Well, not sure how many here have read ElfQuest... great series of fantasy comics. Well, I was thinking with the success of Wizkid's Heroclix (www.heroclix.com), imagine if there was ElfQuest Clix?
With DC having rights to ElfQuest these days, what I wouldn't do to see ElfQuest as Clix. Naturally, they wouldn't work as super hero type Clix. But sort of like the Baseball Clix that they have released, create a new set of Powers, Team Abilities, etc.
Some HC powers would actually still work:
For example:
Movement:
Flurry
Leap/Climb
Phasing (Shaping Stone/Trees)
Charge
Mind Control
Stealth
Running Shot
Attack:
Blades/Claw/Fangs
Pulse Wave
Incapacitate (Vines, Telepathy)
Defense:
Super Senses
Toughness (mostly trolls)
Defend
Barrier
Mastermind (Winnowill, Humans)
Willpower
Damage:
Range Combat Expert
Battle Fury
Support
Enhancement
Shape Change (High Ones)
Close Combat Expert
Perplex
Leadership
TEAM ABILITIES:
Wolfriders - Any Wolfrider that is touching base with another gains +1 to their Attacks and Defense.
Sun Folk - They enhance ranged-combat attacks by delivering an extra click of damage with an adjacent attacking friendly figure’s hits.
Go-Backs - Go-Backs can move without using an action for that turn. This allows you to move more figures more often, allowing you to bring more of your Go-Backs into play faster.
Blue Mountain - All Blue Mountain Elves enjoy the highest defense value of any Defender in an adjacent square.
Trolls - The Trolls can share the attack values of adjacent Troll members.
Humans - The Humans all possess a natural team ability of Outwit, making them deadly in combat.
Preservers - Preservers do not take an action token when they move, but can only move once per turn.
I could see it as Blue Mountain and Preservers being the only figures that can actually fly.
Also for the big figure, it's easy to decide what it'd be.
Madcoil!
With DC having rights to ElfQuest these days, what I wouldn't do to see ElfQuest as Clix. Naturally, they wouldn't work as super hero type Clix. But sort of like the Baseball Clix that they have released, create a new set of Powers, Team Abilities, etc.
Some HC powers would actually still work:
For example:
Movement:
Flurry
Leap/Climb
Phasing (Shaping Stone/Trees)
Charge
Mind Control
Stealth
Running Shot
Attack:
Blades/Claw/Fangs
Pulse Wave
Incapacitate (Vines, Telepathy)
Defense:
Super Senses
Toughness (mostly trolls)
Defend
Barrier
Mastermind (Winnowill, Humans)
Willpower
Damage:
Range Combat Expert
Battle Fury
Support
Enhancement
Shape Change (High Ones)
Close Combat Expert
Perplex
Leadership
TEAM ABILITIES:
Wolfriders - Any Wolfrider that is touching base with another gains +1 to their Attacks and Defense.
Sun Folk - They enhance ranged-combat attacks by delivering an extra click of damage with an adjacent attacking friendly figure’s hits.
Go-Backs - Go-Backs can move without using an action for that turn. This allows you to move more figures more often, allowing you to bring more of your Go-Backs into play faster.
Blue Mountain - All Blue Mountain Elves enjoy the highest defense value of any Defender in an adjacent square.
Trolls - The Trolls can share the attack values of adjacent Troll members.
Humans - The Humans all possess a natural team ability of Outwit, making them deadly in combat.
Preservers - Preservers do not take an action token when they move, but can only move once per turn.
I could see it as Blue Mountain and Preservers being the only figures that can actually fly.
Also for the big figure, it's easy to decide what it'd be.
Madcoil!