You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
#072 Unique Infamous Iron Man
Real Name: Victor Von Doom
Team: Mystics
Range: 7
Points: 175
Keywords: Armor, Mystical, Scientist
11
11
18
4
11
11
18
3
10
11
17
3
10
10
17
3
9
11
18
3
9
10
17
3
8
10
17
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
A Match For Any In The Mystic Arts: PROTECTED: Mystic Team Ability. // Probability Control, but only if an opposing character has used Probability Control this turn.
By Means Of Science Or Magic: Running Shot, Phasing/Teleport
I Am Iron Man: STOP. Impervious.
I'm Trying A New Approach: Outwit. FREE: Choose a power. Friendly characters within 3 squares can use the PROTECTED keyphrase for the chosen power.
Uni-Beam Headlight: FREE: Choose a square of hindering terrain within 5 squares and line of fire and until the end of your turn, that square is considered clear terrain.
In Case Of Emergencies...: Close Combat Expert, except if he would deal knock back from the attack, Iron Duck is knocked back the same amount instead.
█ BOOT SPRINGS (Leap/Climb)
█ QUACK-FU TRAINING (Sidestep)
█ FLAME THROWER (Energy Explosion)
█ MADE BY IRON MAN WRECKER SERVICE (Toughness)
█ SHY ISN'T THE WORD (Perplex)
Significant appearance: Howard The Duck vol 1 #30 (1979)
That is it for the set. I'd like to thank everyone for the support and feedback, especially Sweakland for his dial by dial review.
As a final farewell, here's Nixon
#101 Limited Edition Nixon
Real Name: Richard M. Nixon
Team: No Affiliation
Range: 0
Points: 25
Keywords: Politician, Ruler
5
7
14
0
4
7
14
0
4
6
13
0
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
President: Nixon is considered higher point value when using Leadership or Mastermind. People Have Got to Know Whether or Not Their President Is a Crook.: Leadership. When Nixon uses it and the result is a 4-6, increase your action totals by an additional 1. If the result is a 1, he can no longer use Leadership this game.
Détente: Perplex. When facing more than one opposing player, If Nixon uses Perplex to increase the combat values of an opposing character, until your next turn, opposing forces you do not attack this turn may not target characters on your force.
█ SECRET SERVICE (Mastermind)
Significant Appearance: Fantastic Four vol 1 #123 (1972)
First off, let me say I've enjoyed this set a lot, the designs have been fun and I liked getting to see your armor mechanic. Too bad we can't see it in practice though.
Infamous Iron Man: This is pretty much what an Iron-Doc Doom would look like. I like the ability to protect his allies from any power he wants( and I assume it applies to him), and the Mystics/PC protection is well done as well. Nice placement of the STOP click on his second click, it could catch someone off guard hitting him for big damage off the bat only to have it stopped practically before it begins.
Iron Duck: I like how the dial is cheap and effective, but not meta or something so he ends up being a nostalgia piece for those that like the character. It's a fun design, I particularly like how the knockback effects him as well.
Richard Nixon: Tricky Dick certainly has some nice tricks up his sleeve. For 25 points he's a neat support piece that offers your force some good things, though his Perplex power is very scenario specific. But I don't think it should be changed has it would then lose it's flavor, at only 25 points he's good for just the normal Perplex and the Leadership, with the special aspect being just a nice bonus.
First off, let me say I've enjoyed this set a lot, the designs have been fun and I liked getting to see your armor mechanic. Too bad we can't see it in practice though.
Infamous Iron Man: This is pretty much what an Iron-Doc Doom would look like. I like the ability to protect his allies from any power he wants( and I assume it applies to him), and the Mystics/PC protection is well done as well. Nice placement of the STOP click on his second click, it could catch someone off guard hitting him for big damage off the bat only to have it stopped practically before it begins.
Iron Duck: I like how the dial is cheap and effective, but not meta or something so he ends up being a nostalgia piece for those that like the character. It's a fun design, I particularly like how the knockback effects him as well.
Richard Nixon: Tricky Dick certainly has some nice tricks up his sleeve. For 25 points he's a neat support piece that offers your force some good things, though his Perplex power is very scenario specific. But I don't think it should be changed has it would then lose it's flavor, at only 25 points he's good for just the normal Perplex and the Leadership, with the special aspect being just a nice bonus.
Thanks brother. Old Dick was a last second addition. I had to insert those comic panels, so I figured I should have a dial to go with it.
Iron Duck is fun, but probably not the best 50 points spent.
I had just went in and read most of the Infamous Iron Man story line. Aside from having the Thing in it, I thought it was meh. The heel-face trope seemed a little forced on the character. I'm also not a fan of Alex Maleev's art in it. Too stylized for my taste. I just like knowing what's going on in a panel if I'm suppose to know what's going on in a panel. Of course, I don't like many current comics because I'm a dick, so take the criticism with a grain of salt.
That said, unless Doom says it explicitly, you never know what's he's doing in the comic, so I had to wing it a bit. The stop click was an idea about giving him a Banner-style first click, without him being worthless. In the comic he likes to parade around without the armor (showing off his nearly restored face) and being a wizard. Then after the ruckus starts, his armor assembles around him. He pulls this trick numerous times, so I figured I'd work it into the design.
Thanks again for all the feedback. It is always appreciated.
001 iron man - what a great start to a promising set. using armors as is something that's been bandied about basically ever since became a thing. but at most, most have thought of it as a one off. to make a whole set around it (15!) and most of them iron man dials means you're diving deep into the lore to provide distinct takes on the specific armors. what's amazing about that is 1) it enables someone to field a very specific version of ironman that maximizes comic accuracy and 2) manages to make a set full of ironman downright refreshing, a herculean feat of the highest order. this dial packs a lot of punch to beef up its pilot, but fittingly according to as models, but the thing I dig the most is the restraint. where perplex would be the obvious grab, or even self-perplex, you've reigned it in to an honest-to-goodness give and take that captures the flavor text well. the opg regen to keep the stop in check, the self-ko on the pw. all these things are an earnest effort to keep the dial and your mechanic balanced and you accomplished a truly neat dial with it. perhaps my favorite is how the ed rs frees up the dial to showcase that tasty fb, the true hallmark of og tony
023a tony stark - ok, let's address the big slice of character-infusion on this dial first. the shrapnel is amazing. amazing because it's a big hit that enables you to shave tons of points off the dial, feels very looming in a super character accurate way, and is completely ignored once he's suited up. what an awesome way to cheat extra points while being oh so true to tony. the ed outwit is awesome, and what I was hoping to see on a tony meant to be the centerpiece pilot. that, and his low cost, makes him a great way to field ironman with a modular wardrobe. the sp is super powerful. there are so many 1d6 roll abilities in game, and because it's not pc (next to the pc) that circumvents all those pesky limitations we're used to. and all that teeth is balanced on the edge of the knife with that short range of 3 keeping him close to the action and the vulnerability of the dial (yet another big gain from his shrapnel ). and if tony wasn't busy enough, he's fixing tech with that support and scuttled-valued defend. what could easily be a throwaway dial (and most certainly would be with wk doing this same thing) is instead a very rich dial worthy of being definitive take on stark-naked stark
034 spymaster - stealing a lot more than secrets, what a jerk dial in this age of eclixment, snagging someone's gear would be terrifying (but pointedly not interfering with your armor mechanic I note). putting it into his own square is just insult to injury so he can follow up a later round and put it on himself. I appreciate that you set him up for it, but still make him half to do the work for it instead of it just being an easy auto-equip. the undetected sp is a fun add to the expected stealth/sc on the dial by adding something extra to the sc. gaining the opposition's ta has a real swanky espionage feel to it and I always love effects triggered by sc. makes the power feel more like it's namer than just a mere preemptive ss roll accomplishes. bonus points for this being the only way he can get a ta is through his spywork. the closing sp is some nice flavor that keeps him useful in the end, and in sealed would make him extra wiley
051 kang - firstly, thanks for making him only a rare. certain characters tend to get pigeon-holed into higher rarities, so it's always a kindness to make them more available. the flow of the dial is really great. losing that top click's stats hurts, but he upgrades his ps to ppb to gain more bite to compensate. when he loses his sp and downgrades his armor and attack power, oh hey, let's just go ahead and get 18 d and 4 dmg again. loosing support powers and dropping stats again? no worries, rce will cover things. kang is no fool to trifle with, is tactical and technological superiority is played out on the dial and captures his character of keeping his opponents on his toes. oh hey, howabout that ? limitations in there to keep it from being abused (gated how he can trigger it, only free actions no cost stuff, lasts a turn, can't be based so no cheap tieup tactics) so it's there as a tactical decision, an active "block" to scuttle your opponent's timing and stall for some needed time while your other pieces flank and prepare. double time pun
003 melter - ah Bruno. he was my original avatar summon. it was so frustrating that the first two lineups of the premiere marvel villain team were stymied by his absence. I longed for mr Hogan for many a year, thank you iim. and as much as that dial still melts my heart, this one is tops. the obligatory starts the dial off right. I like how he downgrades defense powers, but the killer for it is when I noticed his sweet package of full string of ppb (and later ew). meaning the downgrade isn't for him to land a hit. he can already bypass all by himself, it's really to make a target vulnerable for a dogpile which counter-intuitively makes the shine all the more for its additive effect since it's not needed on its own. in other words, he's melted you, you just don't know it yet. because it's way worse than just ppb or just downgrading. it's both
028 spaceknight - cool way to pad the kw with generic spaceknights that will still seem distinct with the rando power added on. I notice that none of the options will have unfortunate overlap with the colors on the base dial, that and avoiding the possibility of eb from light green trims the colors down to the svelte 6 for the die roll. I love that you filled the dial with 2, trimming down lots of KO space with a whole nother dial. and making them close and range focus is a grand choice. the real master stroke on this dial is that you get to pick the dial after the power so you can pair it up with the split dial that best takes advantage of what you get.
064 rom - the clean point costs make for easy builds with the generics, which is always appreciated. the is super cool. it's a very awesome way to get a lot of mileage out of him and really feel weapon swap without sf. the old school toy ad was such an awesome visual inclusion. the variable speed power contingent on what item he has equipped is a true stroke of genius. really great dial that's solid and like the generics highlights the additions built onto it. my only qualm (very small squalm) is that I feel the imperv and toughness flavor text should be swapped.
064s1 analyzer - it's a simple and super effective way to affect his scanning apparatus. the added nerf on stealth let's you get the obvious use guaranteed, freeing up the ow for something else (sc countering is just gravy on top)
064s2 neutralizer - crisp and to the point. I appreciate you didn't feel the need to spruce it up more than that as ppb is getting the job done. I appreciate even more that the awesome offense is limited by the lack of targeting gained by the other effects. a true choice here instead of just 1 obvious and corner-case flavor
064s3 translator - neat complement to the improved outwit. its own style of fits the application and further adds fun distinctions. I do think it might serve the design better to include the usual "same value other than damage" language to keep it in line and give it's "regular" use a reason beyond lead in language
005 iron patriot drone - the minion is a cool way to get some swarm out of them, especially when they're on the cheap and you can really flood the map. it also makes the commander and crew team-style shine for your leader. nice open-ended nod to the old minion ability mechanic. the effect itself really leans into their strength as a shooter force. did you intend for the effect to trigger only on vanilla range attacks, or is it umbrellaed in under power action rce/power action rs? the ee effect is small but fun addition. most standard powers gain a lot of character from minor tweaks. as for the :g-damage:sp, that's a sweet effect. I appreciate they get tokened for the cost but it's carefully not worded as a costed action to further the swarmability of the force. solid values and clean power progression make these guys look well worth the cost
054 iron patriot - I reeeaaaalllly like the design of his sp. there's a legitimate choice between a vanilla attack for a change (with stats to back up either option). that alone is amazing. but the fact that the armor starts all vanilla really sings to me for some reason. almost like this model is showcasing the bells and whistles of standard powers all the more because you get to add them to a pilot as needs be. the conditional aspect of the sp is supah-sah-wheet. love that the pilot affecting the dial so it's no just bland everyone uses it the same, but shows a different flavor depending on the pilot
023b tony - prime tony is a puppet master! I love the effect of "remote controlling" an empty armor. this is the type of prime that would be brilliantly effective and the obvious next step were this mechanic real. I love that you really go all in on the mechanic and have designed him well around it. all of his effects, from the remote control, to the power boosting, to bringing his own wardrobe bystander is amazing. heck, you could've just stopped at the pog (whose enhancement along with tony's perplex can give him some legitimate teeth without even putting on the armor). I love enhancement. it's one of my favorite powers and I love that passive effect showing up in teamfriendly places that let you contribute by just showing up.
045 iron man (silver centurion) - the conditional incap is all the better for it's limitations that let you open up the wheels on the add-ons. in the right conditions *cough*sealed*cough* you're gonna really poop in someone's cheerios. the pulse bolt is much less mean-spirited design than the prime we got. less open to abuse but more fun. granted there are range boosting abilities in-game that can make this dangerous, but even at really long ranges it's within the game's upper limits of reasonable. Maybe direct line of fire only? besides, it's your own fault for not closing the gap on the centurion. oh, hey? did you say ed close incap? . :slow-clap:
009 kristoff - i get the streamline of generic TAs, but i do miss minions of doom. teamplayer doesn't make a lot of sense for doom. wildcard was the mechanic of his ta and his own ta made sense for him. know what i mean? i appreciate you've kept the flavor of it here for kristoff, as wildcard does work for him so he can be on an f4 team with their ta. i appreciate his scuttlebutt sandbagging his allies in the name of doom, which could work with the f4 ta in particular. that alone would greatly boost his survivability, but combined with his reducers should prove quite sturdy for doom jr. the error repping his cognitive dissonance on the return of real doom is the best kind of weakness. one that injects flavor. impressive chops to pull off an armorless click where it's just the kid. i'm really digging the conditional gains from his leadership. due to the timing it not only boosts his leadership but his mm as well. really good power design. the added ow just becomes cherries on top of a very delicious sundae.
039 human torch - never would have expected a sf torch. even that aside (or possibly because of the freedom afforded because of it), this is a super unique take on johnny. it feels very silver age with his focus on board control instead of direct burning (oh hai poison). the scuttled attack values play into his poison-centric roll, another effect to steer the player's game. the decoys are a story-specific technique that could drive your opponent batty as he burns through a mob. i love poison pieces and the key to them is survivability. johnny cranking out decoy tokens while passively tying up the enemy seems like a fun tactic. oh and speaking of board control, i'd be remiss not to mention the awesome on him. like i said, feels very silver age
057 human torch - there's all the offense anyone could ever want from torch. i like the topdial rce paired with rs to encourage you to opt for a pour-it-on approach. the clixfx is a cool way to flame off the dial. and i like the hurts himself approach to the effect
065 high evolutionary - the evolved clixfx is a novel concept. i like how it's a mega perplex that requires a hit but can also shuffle powers around. which can be a HUGE boon on an ally. or a HUGE nerf on an enemy just by moving somethings around. initially i was concerned at the creep on the sp, but seeing how it interacts with the limitation on the sp makes this something you can avoid entirely on higher point games. or rather you'll need to avoid entirely to not get caught in the range of his nerf aura
002 crimson dynamo - been a loooooong time since we've gotten a dynamo. the high power of the full dial is paired well with the svelte smash of the rookie. the simple modification to the ram makes it a super fun option to send a Russian rocket at your opposition. titanic three kw ftw
031 obliterator - hahaha. love that you dug this one up. all those shooter bells and whistles (the least of which isn't the ranged flurry sweetness) means he can dish it all out. but it's the twist on his colossal stamina that makes this one stand out. he can keep pumping it out with no problem, but has to keep it vanilla. eventually you'll want to unleash one of those tasty options and the best bit is your opponent won't know when it's coming
068 stealth armor - very interesting. i like the limitations to the hss. it really adds charm to the design and pulls the breakaway fail into a wonderful conciliation prize. but my favorite part of this design is the sp nulling attack modifiers. it's just such a "why haven't i thought of this?" effect for stealth that it makes me smile wide at your creativity
049 runner - continuing with the priomordial shared is awesome. i really love your take on it, taking the signature of the elders (power cosmic ta) and polishing it with their signature specialty as the exception to their colossal stamina dmg is masterful. appreciate the relativistic speed on the sp (that makes, like, a lot of sense) and i appreciate the sp both for its limitation (his pridefulness shows up both in not being able to be carried and the spiteful attack bonus in the ) as well as the dpa throwback to good ol multi-attack
Last edited by Baron Impossible; 03/19/2019 at 15:53..
014 Michael o'brien - guardsman getting more love than we could ever expect from wk. police ta, full dial enhancement (love enhancement) and the modest defend make him worth his investment without armor (which is a good design you've kept up with) and the armor add ons polishes his signature gear. shouldn't the be called guardsman, though?
004 guardian armor - with Michael's and the armor's own ed sidestep, you'll get a lot of mobility out of this rig. makes up for the lack of move & attack and a solid package for 70. i like that you can grab a ton of cops and guards to fill out a ton of guardsman armors and get a full squad to guard the vault
029 kevin o'brien - lol love he takes it on the chin with mc. his version of the guardsman armor is going to have a completely different feel. these three dials really let me feel the cool factor of this set's design.
067 nimrod - woooo [insert "do no go in there ace ventura" gif]. nimrod is just in your face with the mean. manipulating the protected mechanic as a variable response to his last attack is soooo on point. it is a delightful rules navigation of a mean-spirited aspect of nimrod's character. this just reeks of comic accuracy in the most despair-inducing way . seriously, I haven't even read the rest of the dial yet and I feel this guy leaping out of the pages of uncanny 191 in the most "how do we deal with him?" way. countermeasures letting you be unoutwittable instead of being the outwitterer is nice. there have been many times when there isn't anything worth outwitting (you're not attacking, they're going to clear, etc) so a friend of mine always says in those circumstances "I outwit the air" hoping my pieces will drop dead in front of him from asphyxiation. the ability to convert a non-optimal outwit into outwit proofitude makes it always useful, not to mention even better strategically at times to cover his own bases. I surmise by the orphaned toughness flavor text that the sp was a late addition. I think that free action tp will be a huge boon to his survivability, enabling him to gain the breathing room his healing needs, or to reposition just to get the most out of whatever his current protected is. oh and hey, the dial itself? this many stellar bells and whistles and you could easily phone in the dial (I know I've seen it happen) but you clearly took the time to dial it in instead. there's little bits here and there throughout that show you cared how the dial flowed. love that 12 buried in that sweet spot of click #3
013 mandroid - ah mandroids. the og meta nostalgia is still strong. shifting focus mandroids is choice. loving it. the experience support piece remembers what mandroids where, but I also dig the tanker rookies and the shooter vet, really dig the pairing of incap with cce. i'd probably always rock the the 40pter to keep swapping to optimal builds.
043a air-walker - loving that old school art. named keywording heralds is a nice reaction to wk completely unnecessary decision to trim away the generic one. I know I was putting heralds on dudes up and down when it applied thematically. I think for me, generic kws should have been used in SPs more than for theme team purposes. an enchantress that gets defended by brutes, a quicksilver that deals more damage to speedsters, a galactus with vicious herald summons. for robo-walker, I dig the limited pap (pap works best with a small selection of 4 or less imho). horn of Gabriel is a nice opg effect that in the right time t could be well worth using a tentpole to make use of fb. the sp seemed a bit oof at first. I like the big speed gain that differentiates it from normal movement, and I like the incap effect instead of dmg. but an 18 move for it just seems a hair beyond what i'd expect, even for a 175pt piece. maybe a locked movement value of 14 or 15? the cape is super cool. I like very different strategies that come from non-standard effects. the lockdown is cool and well mitigated from requiring continued adjacency. but the yum flavor is that roll of 12. yikes! and super balanced
052 gardener - the really sets the tone, let's you know who's in charge of the bush. that's owned by ord, you can't use it against him. and then his sp lets him slap some hindering wherever he wants, even right under your opponent's toes, giving him some nice board control and unconventional lockdown. hulk can shrug off incap, but he's going to have to fight his way out of my weeds. this may be the first old man to shake his fist and yell "darn kids, get on my lawn!" and if that weren't enough, the sp just screams "custom designed by reno." your love of incap is all over this dial, bud. <--obligatory pun. my only frown is a lack of "power primordial" for him. I know you were trying to keep his cost down, but it's such a great effect it'd be a shame to see him without it. i'd reckon you'd have let his incap bypass colossal stamina dmg, especially since he's already rocking it full dial. that would certainly push him pun to the value for the points you think he's lacking (continuous incaping, especially top dial when it targets all in hindering) with a negligible cost since all that incap he's already got would be shunted into a with a minor (but in this case, potent) gain
021 ghost - judicious use of to complement his . using the passenger format to scuttle his ability to carry comes of clean. I like the aesthetics of the dial. the layout just has a nice staggered look to it. his super stealth is neat. less annoying than mystique and in some ways more potent in dictating turn tempo. the ol' fists through wells cheat is what an intangible character needs
043b Gabriel the airwalker - I nearly plotzed myself when I read it makes a galactus bystander. that is - i'm still processing the sheer concept of this - outstanding. the inverse of the expectation is an amazing way to affect what it is that a herald does. summon galactus, indeed. such a fantastic concept for a prime herald. I am terribly jealous this never crossed my mind. super cool, dude. super cool.
035 tony stark - conceptually, the push penalty (and how it leaks over to the penalty for the other ) is a great way to deal with his alchoholism. he's succumbed to temptation so his wp is shot pun. wild design, but great way to get a super cheap pilot to really make a particular armor the centerpiece. also love the opportunity to demon in the bottle, which i'm super surprised hasn't been dialed yet
046 iron man model 29 - I like that the wp only kicks in end-dial. gives the dial more longevity and playability end-game without it being overmuch at the beginning. the super sidestep is gravylicious and the sp is so cool. pap with a great limitation that makes you have to choose wisely to not waste a choice power and almost force you to experiment with the less obvious attack powers to see what this baby can do. really highlights versatility instead of abuse. the autopilot makes sense for this particular armor, and I enjoy the limitation you put on it.
066 trader - I can tell you thought outside of the box to make this unconventional character into a dial. having him swapping equipment was a clever call, especially how you've linked it into his conditional stop clicks. i'd love to see primordial power on him, too. though he's harder to peg down. maybe an X-Men ta like mechanic (trading clix of life) or Occam's razor and let him equip objects without taking colossal stamina dmg? he wouldn't be using it turn after turn likely, but it'd be a fun add.
026 silver surfer - I wasn't expecting sf surfer, but thinking on it, he does have a rather robust package that's hard to all fit on clix. his support aspect is largely ignored in clix. the pap will let him do just about anything, including a surprise punch of cce or rce (which really hits the character well and I love that it's at the cost of his potent ta (thematically, as he's using his power cosmic to fuel that power). honestly, if it weren't for the slowerish sidestep (which i'm a fan of and pairs really well with the the versatility of his options) this could be a stand alone dial and serve great for norrin without the sf. I look forward to seeing the speedy/shooty version I expect to come
042 iron spider - the expanded super senses will give him quite an edge while the web shooter's versatility is super fun. the get-over-here needs to happen on petey. but the coolest thing about this dial is the simple yet oh-so-flavorful ability to draw lof from an adjacent square. that's rule-of-cool to the max.
048 silver surfer - you made us sweat out that second surfer, eh? and boy does it not disappoint. the way it complements the of the other dial is just a thing of beauty. and shifting between them will be oh so fun. tons of power but not all at the same time. oddly, the open-endedness of both makes you have to think extra hard on which to field. man these are cool as hell. grand execution, my friend.
050 invisible boy - if it weren't for the danged embargo, I'd guarantee you this version of johnny would have been clixed. I appreciate that you chose not to incorporate this into the sf torch. avoiding the non-thematic costume swap would have been much better on poor cap's muddled sf. the power cosmic is simple but super effective. price of admission right there and highlighting the oddly underutilized in clix aspect of sue's power to deinvisible things on johnny's dial. I like his unconventional stealth. the further away the more stealthed he is. that's a fun way to do it instead of just plain old stealth. using ow (and the oomphed ow in the sp) to affect the galactized version of his power was a clean design
020 invisible woman - love that you picked the mullet . sf for sue has some interesting promise. this definitely being her team support role that she usually gets in clix. I like the sp being non-movement (stealth aside). it's fun when SPs shuffle expectations cause they can. the options are very reminiscent of the ol super skrull and I like that she shares them. that makes her an awesome piece. particularly the on-the-nose esd for her forcefield enabling the team to not have to camp to get her defensive edge. sue should be the best at all interpretations of invisibility. the barrier will keep her busy and the stellar 19 (well-deserved) with sc will keep her alive before figuring out how to apply her shield. end-dial she becomes a really nice piece that is still filling the same role with mostly the same moves but in a completely remixed way. I really like that shuffle. passenger 3 is a delight
038 invisible woman - nary a click of stealth in sight. bold move. this sue is very straight forward. no frills (beyond a basic ), mostly offense with the defense to keep her going. instead of all offense, this is combat mode and I dig it, especially since you wisely kept the on the support piece. I think for my druthers, i'd have kept off the tk to keep the roles more distinct, maybe a second to polish the incap, but I like visible woman complementing the more traditional (and tricky) invisible woman.
059 psychoman - digging the microverse kw. control box is so clever. I love how it leans into the new mc rules and doubles down on the effects to affect the different emotions that are typically used as the same mc. your add ons are neat and keep them internally balanced, all the more so in your prudent decision to keep the bonuses on single target. the sp is super cool, too. let's him affect shrinking everyone already. it'd be cool to see a similar thing on Brainiac. and look at all that incap . all and all, this is a really fantastic dial for an emotional manipulator in general and especially for psychoman in particular. well done, mate. but wait! there's more. the hatemonger pog could have easily been a simple after thought. the fact that psychoman gets to make a pog and one with mc would have been plenty. but not enough for reno! the anti-teamwork aura is glorious. so simple, but oh so effective in demonstrating his disruptive effect
015 controller - I've like this guy more than he deserves ever since infinity challenge. and all the more so for a sweet new enforcers team. minions of thanos is a delightful throwback kw to his continuity. wild dial is a a great way to go for this guy (man do I love me some wild dials) and the free self-tk is a huge boon to his mobility, especially as that will help him to smack some more slaver discs down to keep up the heals. did you intend for the mind control to target regardless of LoF?
I love this set, both Rom and the Infamous Iron Man.
Have you been reading my wish list?
I love your Titanium Man, for me Boris will always be the real Titanium Man and you gave him the Titanic Three keyword which made me sooooo happy.
I've often debated whether Boris ( especially in the classic armor ) should be considered a giant . In armor he's around 12' feet tall ( somewhere between 11' and 15' feet is the usual range from the 70's through the 90's ).
Is that big enough to justify being a giant?
It would help if WizKidz was a little more consistent with what constitutes a giant. I can't really blame them for the Hulk bouncing back and forth, because he really does shift in sizes pretty radically.
However sometimes it seems like seven feet tall is considered a giant and sometimes 15" foot monsters get so anything seems fair game.
Of course when he first showed up he was about nine foot in the armor and only became a "Giant" later after he was exposed to experimental Soviet era growth hormones in an effort to match or exceed Iron Man's power.
Sorry, I'm a huge Iron Man nerd. Trust me when he became popular no one was more surprised than me!
With the inclusion of your great Crimson Dynamo in this set all we need is Devastator ( who also showed up in Rom, so bonus! ) and the Soviet Super-Troopers and we'd have the cream of Cold War powered armor.
Also love your take on the space armor, super specialized and powerful, in the right circumstances. There is a reason he doesn't wear it all the time.
But and you'll think I'm crazy I probably love your generics most of all. Oh those great Mandroid suits. People would get so tired of seeing them on my S.H.I.E.L.D. teams, because they'd be on all of them.
And the Guardsman armor is "Just right", seriously it hits the sweet spot perfectly.
Also those are the best "Generic" Space Knights, oh they would fill out my lineups so well.
I would have so many Mandroid and Guardsman armors I'd probably drive up the market price for everyone.
An excellent job and I'm still going through this great set.
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
001 iron man perhaps my favorite is how the ed rs frees up the dial to showcase that tasty fb, the true hallmark of og tony
I couldn't agree more.
Quote
023a tony stark the sp is super powerful.
I trimmed the Prob Control off of it. Something I've noticed going back through these dials with you, some of the higher point designs seemed overpower, while the 50 points dials seem a little weak for their points.
Quote
051 kang oh hey, howabout that ? limitations in there to keep it from being abused (gated how he can trigger it, only free actions no cost stuff, lasts a turn, can't be based so no cheap tieup tactics) so it's there as a tactical decision, an active "block" to scuttle your opponent's timing and stall for some needed time while your other pieces flank and prepare.
I felt Kang's force field is a huge part of his character. He turns it on and monologues. I had a little trouble trying to conceive of what that would be beyond high defense, ESD and invinc., but I wanted it to stand out from his actual armor. Not sure if the effect is worth it, but there maybe occasions were it would prove tactically useful. double the points for double time puns
Quote
003 melter he can already bypass all by himself, it's really to make a target vulnerable for a dogpile which counter-intuitively makes the shine all the more for its additive effect since it's not needed on its own.
I also wanted an effect to show he could get through invincible but it may take him a couple turns to do it.
Quote
028 spaceknight - cool way to pad the kw with generic spaceknights that will still seem distinct with the rando power added on. I notice that none of the options will have unfortunate overlap with the colors on the base dial, that and avoiding the possibility of eb from light green trims the colors down to the svelte 6 for the die roll. I love that you filled the dial with 2, trimming down lots of KO space with a whole nother dial. and making them close and range focus is a grand choice. the real master stroke on this dial is that you get to pick the dial after the power so you can pair it up with the split dial that best takes advantage of what you get.
Thanks. One of my favorite aspects of the Space Knights from the Rom run was how varied and unique each one was from the others (for the most part). I wanted to represent that in the design.
Quote
064 rom - my only qualm (very small squalm) is that I feel the imperv and toughness flavor text should be swapped.
064s3 translator - neat complement to the improved outwit. its own style of fits the application and further adds fun distinctions. I do think it might serve the design better to include the usual "same value other than damage" language to keep it in line and give it's "regular" use a reason beyond lead in language
First off, of course they should be switched. Not sure how I missed it Good call on the translator 'other than damage' caveat. His Neutralizer was hard to translate, since it's 'real' effect is banishing creatures to limbo. I figured PPB would work.
Quote
005 iron patriot drone did you intend for the effect to trigger only on vanilla range attacks, or is it umbrellaed in under power action rce/power action rs?
No I meant all actions that include a range attack. Wording has been changed to reflect that. Thanks.
Quote
054 iron patriot - love that the pilot affecting the dial so it's no just bland everyone uses it the same, but shows a different flavor depending on the pilot.
Thanks. It was one of the elements to the armor designs I was really looking forward to exploring.
Quote
023b tony - I love enhancement. it's one of my favorite powers and I love that passive effect showing up in teamfriendly places that let you contribute by just showing up.
I love Enhancement almost as much as I love Incap.
Quote
045 iron man (silver centurion) the pulse bolt is much less mean-spirited design than the prime we got. less open to abuse but more fun. granted there are range boosting abilities in-game that can make this dangerous, but even at really long ranges it's within the game's upper limits of reasonable. Maybe direct line of fire only?
Really liked your suggestion for Direct line of fire, so I made that change. I had an idea for his "Armor Wars" effect would be a silver bullet to other characters with the armor symbol, but since most of the armors are variations of iron man suit, it made more sense just to key off the armor keyword.
Quote
009 kristoff - i get the streamline of generic TAs, but i do miss minions of doom. teamplayer doesn't make a lot of sense for doom. wildcard was the mechanic of his ta and his own ta made sense for him. know what i mean?
You convinced me. I dropped team player and gave him wildcard keyphrase in his trait.
Quote
039 human torch johnny cranking out decoy tokens while passively tying up the enemy seems like a fun tactic.
I know I wanted to do SF for all the FF, but Johnny was the hardest to figure out. I decided to put all the neat secondary aspects that make the character interesting but are hard to squeeze in on a normal Torch dial without it feeling overloaded. The decoy thing was something Torch would do back in the day, but seemed to forget about when Byrne took over.
Quote
057 human torch - there's all the offense anyone could ever want from torch. i like the topdial rce paired with rs to encourage you to opt for a pour-it-on approach. the clixfx is a cool way to flame off the dial. and i like the hurts himself approach to the effect
After just re-reading the dial, I felt the Nova effect is a little overpowered maybe. I made some minor tweaks.
Quote
065 high evolutionary - the evolved clixfx is a novel concept. i like how it's a mega perplex that requires a hit but can also shuffle powers around. which can be a HUGE boon on an ally. or a HUGE nerf on an enemy just by moving somethings around. initially i was concerned at the creep on the sp, but seeing how it interacts with the limitation on the sp makes this something you can avoid entirely on higher point games. or rather you'll need to avoid entirely to not get caught in the range of his nerf aura
I've done a few versions of this guy over the years. WK's versions have never quite met my expectations for the character. This design was to cover his evolution ray power. I also felt I had to focus on the armor and its function of keeping him alive (regardless).
Quote
002 crimson dynamo - been a loooooong time since we've gotten a dynamo. the high power of the full dial is paired well with the svelte smash of the rookie. the simple modification to the ram makes it a super fun option to send a Russian rocket at your opposition. titanic three kw ftw
T34L
Quote
031 obliterator but it's the twist on his colossal stamina that makes this one stand out.
This guy really is the worst. You can see why he dropped off the face of the multiverse. I loved making him though I had not much to go on. He's the best at killing things, and he's all shoot'em'up, so the colossal stamina thing seemed appropriate.
Quote
068 stealth armor - very interesting. i like the limitations to the hss. it really adds charm to the design and pulls the breakaway fail into a wonderful conciliation prize. but my favorite part of this design is the sp nulling attack modifiers. it's just such a "why haven't i thought of this?" effect for stealth that it makes me smile wide at your creativity
I really was going after the issue where he melts Titanium Man armor and accidently kills the Gremlin. I'm glad you like the stealth effect. I was like you, it just seems so obvious. I figured I must have been poaching from a forgotten source.
Quote
049 runner appreciate the relativistic speed on the sp (that makes, like, a lot of sense)
Bonus points for the stealth pun
Quote : Originally Posted by Baron Impossible
014 Michael o'brien shouldn't the be called guardsman, though?
Copy that.
Quote
004 guardian armor i like that you can grab a ton of cops and guards to fill out a ton of guardsman armors and get a full squad to guard the vault
I was thinking the same thing
Quote
029 kevin o'brien - lol love he takes it on the chin with mc. his version of the guardsman armor is going to have a completely different feel. these three dials really let me feel the cool factor of this set's design.
This guy definitely will never see the light of day from wks. I thought he was a fun and interesting character. Besides, like you said, it helps turn the guardsmen armor into
Quote
067 nimrod - manipulating the protected mechanic as a variable response to his last attack is soooo on point.
Thanks. I thought so too. I'm afraid this guy would become a rules nightmare when they start getting questions like, "what does Protected: Running Shot mean?"
Quote
013 mandroid - ah mandroids. the og meta nostalgia is still strong. shifting focus mandroids is choice. loving it. the experience support piece remembers what mandroids where, but I also dig the tanker rookies and the shooter vet, really dig the pairing of incap with cce. i'd probably always rock the the 40pter to keep swapping to optimal builds.
Definitely a homage to the CT versions. I remember when NAAT became a thing and suddenly everyone had to get the rookie version on their team.
Quote
043a air-walker but an 18 move for it just seems a hair beyond what i'd expect, even for a 175pt piece.
I agree. Dropped it to a printed 7 - 6. 14 & 12 are not out of line. Hopefully.
Quote
052 gardener this may be the first old man to shake his fist and yell "darn kids, get on my lawn!"
LOL
Quote
my only frown is a lack of "power primordial" for him.
I agree, it does seem like an oversight. I'll have to think on it. Incap would be a natural choice...
Quote
043b Gabriel the airwalker - I nearly plotzed myself when I read it makes a galactus bystander. that is - i'm still processing the sheer concept of this - outstanding. the inverse of the expectation is an amazing way to affect what it is that a herald does. summon galactus, indeed. such a fantastic concept for a prime herald. I am terribly jealous this never crossed my mind. super cool, dude. super cool.
I have to admit, I love the idea of a Galactus bystander
Quote
035 tony stark - conceptually, the push penalty (and how it leaks over to the penalty for the other ) is a great way to deal with his alchoholism. he's succumbed to temptation so his wp is shot pun. wild design, but great way to get a super cheap pilot to really make a particular armor the centerpiece. also love the opportunity to demon in the bottle, which i'm super surprised hasn't been dialed yet
Definitely one of my favorite story arcs of Tony's - his downfall into the bottle and losing his family business and his climb back. I wanted to make a dial to capture that.
Quote
046 iron man model 29 pap with a great limitation that makes you have to choose wisely to not waste a choice power
I wanted to put some strategic thinking into the PaP.
Quote
066 trader - I can tell you thought outside of the box to make this unconventional character into a dial. having him swapping equipment was a clever call, especially how you've linked it into his conditional stop clicks. i'd love to see primordial power on him, too. though he's harder to peg down. maybe an X-Men ta like mechanic (trading clix of life) or Occam's razor and let him equip objects without taking colossal stamina dmg? he wouldn't be using it turn after turn likely, but it'd be a fun add.
I like where you're going with that...
Quote
026 silver surfer - I wasn't expecting sf surfer, but thinking on it, he does have a rather robust package that's hard to all fit on clix. his support aspect is largely ignored in clix.
048 silver surfer - you made us sweat out that second surfer, eh? and boy does it not disappoint. the way it complements the of the other dial is just a thing of beauty. and shifting between them will be oh so fun. tons of power but not all at the same time. oddly, the open-endedness of both makes you have to think extra hard on which to field. man these are cool as hell. grand execution, my friend.
Thank you. I was happy with his dials. I'm glad you approve.
Quote
050 invisible boy - the power cosmic is simple but super effective. price of admission right there and highlighting the oddly underutilized in clix aspect of sue's power to deinvisible things on johnny's dial.
This is one of the dials that upon reflection was a little overpowered for its cost. I made the Power Cosmic trait a power action now. I feel like that brings him more in line.
Quote
020 invisible woman - love that you picked the mullet . sf for sue has some interesting promise. this definitely being her team support role that she usually gets in clix.
Yeah, that hair was horrendous when it was new... and it has not aged well. Sue was one of the reasons I wanted to do SF for the FF. She's hard to do with all that offense and defense she's kicking out.
Quote
038 invisible woman the anti-teamwork aura is glorious. so simple, but oh so effective in demonstrating his disruptive effect
When I reviewed the dial after reading this comment, I'd forgotten about the Fear Monger pog. It was a pleasant surprise. I was like, "wow, I like that trait"
Quote
015 controller - I've like this guy more than he deserves ever since infinity challenge. and all the more so for a sweet new enforcers team. minions of thanos is a delightful throwback kw to his continuity. wild dial is a a great way to go for this guy (man do I love me some wild dials) and the free self-tk is a huge boon to his mobility, especially as that will help him to smack some more slaver discs down to keep up the heals. did you intend for the mind control to target regardless of LoF?
The IC version got a lot of play back in the day. Wild dial seemed much better than combat boost for slave discs.
I love this set, both Rom and the Infamous Iron Man.
Have you been reading my wish list?
I love your Titanium Man, for me Boris will always be the real Titanium Man and you gave him the Titanic Three keyword which made me sooooo happy.
I've often debated whether Boris ( especially in the classic armor ) should be considered a giant . In armor he's around 12' feet tall ( somewhere between 11' and 15' feet is the usual range from the 70's through the 90's ).
Is that big enough to justify being a giant?
It would help if WizKidz was a little more consistent with what constitutes a giant. I can't really blame them for the Hulk bouncing back and forth, because he really does shift in sizes pretty radically.
However sometimes it seems like seven feet tall is considered a giant and sometimes 15" foot monsters get so anything seems fair game.
Of course when he first showed up he was about nine foot in the armor and only became a "Giant" later after he was exposed to experimental Soviet era growth hormones in an effort to match or exceed Iron Man's power.
Sorry, I'm a huge Iron Man nerd. Trust me when he became popular no one was more surprised than me!
With the inclusion of your great Crimson Dynamo in this set all we need is Devastator ( who also showed up in Rom, so bonus! ) and the Soviet Super-Troopers and we'd have the cream of Cold War powered armor.
Also love your take on the space armor, super specialized and powerful, in the right circumstances. There is a reason he doesn't wear it all the time.
But and you'll think I'm crazy I probably love your generics most of all. Oh those great Mandroid suits. People would get so tired of seeing them on my S.H.I.E.L.D. teams, because they'd be on all of them.
And the Guardsman armor is "Just right", seriously it hits the sweet spot perfectly.
Also those are the best "Generic" Space Knights, oh they would fill out my lineups so well.
I would have so many Mandroid and Guardsman armors I'd probably drive up the market price for everyone.
An excellent job and I'm still going through this great set.
The size thing always gets me too. There is really no delineation to be found. I debated making TM , but ended thinking it would make him too big of a target with just sidestep on the opening clicks.
I glad you like my generics. I tried to spruce them up to keep them from being too...well, too plain
Quote : Originally Posted by Baron Impossible
reno did a fantastic job on his generics. usually generics are boring or at the least less intriguing. he did some of his best work on them
030 sentinel alpha class - yay xmen characters in a non-xmen set. back in the day it was such a delight to find some "out-of-property" characters sprinkled into a set. a little incentive for folks that may not be keen on the main theme to still be interested. these days the branding is so strong on marvel and compartmentalized that we never get that anymore in the brave new world of marvel (don't get me started) . bleah, enough of that, creative corner makes all things gooder. I like the analyze mechanic and the way you've crafted the interactions. this helps to display how the sentinels have to interact with the targets first to develop the countermeasures instead of just going in guns blazin'. the effects you've chosen do a good job of enabling them to have the variety to pick the best way around their target's abilities. I also appreciate that the alternate starting lines let us truly embrace the sentinels' penchant for conservation of ninjitsu. fun flavor text.
055 sentinel omega class - there's that ppb I was expecting on the alpha. I get now why it wasn't. reserving it for the big guns, so to speak. it's also cool you continue it into the sp, really enjoy that integration of effects. I also love how it continues the previous mechanics and how they can play off of each other's tokens since they're operating from the same database it's thematically on point. speaking of big guns, omega is bigger and badder in every way and feels like that mutant-hunting murder machine that mama muties tell their bairns about to keep them behaving
041 rachel summers - huh. mind link is subtle but strong. in the right build that could be amazing. nice out of the box, there. speaking of, her dial comes in soft and supportive but her teeth flash when things get serious. what a clever way to pack a lot of phoenixy-punch into a cheaper dial. But lest your opponent think they’ve got her pegged, that surprise rce on her red click numbers keeps things dicey enough to be interesting
012 contemplator - I can only imagine how hard it was to craft a guy who's schtick is thinking and not doing. what you've done is marvelous. the ponderous sp is really really cool. offering you out of the box incentive to invert the normal uses of perplex. that's awesome. combined with all that pc and great defense, I don't mind dropping 80 on a pure support in its purest form. though with those min/max values and his inabilities, i'd be willing to see him at 70, even with all those bells and whistles. I can see why he doesn't have the primordial power ability as his big draw is not using up actions. his long range even inhibits the need to move him after he camps on turn 1 in a nice vantage point. I guess incap could've been it, but adding it to him (over gardner) would radically change the design and lose its charm. there's something to be said for knowing when to break out of a mold (even one of your own designing) for a better design than forcing something. fantastic
036 possessor - good ol lionhead staff. what a wild design. your design of the character is fun and different. I like that he gets better with his weapon of choice which then serves as an off-set for his own stat nerfing, so that when he copes at stat it's all gravy without getting out of hand. I think you could drop the non-range buffing in his . as his own range without the staff wouldn't be enough to do anything and with it is smallish to begin with
056 astronomer - that's a fun dial. lots of range support, and I do mean range. I really like that the rce is such a gamble. you have to activate it before you roll and see if the target you really want to hit is within range. perhaps his take on power primordial could be that he doesn't take colossal stamina dmg from using rce without dealing dmg? too wordy?
060 ego - I've never been fond of ego in clix. yeah I get hung up on the scale issue. there are lots of balances in this design, particularly with regard to his bystander generation. I like the flavor of the sp and how it translates into the game visually. his ability to generate his own objects lets him set up for his tk, making it worthwhile in the long run. especially if you camp and make a pile while the opponent comes to you. normally that strategy would be prohibitive for a oma, but his bystanders can do some of the heavy lifting while he's doing that. though I do think at 300, there should be something else going along with the objects. perhaps a conditional bonus in the sp that also uses barrier?
069 hydro armor - loving the preemptive ink squirt. very nice. I appreciate the in the though I think i'd prefer it on the dial and grant him to make up the difference. penetrating poison is always fun. cool chase
019 force - the emp is amazing. it's focused targets is not a limitation, it's a real bonus! he can swim in a mob and blast away at the only target that would count . play him with luddite teammates and he's got no worries about friendly fire. what an awesome "penalty." I like the built in fb into all his attacks. integrating the power action portion of fb into it's free aspect really ups his kb game. his late game barrier is a wonderful force-flex effect that's awesome board control.
010 heather hudson - heather's alpha signal will be a fun way to gather the gang. little surprised there wasn't a to give her a piloting bonus. then I saw the suit itself . patience is a virtue. love heather. alpha flight ftw
024 guardian battle suit - LOVE the supper tunneling gets flavor text and the way you designed the power to make it different from just giving him . bizarro rules for heather is a great way to differentiate her and let her play side by side with mac using the same armor with such a vastly different effect. trading mobility and durability makes each experience good in a different way and not 1 inherently better than the other. really cool way to get more playability out of the same dials. the Delphine Courtney name drop gave me a grin
044 james hudson - the attack sp is a nice throwback to the lamentably lost ata (RIP ). the resurrection is quite a gamble. chances are nothing. but an equal chance of him coming back for or against you is such a risky move that you and your opponent might wind up in a game of chicken with neither of you wanting him to get KO'd. lol. that would be a hilarious effect on gameplay. i'd gamble it
008 roger bochs - I love how much alpha flight you were able to slip in and stay on theme. infiltration is a really cool effect that's spot on in how you implemented it. he's a basement bargain pit crew for tech, though I wish his attack values were higher so he could support better
040 box - neat effect on the the piloting limitations. it's super limited but the effects are nice. using the you were able to get the 2 different ways the two boxes used their armor with such a simple change of wp or range. the cybro helmet is also another way to drastically change the playability of the suit.
058 Madison jeffries - wow! technokinesis is SO cool. an awesome limitation that lets you just put it all out there on the dial itself, allowing the singular text of the the parse all the difference. it's even cleverly worded to enable him to make vanilla attacks normally. this completely transforms the mc, the tk, the awesome ppb into flavor that's wonderful. even the PaP takes on a whole new light that's cool and cheese given the . you could've stopped there, but once again came up with even more awesome on the dial. the second granting an awesome regen power to everything he rides is glorious and makes it distinctly his
017 iron man model 1 - walk through walls is such a flavorful limitation on the . it's amazing how you can make me smile and enjoy a dial more by taking something away . the heat beam complements it well. the old school roots of the melee expertise is a warm welcome
006 rhodey - the war machine is a big boon to any armor you put him in. it brings an offensive quality without adding imbalance to any armor. really good choice. outside of the armor you feel rhodey's combat training that separates him from the sciencey types that usually suit up. this would also let us finally get rhodey-as-ironman in the classic armor that's surprisingly absent in a game that loves excuses for resculpts
027 war machine - the dial is great, compact and full of offensive options that demonstrate the distinctive war machine style. but let's just zoom in on that awesome sp. you feel every bit of the "unleash the kraken" of his fire-for-effect maneuver. targeting every enemy with a set damage sets it above standard pw and the balance work of making him rest to reload is so cute I think it's flirting with me
047 norman osborn - I like stormy normie's command mode. the stacked defenses of stealth/mm/sc should keep him in the crowd, the leadership's wp add is a nice cherries on top to getting the role and the shield ta gives him something to do in the fight. I like the sporadic ps to let him get some teeth. using a similar take on mac's 11th hour click is a cool idea, though I think the power level for green goblin is overmuch
011 thing - you made me wait for the ever lovin' blue-eyed thing and I was hoping to see you continue sf on your f4. digging the throwback to the si thing (shamefully still the go-to thing to field, c'mon marvel ). giving him the added oomf to his quake is also cool. let's your opponent really feel that hotdog cart . feels very thingy and I love the sculpt. oozes that grimm swagger
037 thing - simple brick here (pun always intended), even in the execution of his style of team-tank. what makes this work so well - even beyond the sf pairing - is the protected exploit. this makes benjy extra tanky up close, facilitating the stellar tieup tank we need him to be. always depend on ben grimm in the clutch. 5'll get you 10 every time