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Between those two, that Human Torch is fantastic! I normally don't like Shifting Focus so much, but for Johnny it feels pretty spot-on. Defensive and Offensive, and you can jump around depending on what is needed of him.
This may just be my favorite Human Torch dial designs ever. They feel very true to who Johnny is.
Thank you for the huge compliment. I didn't want to bog him down with too many powers, so the SF seemed like the perfect mechanism to allow me to do most of what I wanted without over-saturating one dial.
Human Torch: This is a great design for a combat oriented Johnny. The Nova Blast trait is probably one of the best interpretations of his Nova heat I've seen and I like how his damage potential for the trait is at it's best when is attacks are weaker to prevent him just getting Perplexed like crazy then thrown out for a big alpha strike.
Human Torch: This is a great design for a combat oriented Johnny. The Nova Blast trait is probably one of the best interpretations of his Nova heat I've seen and I like how his damage potential for the trait is at it's best when is attacks are weaker to prevent him just getting Perplexed like crazy then thrown out for a big alpha strike.
With the Nova blast, I wanted the player to be rewarded for waiting to use it. In the comics, it was rarely the first thing he dished out, since it exhausted him for a time.
To be honest, I had a hard time with this version of Johnny. I wanted his points to be focused on offense, and I wanted to get away from the simplistic treatment SF designs get from WKs. In retrospect, I might have gone too far.
That may be a reoccurring them for this set, going too far with the designs...
#065 Unique High Evolutionary
Real Name: Herbert Wyndham
Team: Power Cosmic
Range: 8
Points: 250
Keywords: Knights of Wundagore, Armor, Scientist
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Giants Walk The Sky:At the beginning of your turn, if High Evolutionary has no action tokens, choose either; , , or . He has the chosen symbol until he chooses again.
Evolution Ray: POWER: Make a range attack targeting any other character. Instead of dealing damage, attach the Evolved marker to the hit character removing it from any other character.
Evolved Marker
EFFECT: When this marker is first attached, roll a d6. Modify +1 or -1 a number of combat values equal to half the result. Choose a standard power on the attached character's card that it can not currently use. It has the chosen power instead of the one currently showing in that slot. Clear the Evolved Marker when the character clears 2 action tokens.
My Armor Won't Let Me Die: STOP. Impervious. Energy Shield/Deflection. PROTECTED: Penetrating/Psychic Blast, Precision Strike, Exploit Weakness. High Evolutionary may not be healed.
It Attacks On Its Own: Range Combat Expert, Close Combat Expert. High Evolutionary may only attack characters that have targeted him with an attack since your last turn. // At the beginning of your turn, place a Devolve token on all other characters within 3 squares that do not have Battle Fury. Character's with Devolve tokens modify their combat values -1 for every 2 tokens on their card.
█ HOW EASILY I MOVE ACROSS DIMENSIONS (Phasing/Teleport)
█ I MEAN TO FIGHT (Running Shot)
█ MY WORD IS MY BOND! (Sidestep)
█ FULL STREAM OF NULL FORCE (Incapacitate)
█ VAST PSIONIC POWERS (Penetrating/Psychic Blast)
█ THE FULL POWER OF MY MIND (Pulse Wave)
█ EVOLUTIONARY ARMOR (Invincible)
█ AUTOMATIC DEFENSES (Impervious)
█ I WILL NOT SUCCUMB (Invulnerability)
High Evolutionary: Triple target Incap? That alone makes it known that you designed this dial, but as cool as it is, that's not the coolest thing about this dial, that is his evolution ray trait. I love how the Evolution marker can double as both a negative effect, and a positive effect in such a cleaver and unique fashion, he could use it to give a friend some cool late dial power, or force an opponent to use their late dial Toughness rather then top dial Invincible, but he doesn't stop there. His last click is certainly a doozy, and I can see it being very tough to get him off, however to my knowledge the STOP key phrase already grants the power Pulse Wave protection, so having it in the trait may be redundant.
Crimson Dynamo: Strange to not see the Crimson Dynamo armor get the Armor symbol, but in terms of the set it is a good thing or else most of the set list wold be 90% unoccupied Armors. I like this dial, he's a solid ranged piece that can either switch to being a close combat fighter after taking a hit, or you can opt to play him at a lower point level and get more use out of the cool special power.
High Evolutionary: Triple target Incap? That alone makes it known that you designed this dial, but as cool as it is, that's not the coolest thing about this dial, that is his evolution ray trait. I love how the Evolution marker can double as both a negative effect, and a positive effect in such a cleaver and unique fashion, he could use it to give a friend some cool late dial power, or force an opponent to use their late dial Toughness rather then top dial Invincible, but he doesn't stop there. His last click is certainly a doozy, and I can see it being very tough to get him off, however to my knowledge the STOP key phrase already grants the power Pulse Wave protection, so having it in the trait may be redundant.
Crimson Dynamo: Strange to not see the Crimson Dynamo armor get the Armor symbol, but in terms of the set it is a good thing or else most of the set list wold be 90% unoccupied Armors. I like this dial, he's a solid ranged piece that can either switch to being a close combat fighter after taking a hit, or you can opt to play him at a lower point level and get more use out of the cool special power.
I thought some people might poo-poo the top dial incap on such a high cost figure, but I thought you might approve. Good call on the PW protection, thanks. This is one of the guys I think I tried to cram too much into. I should have either focused on the Evolution ray effects or the armor-won't-let-me-die effect. I just couldn't bring myself to cut either one, so oh well. What's one more overcrowded design?
I was going to do him as an armor, but I eventually decided to narrow my focus and just make a few normal armored characters.
#002 Crimson Dynamo
Real Name: Dimitri Bukharin
Team: No Affiliation
Range: 8
Points: 100/50
Keywords: Soviet Super-Soldiers, Supreme Soviets, Winter Guard, Armor, Spy
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Armored Shoulder Pads: RAM, but when Crimson Dynamo uses it, he takes normal damage instead of unavoidable.
█ BOOT JETS (Sidestep)
█ 6"7" 420 LBS OF POWER (Super Strength)
█ CARBORUNDUM MATRIX (Invincible)
█ HI-STRENGTH ALLOY COMPONENTS (Invulnerability)
█ Без му́ки нет нау́ки (Toughness)
█ ELECTRO-CANNONS (Range Combat Expert)
Significant Appearance: X-Men vs Avengers vol 1 #1 (1987)
I have to say, there is very little I enjoy more than using the RAM ability. There is just nothing quite the same as running people over and than laughing at the enemies.
I like how this use of ram only becomes a bad thing if you manage to hit three+ characters. I also love the pic you chose for this, as that would be one awsome sculpt to run people over with.
I have to say, there is very little I enjoy more than using the RAM ability. There is just nothing quite the same as running people over and than laughing at the enemies.
I like how this use of ram only becomes a bad thing if you manage to hit three+ characters. I also love the pic you chose for this, as that would be one awsome sculpt to run people over with.
Thank you. I also like RAM, but get to use it so rarely anymore. I was overjoyed that they decided to make it a keyphrase.
#068 Stealth Armor
Team: No Affiliation
Range: 6
Points: 40
Keywords: Stark Industries, Armor, Spy
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Armor: This character has the Armor symbol (see below) instead of .
Afterburners: Hypersonic Speed, but modify Speed -3 and no bonus to break away.
Stealth Tech: Stealth. Opposing characters can not increase their attack values when targeting Stealth Armor with a ranged attack.
Boot Jets: When Stealth Armor fails a break away roll, deal an adjacent opposing character 1 penetrating damage.
█ CHANGE COLOR (Stealth)
█ LOW-LEVEL REPLUSORS (Precision Strike)
█ IT'S ALL IN THE NAME (Invincible)
█ SACRIFICE PROTECTION FOR SPEED (Toughness)
█ CAMOUFLAGE (Shape Change)
Significant Appearance: Iron Man vol 1 #229 (1988)
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Armor Symbol:
Armors can not be assigned a resource.
Armors can not be given an action unless they have a pilot or AUTOPILOT.
As long as this Armor has no pilot, adjacent friendly standard characters have “POWER: Become this Armor's pilot.” Pilots are removed from the map and placed on the Armor’s HeroClix card. A character is only a pilot as long as it’s on the Armor’s card due to an action that made it the pilot.
If an Armor has a pilot, it has “POWER: Place the pilot adjacent.”
Armor modify their Attack +1, if the printed attack value of the pilot is higher than the Armor's printed attack value.
When an Armor is KO’d, place the pilot in or adjacent to its square and roll a d6.
1-3 : Deal the pilot 2 unavoidable damage.
4-6 : Deal the pilot 1 unavoidable damage.
#049 Unique Runner
Real Name: Gilpetperdon
Team: Power Cosmic
Range: 4
Points: 175
Keywords: Elders of the Universe, Cosmic, Speedster
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The Power Primordial: Colossal Stamina. When he uses it to make a MOVE action, he doesn't take unavoidable damage.
To Be The Fastest: Attack +1, but only when he targets opposing characters with the highest speed value.
5 Billion Years Old: Toughness. Super Senses, but increase the evade roll by 1 if Runner has a Speed value higher than the attacker.
Absolute Speed: Runner can't be carried or placed by other characters. Sidestep. DOUBLE POWER: Runner may use "FREE: take an action." up to twice this turn.
█ YOU AND ME TOE TO TOE (Flurry)
█ I HAVE COME TO KILL YOU OF COURSE (Hypersonic Speed)
█ I'LL MAKE IT FAST (PENETRATING/PSYCHIC BLAST)
█ OBSESSION WITH FREEDOM (Invincible)
█ OVER 5 BILLION YEARS OLD (Invulnerability)
Obliterator: This guy is a bonkers cool range attacker. The sheer amount of chaos he's capable of with that special damage power alone is enough to justify playing him at 200 points. I like the Colossal Stamina trait you have going on with him and the other Elders, I'm assuming by basic range action that prevents him from using Pulse Wave or Psychic Blast every turn? I think it would be a bit too much if he could. The two STOP clicks make him hard to KO but his defense values are low enough that he's not impossible.
Stealth Armor: Nice cheap edition to the line up of armors, the special Stealth power is clever and does a good job of representing the Armor being hard to see by effectively turning off the accuracy increasing portion of RCE or anything else. The one penetrating damage when he fails breakaway is a neat trick and helps make up for the lack of a breakaway bonus from the HSS.
Runner: I'm really loving the design on this guy because it just looks so dang cool, I would love to try out this dial at least once if it were real. Just like you did with your design for Blur in the Squadron Supreme set you've managed to make this guy feel insanely fast without even giving him HSS on his top click, the damage special is powerful but kept in check by his relatively average attack and damage values. Making him unable to be carried or placed was a great move, I'm glad you made sure he couldn't be TK'ed to increase his already large threat area.
Obliterator: This guy is a bonkers cool range attacker. The sheer amount of chaos he's capable of with that special damage power alone is enough to justify playing him at 200 points. I like the Colossal Stamina trait you have going on with him and the other Elders, I'm assuming by basic range action that prevents him from using Pulse Wave or Psychic Blast every turn? I think it would be a bit too much if he could. The two STOP clicks make him hard to KO but his defense values are low enough that he's not impossible.
Basic Range action just is a vanilla plain old range attack. It'll be the same thing with his damage special - just a ranged flurry. I wanted him to be easy to hit, but hard to kill. Stop clicks seemed a nice way to balance the low defense.
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Stealth Armor: Nice cheap edition to the line up of armors, the special Stealth power is clever and does a good job of representing the Armor being hard to see by effectively turning off the accuracy increasing portion of RCE or anything else. The one penetrating damage when he fails breakaway is a neat trick and helps make up for the lack of a breakaway bonus from the HSS.
The penetrating damage comes from the comics when he lights Titanium Man on fire with his boots rockets as he tries to crush Tony to death.
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Runner: I'm really loving the design on this guy because it just looks so dang cool, I would love to try out this dial at least once if it were real. Just like you did with your design for Blur in the Squadron Supreme set you've managed to make this guy feel insanely fast without even giving him HSS on his top click, the damage special is powerful but kept in check by his relatively average attack and damage values. Making him unable to be carried or placed was a great move, I'm glad you made sure he couldn't be TK'ed to increase his already large threat area.
Yeah, the can't be carried or placed part was a late addition to the design. I didn't want him to be TK'd out then P/PB sidestep flurry on someone.
Thanks for the feedback. I really appreciate you taking the time to comment.
Guardsman: When Michael O'Brien is the pilot of an Armor named Guardsman, it has the Police team ability and "Once per turn, when an friendly character within 3 squares is dealt damage from an attack, after resolutions, you may place Guardsman adjacent to the attacker."