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Fixing HeroClix

DreamClix: Star Trek
The Le (05/10/2010)
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Star Trek Clix MarineI'd also like to see some transporter and marine rules, which could help simulate the awesome Netrek game. Imagine teleporting a group of marines from the U.S.S. Enterprise to a Klingon Bird of Prey, and letting the battle play out seperately. It's like a game within a game!

Another great addition to this game would be CREW CARDS. I envision it to be simular to Baseball cards, but with crew members. Each card will have an image, point cost, and a special ability (designated with standard icons that all crew cards use). This would allow me to apply "Captain Pike" to the USS Excelsior, or "First Officer Spock" to the USS Defiant. Mechanically they would be applied like HeroClix Feat Cards.

Having CREW CARDS would also be a great way to tie into marines as noted above. If you like transporting to opposing ships to initiate marine battles, then buy some marine CREW CARDS. If you don't like ship-to-ship battles, then put the points elsewhere -- maybe you could spend the points to buy a legendary Engineer to help with ship repairs... or buy James T. Kirk so you can get it on with green aliens.

Having these cards as an integral add-on would help keep the product costs down, yet keep things fun for us trekkies!

Weapons should be broken up into seperate types. Usually there is an Energy Weapon (phasers) and a Heavy Weapon (torpedoes). This can be easily designated on the PAC. For example, Ranged Combat Expert could be designated as a Heavy Weapon, and Energy Explosion could be designated as an Energy Weapon.

Which leads us into Team Abilities. Simply put, keep it the same, but call it Empire Faction. They'd work the exact same way, but every ship should have it. For example...

HeroClix Klingon  LogoKlingon Empire: Klingon ships can "cloak" once on your turns free action. A Cloaked ship cannot use shields, its speed value is reduced by one-half, it cannot fire weapons, and opposing attack rolls against this ship are only successful on double-sixes. Once on your turns as a free action, this ship may "De-cloak." A ship that de-cloaks this turn cannot "cloak" or use Heavy Weapons until your next turn.

HeroClix Bird of PreyThe only problem I foresee is the handling of shields, which is a critical part of Star Trek ship combat. You can't simply increase the Defense value or tack on more Damage reduction, because that's not how starship shields work! As such, I have the perfect solution: Double-Base figures.

Just put all Star Trek ships on a double-base, and have two dials on the base... one for shields, and one for the normal "life" dial. All damage goes to the shields first, then is applied to the normal life dial.

This opens up lots of different possibilties. How about a "Leaky Shield" rule, where critical hits deal +1 damage to the normal "life" dial? How about Klingon Disrupters dealing double damage to shields? Oooo! Oooo! How about a scenario where Kirk and Kahn are battling it out in the Mutara Nebula? (everyone knows that shields are useless in nebulas, duh!)

Please Wizkids, make it so!

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Your Comments:
@Scott: HeroClix is already far too complex for many gamers. As such, I think a stand-alone Star Trek Clix, that is NOT compatible with regular HeroClix, would be successful if it jettisons most of the HeroClix rule bulk. For example, there is no need for all that Improved Movement/Targetting madness, or Vehicle Rules, etc.

Posted by: The Le on 3/19/2013 10:02:19 AM
And yes, I resurrected a dead thread. I'm aware, and I know Fleet Captains has already been out for awhile. I thought the two cents was worth sharing (if posting on a dead thread is a problem, it's best to just delete the thread to begin with).

Posted by: Scott on 3/19/2013 9:15:21 AM
It's an intriguing idea, but I see two strikes against it. First of all, the price point. At the end of the day this is only a board game we're talking about. I'm a trekkie AND a tabletop wargamer, and still I wouldn't pay that much. Second (and I realize how hard this is to resist from my time working for wargaming companies), while some of those rules are interesting, when developing a game it's important to take balance into account. Not everybody in the audience this game would target is going to be keen on an extreme level of technical rules that would require constant references to rule books/stat cards/etc before every move. Warmachine is rife with that problem. Every single thing on the tabletop does so many different things, it's hard to form a proper strategy unless you're not only a player, but an extreme enthusiast who reads rulebooks all day long. Heroclix is already bording on being too complicated as it is. We all like the rules to match our ideals for the theme, but at the end of the day, it's "just a game". Playability is paramount, and game rules must strike a balance between intuitiveness and simplicity to be successful and marketable to varied audiences.

Posted by: Scott on 3/19/2013 9:13:40 AM
Hmmmmm. STAR TREK vs. STAR WARS???? The possibilities are mind blowing!

Posted by: Lordcassidyg on 5/11/2010 4:51:53 AM
oh god... my measly paycheck can't possibly afford to feed both my comic book dork and trekkie at the same time!

Posted by: Logan on 5/11/2010 1:08:30 AM
Leaky shields would work on a single click method, ie Invul rating. But how close would you like to come before it becomes more like an SFB game?(sounds like you played that) The root here would be to use a system that is fast and dirty. And yes Paramont will make you pay through the nose for license. (see FASA history)

I would still favor the Lou Zocchi ships(anyone else remember) which were copied for SFB. Inexpensive models/molds. Your control might be in damage as a normal ship may do 2 clicks but having a heavy weapon rating gives a +1 vs a std shield/ defense of Invuln thus overpowering defense....based on Fasa info they did reduce damage, thats why they have minor blow outs through the ship while shield were reducing. Without shields result in just about total loss, or final click of bad defense... I think the outer dial would be great but I too need to get a hold of some Mechwarrior clicks to see. Then begin modding. The ability nexus great concept.

Posted by: scourge101 on 5/10/2010 3:39:47 PM
Johnwhite-toledo, I haven't had the pleasure of looking at a Mechwarrior dial. If there really is a second "outer" dial, then yes this would resolve the shields issue. However, it should act only as I described in the article; it should NOT provide "damage reduction" since Star Trek shields really don't work that way.

Posted by: The Le on 5/10/2010 1:31:48 PM
Actually, I WOULD like to see Dragonball Z fight Marvel and any other combinations you can think of. Superman vs Goku would be epic!!!!

Posted by: Lord Logan on 5/10/2010 8:41:30 AM
Shields would be east The Le. use the same thing that Mechwarrior did with an additional clicker. Every time the get hit, click the outer dial. for ever round your not hit you get to "heal" once. So the dial would function like impervious, inuln, toughness.

Posted by: Johnwhite-toledo on 5/10/2010 7:45:31 AM
Price is to high. If they continue on with the high price sets (Watchmen), It will never fly. The economy sucks guys! Star with a standard box start set. and go boosters. you make your money. But do the have the License with paramount?

Posted by: Johnwhite-toledo on 5/10/2010 7:41:53 AM
Nice concept. Mechanics might work out. Already looks better then Star Wars Starship Battles, though the figs were great system horrible.

If interested I could help with mechanics, Larger bases would help with deeper and better detail dials. I was and still believe FASA had a great system for Star Trek. Again key here would be a fast past system.

Posted by: scourge101 on 5/9/2010 2:25:36 PM
I'd like to see a revamp of Star Wars space battles. The mechanics on the most recent WotC game left alot to be desired.

Posted by: robeywan on 5/7/2010 10:38:31 AM