figure has 0 or 1 action token, roll a six-sided die for that figure. If you roll a 4-6, place an action token on that figure and treat it as if it had just taken a non-pass action. If a target figure is given its second action token, it is considered pushed and takes a click of damage. Use of this ability is optional.
MAGIC CONFUSION – This character may make a ranged combat attack to move an opposing figure. (Optional) This character may not make a ranged combat attack against more than one target. When this character is given a ranged combat action, an opposing target figure hit by this attack takes no damage and this amount cannot be increased in any way. Do not use this character's normal damage value. Treat an opposing figure hit by this attack as if it has been given a move action, but you control that figure’s action. Resolve this move action immediately. This action does not place an action token on the figure, and there is no pushing penalty. The target figure may be moved into base contact with a figure friendly to you. The target figure may not use any special ability that reads "but do not move him", and none of its optional special abilities may be cancelled while you resolve this move action.
MAGIC SENSE – This character can avoid being hit in combat. (Optional) When this character is successfully hit by a ranged or close combat attack, roll 1 six-sided die. On a result of 4,5 or 6, the attack misses this character instead.
MAGIC CONTROL – This character may make a ranged combat attack to give an action to an opposing figure. (Optional) Give this character a close combat or ranged combat action. A figure with two action tokens may not be the target of Magic Control. If the attack is successful, give an action to the target character as if that character were a part of your force. The target character receives an action token, if applicable. A successful attack does no damage to the target character. If a character with this power has a Range value of 0, assume that his Range value is 6.
ENCHANTMENT SPELL – This character imbues magic into a friendly figure. Give this character a close or ranged combat action with a friendly character as the target. Neither character may be adjacent to an opposing character. Ignore all modifiers to the close combat attack. If the attack succeeds, the target character receives +1 to all stats shown on dial for remainder of battle. Place “ENCHANT +1” token under receiving figure. Can only be cast once per player, per game.
CURSE – This character may use either a close or ranged combat attack to curse a target figure. Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target character the target figure now subtracts 1 from every die roll. Place a “Curse -1” token under targeted figure. Can only be cast once per player, per game.
CORRUPTION SPELL – This character may use either a close or ranged combat attack to corrupt an opposing figure. Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target character the target figure is now a member of the opposing team. Place a “Corrupted” token under targeted figure. Can only be cast once per player, per game.
BESTOW SPELL – This character may use either a close or ranged combat attack to bestow magic into a targeted friendly figure. Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target character the target figure now adds 1 to every die roll. Place a “Bestow +1” token under targeted figure. Can only be cast once per player, per game.
A few of these came from Mage Knight (a bit modified) and a few I thought of. Are there any more that needs/should be included?
Indyclixxer
With DC having many magical characters, I think that a separate Magical PAC is in order! Here is what I'd like to see:
MAGIC BARRIER. This character can create up to 6 squares of blocking terrain. (Optional) Give this character a move action, but do not move him. This character creates 6 squares of blocking terrain anywhere within the character’s range. Place 6 Barrier markers on the map using the following guidelines: all 6 squares of blocking terrain must be in adjacent squares and they cannot be placed in the same space as a character, object or terrain feature. A character cannot move or fire through the diagonal corner where two Barrier markers are touching. This barrier uses all the standard rules for blocking terrain. This terrain is not elevated and can be flown over. This barrier remains in place until the beginning of your next turn.
MAGIC ENHANCEMENT. This character improves the damage delivered by friendly ranged combat attacks. (Optional) Any friendly figure making a ranged combat attack while in a square adjacent to this character inflicts 1 extra click of damage to any figure(s) hit by the attack. Add 1 to this character’s attack value if he is making a ranged combat attack when there are no friendly figures in squares adjacent to him. The added damage from Magic Enhancement is not a special ability damage effect.
RAISE. This character can bring an eliminated friendly figure back into play. (Optional) Use this ability to return a figure friendly to this character to the game. Activate this character, but he has 0 movements for that turn, may not make an attack and may not be in a square adjacent to an opposing figure. Choose one of your eliminated figures that is friendly to this character. Click its combat dial to the starting position; roll 1 six-sided die and turn the figure’s combat dial a number of clicks equal to the result as if you were applying damage. If the stat slot does not show KO, place the figure on the map in a square adjacent to this character.
MAGIC BLAST - When this character is given a ranged combat action with a single target, the line of fire is never considered blocked or hindered by the presence of terrain or other figures. Whenever this figure scores a hit with this attack, roll a six-sided die. This is the number of clicks of damage you deliver to the target figure. In this case, do not use this figures normal damage value. Use of this ability is optional.
MAGIC HEALING - This character may use the ranged combat action against a friendly figure to heal it. All modifiers to the ranged combat attack are ignored. If a hit is obtained, you roll one six-sided die and heal that many clicks to the target figure. The target of Magic Healing cannot be in base contact with an opposing figure. Use of this ability is optional.
MAGIC IMMUNITY - This character cannot be affected by any other special ability with the word "magic" in it. This character does not take an extra click of damage caused by Magic Enhancement.
MAGIC REGENERATION – This character can heal himself 0 to 5 clicks. (Optional) You may give this character a move action (but do not move him). Roll a six-sided die. Subtract 1 from the roll. Treat a negative result as 0. The result (0-5) is the number of clicks that are healed on this character’s combat dial.
MAGIC RETALIATION – This character delivers 1 click of damage if damaged in an attack. When this character is damaged by an attack, the attacker receives one click of damage.
MAGIC LEVITATION – This character can move any figure that occupies an adjacent square. (Optional) Give this warrior a move action, but don't move him. This warrior may move any target figure he starts the turn in base contact with. Move this target figure up to 10 squares in any direction, ignoring terrain and figure bases. The target figure may not be placed in blocking terrain. Use of this ability is optional.
MAGIC FREEZE – This character may use a ranged combat attack to reduce the target’s speed value to 2. (Optional) When this character is given a ranged combat action, reduce his damage value to 1. Do not use this character's normal damage value. When this character successfully hits a target figure, and that figure has 0 or 1 action token, roll a six-sided die for that figure. If you roll a 4-6, place an action token on that figure and treat it as if it had just taken a non-pass action. If a target figure is given its second action token, it is considered pushed and takes a click of damage. Use of this ability is optional.
MAGIC CONFUSION – This character may make a ranged combat attack to move an opposing figure. (Optional) This character may not make a ranged combat attack against more than one target. When this character is given a ranged combat action, an opposing target figure hit by this attack takes no damage and this amount cannot be increased in any way. Do not use this character's normal damage value. Treat an opposing figure hit by this attack as if it has been given a move action, but you control that figure’s action. Resolve this move action immediately. This action does not place an action token on the figure, and there is no pushing penalty. The target figure may be moved into base contact with a figure friendly to you. The target figure may not use any special ability that reads "but do not move him", and none of its optional special abilities may be cancelled while you resolve this move action.
MAGIC SENSE – This character can avoid being hit in combat. (Optional) When this character is successfully hit by a ranged or close combat attack, roll 1 six-sided die. On a result of 4,5 or 6, the attack misses this character instead.
MAGIC CONTROL – This character may make a ranged combat attack to give an action to an opposing figure. (Optional) Give this character a close combat or ranged combat action. A figure with two action tokens may not be the target of Magic Control. If the attack is successful, give an action to the target character as if that character were a part of your force. The target character receives an action token, if applicable. A successful attack does no damage to the target character. If a character with this power has a Range value of 0, assume that his Range value is 6.
ENCHANTMENT SPELL – This character imbues magic into a friendly figure. Give this character a close or ranged combat action with a friendly character as the target. Neither character may be adjacent to an opposing character. Ignore all modifiers to the close combat attack. If the attack succeeds, the target character receives +1 to all stats shown on dial for remainder of battle. Place “ENCHANT +1” token under receiving figure. Can only be cast once per player, per game.
CURSE – This character may use either a close or ranged combat attack to curse a target figure. Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target character the target figure now subtracts 1 from every die roll. Place a “Curse -1” token under targeted figure. Can only be cast once per player, per game.
CORRUPTION SPELL – This character may use either a close or ranged combat attack to corrupt an opposing figure. Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target character the target figure is now a member of the opposing team. Place a “Corrupted” token under targeted figure. Can only be cast once per player, per game.
BESTOW SPELL – This character may use either a close or ranged combat attack to bestow magic into a targeted friendly figure. Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target character the target figure now adds 1 to every die roll. Place a “Bestow +1” token under targeted figure. Can only be cast once per player, per game.
A few of these came from Mage Knight (a bit modified) and a few I thought of. Are there any more that needs/should be included?
Indyclixxer