Make your own free website on Tripod.com
Speed Clix Rules
Rules ... WizKids Clixs on Speed
In 2002 we were tired of playing "Infantry-Warrior" and we wanted a faster clix game ... here are some simple house rules to fix the somewhat poorly designed "move or shoot" mechanics of WizKids clix game-play.

It is guaranteed to speed up your games, plus it helps prevent players from jockeying for position and all but stops your opponent from turtleing & camping in the corner.  Thanks to David Campbell for this idea.

MechWarrior: Dark Age ... on Speed
Instead of moving any unit 12", you may spend 12 speed points to have this unit make a ranged OR close combat attack when given a move order. (Optional)  When you give this unit a move order, it may subtract 12" from its speed value and then make a close combat OR ranged combat attack as if it had been given a combat order.  This unit may continue to move before or after the ranged combat order until they have no speed points left to spend.  This combat attack does not cost an extra action.

Note:  Not compatible with Special Attacks; a 'Mech may combine this with a Run (take one click of heat if applicable).


Hero Clix (Marvel / DC / Indy) ... on Speed
Any character can move and then make a close combat OR ranged combat attack using the same action. (Optional)  When you give this character a move action, she may move up to half her speed value and then make a close combat OR ranged combat attack as if she had been given a combat action.  This combat attack does not cost an extra action nor does it count as a super power.

Note:  Only characters with Charge and/or Running Shot can move their full speed value to attack and they do not suffer knock-back.


Mage Knight (MK: Conquest) ... on Speed
Any warrior can move and then make a close combat OR ranged combat attack using the same action. (Optional)  If he did not start the turn in base contact with an opposing figure, he may instead move up to his normal speed value, and then make a close combat or ranged combat attack as if he had been given a combat action.  This combat attack does not cost an extra action.

Note: Only warriors with Charge and/or Bound can move twice his speed value to attack, he can't be in formation and break on a 2+.


Mage Knight: Dungeon & Crimson Skies ... is already on Speed
No changes necessary. MK:D was the catalyst for the change and CS rules allows figs. to move and shoot.

Note:  Crimson Skies herald the end of this poorly designed "move or shoot restriction" in WizKids CMGs