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Here we have a modification to Cutman to demonstrate how the newly-implemented types work, which are now listed in the first post.
As you can see, instead of specifically Super Arm ignoring Cutman's Robot Masters team ability (when he has it), anything with the type "BREAK" does just that.
Also, inserted into his Special Attack power's wording is SLICE. So Rolling Cutter can now ignore the Robot Masters team ability on any Robot Master weak to SLICE.
Oilman
Real Name: Oilman
Team: No Affiliation
Range: 3
Points: 50
Keywords: Robot, Light Labs, Robot Masters
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Wily Stole the Robot Masters! : If Oilman is on a team with Dr. Wily, he has the Robot Masters team ability. If Oilman is on a team with Dr. Light, he has the Mega Man team ability. Weak to Fire Storm: When Oilman takes damage from an attack in which the attacker used a Special Power called "Fire Storm", he takes 1 additional click of damage. "BURN" ignores the Robot Masters team ability. Oil Slider: STRIKE: Give Oilman a free action to place an Oil Slider marker on clear terrain within two squares. When he occupies the Oil Slider marker's square, modify Oilman's speed by +3 and he can use Hypersonic Speed, ignoring Water Terrain for movement purposes, and only for Close Attacks. Remove the Oil Slider token at the beginning of your next turn. Oil Shot: Oilman can use Incapacitate. When he does, place an Oil Token on a hit target. Characters with the Oil Token take +1 damage from BURN attacks. Once a character with the Oil Token is hit by a BURN attack, remove the Oil Token.
Between the two new Robot Masters retrofitted into the original story by Powered Up, Oilman definitely got the short end of the stick. His weapon was difficult to use effectively, and left you prone to smashing your face headlong into an enemy just as well as you were prone to doing a badass kickflip that destroyed it.
He was a good deal cooler in Archie Comics, and since that's where we're at, that's the version we'll see. Oilman's main mode of attack is zipping by on a slick of oil from his squirt cannon, rushing enemies at rapid speed. Since he needs the oil to do it, his base speed isn't super high, but once he steps onto his oil (or rather Sidesteps onto it), he can slip and slide with the best of them!
He's a fairly cost-efficient Hypersonic harasser when he's using that Slider, but that's not all he can do! Towards the end of his dial, he can slow enemies down by dousing them with oil - and thanks to the new implementation of Types, enemies doused with oil are highly combustible! Combo him with a BURN Robot Master or make sure a friendly Mega Man has some fire in his arsenal to really bring the pain!
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Agent Stern
Real Name: Gilbert D. Stern
Team: Police
Range: 5
Points: 30
Keywords: Detective, Police
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Distrust of Robots: Agent Stern modifies his defense by +1 against characters with the Robot keyword. Stern and Krantz: When Agent Stern is adjacent to a friendly Agent Krantz, choose one stat and modify it by +1 on both characters. Pretty Words There, Doc: When a character uses the Light Labs team ability, roll a d6. On a result of 6, Agent Stern may use Perplex targeting the same character the Light Labs team ability targeted.
Out in the Field With the Robot Masters: Agent Krantz and friendly characters with both the Light Labs and Robot keywords can use Enhancement. Friendly characters can only use this Enhancement on Agent Krantz. Stern and Krantz: When Agent Krantz is adjacent to a friendly Agent Stern, both characters can use Energy Explosion.
Rosencrantz and Guildenstern may be dead, but these Agents are very much alive!
Characters unique to the Archie canon, these federal agents first appeared to take Dr. Wily into custody and became staple supporting characters ever since, proving to essentially be the Commissioner Gordon to Mega Man's Batman.
They're fairly basic police characters, with Stern being the hardened, grumpy old veteran who's slow to trust and quick to accuse. Krantz is more idealistic, and has no trouble working alongside anybody she deems decent, even if they're robots.
Stern can cause some trouble for Robots, making himself a tougher target for them to hit, and perhaps more crucially, potentially negating or mitigating a Light Labs Perplex boost (or adding to it if he's friendly).
Krantz is more active and action-oriented, going out in the fray with the Robots, synergizing with them to make ranged attacks more powerful.
Stern and Krantz also work well together, granting each other selected stat boosts and Energy Explosion when they're adjacent, not to mention their Police team ability to make ranged attacks that much easier.
These two may just be humans in a world of fighting robots, but they pull their own weight.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Oil Man is fun! The situational Hypersonic Speed seems to work nicely, making him a nice, consistent threat. I also appreciate that the Archie comics cleaned up his design, which had been problematic before.
Stern & Krantz are interesting little utility pieces. I dig that they’re both so synergistic within your set. Because they’re so set-specific, it’s a little trickier to nail down their potential. Still, I think your set’s rules are well-defined enough for these to make sense and work! Crazy dive on the naming convention with these two. The Archie comics must be pretty good.
Yeah, Engrish rears its ugly head in Mega Man every now and again. I was surprised to see it come up in MM10, as surely, surely somebody would have caught that, but I guess there's a fine line between "kook" and "cook" that may elude non-English speakers.
Or maybe he's supposed to be calling Wily a "coot." The world will never know.
Nice update to the formula.
Lookin' good for the Archie characters.
I'd definitely field that Oilman. Time Man is cool, too.
I definitely wanted Stern and Krantz to be set-specific because otherwise they're just generic police officers, and that just isn't interesting to me. With Krantz in particular, I really wanted to replicate her team-up with Mega Man and the Original Robot Masters to raid Wily's lab, rescue Roll, and confront Time Man and Oilman. Stern's always been a bit less active, but I figured he could make for a really interesting support piece.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Unique Bass
Real Name: Bass
Team: Mega Man
Range: 6
Points: 85
Keywords: Armor, Robot, Soldier, Robot Masters
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Who's the Strongest? That's My Only Concern!: At the beginning of the game, choose an opposing character of equal or greater points. When Bass and the chosen character target only each other with attacks, their respective controllers roll a d6. 1-2, Attack +1. 3-4, Damage +1. 5-6, Attack and Damage +1. Infiltrating Light Labs: When an opposing character uses the Light Labs team ability, Bass may be placed in an adjacent square of clear terrain. Rivals (Begrudgingly) United: If Bass is friendly to a character with "Mega Man" in its name, he does not count against theme. Mega Man and Bass receive +1 to Speed if they begin the turn adjacent to each other. Bass Buster: Bass can use Sidestep and when he has no action tokens, may make a second single-target ranged attack as a free action.
Welcome to Mega Man 7! This game was a big departure for the series, making the jump over to the Super Nintendo over the old NES, with bigger, more detailed sprites, an updated soundtrack style, and more capable Robot Master weapons that could affect the environment (something that was desired in the NES games, but the technology didn't allow it). It also had a more structured gameplay order, limiting you to four Robot Masters at first, only unlocking the other four after you defeated the mid-stage.
The basics of the game remained, though. Mega Man still ran, jumped, shot. He still collected weapons from defeated bosses. He still chose the stages. He still had to save the world from Dr. Wily. The more things change, the more they stay the same.
The biggest, most notable addition to the game though, was Bass. Following in the tradition laid down by many genre staples over the years, Mega Man got his own dark reflection rival.
Bass was designed as the counter to Mega Man, but was introduced as a potential ally. You spar with him in the tutorial stage (something MM7 carried over from Mega Man X), but then he told you he too was trying to stop Dr. Wily. You met him again after he was "defeated" by Shade Man, and you sent him to Dr. Light for repairs. Big. Mistake.
Bass was a trojan horse, a pretender who promptly trashed the lab and stole updates intended for Mega Man. You finally put Bass in his place by the end of the game, but he has continued to resurface over the years to both vex and ally himself with Mega Man, as dark reflection doppelgangers are prone to do.
But now, on the dial! Bass does a lot of the things Mega Man does. He's got a lot of Running Shot, a lot of damage reducers, situational RCE, and Sidestep. Leap at the end gives him some extra mobility, and Pulse Wave in the middle gives him some nasty oomph.
Bass does not copy Robot Master powers, much like how Proto Man doesn't, but he brings his own tricks to the table. He's very much interested in contests of power, so at the beginning of the game, he can choose a worthy rival and both he and the rival get randomized boosts to play with when dueling.
The infiltration of Light Labs was a crucial plot point in 7, so each time the Light Labs team ability gets some use, Bass can be on the move. It's a good way to either limit your opponent's use of the team ability, or keep Bass hard to pin down.
But he also teams up with Mega Man, so we can do that too! Putting him on Mega Man's team keeps him within theme, and helps both of them move faster if they start adjacent to each other.
Bass is just full of all kinds of unpleasant tricks for his enemies, so you'd better hope he's on your side instead.
Last edited by No-Name; 07/11/2018 at 12:40..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
I THINK I beat this one. Final Wily is stupid hard, especially with his status effect orbs
I have mixed feels about Mega Man 7. On one hand, INTRO STAGE MUSIC, Bass, Shade Man, Auto’s shop, and improved fidelity. On the other hand, I’m not wild about some of music across channels, the change in scale, the status effects, or splitting the robot masters in half.
As to your dial, this is a fun representation of Bass in all his recklessness and tricksiness! The “who’s the strongest” trait is a lot of fun!
That said, I think he might be undercosted. You CAN do 7 clicks for 85, but arguably that Indomitable, Sharpshooter (no way to deprive him of range advantage), and the “who’s the strongest” trait pushes him to the 150-160 point range. Somehow I missed that Mega Man also had Indomitable and Sharpshooter. I think with Indomitable especially, he might be in the 140-150 range. Could be an easy edit, either switching out Indom or bumping up the point value!
As for their other abilities, my logic is that they’re a little more if/then and hypothetical. The vampire pieces show that Wizkids doesn’t cost for stats and abilities that a piece may never see!
Oh! I do also love the Buster Abilities Bass and Mega Man have! For Mega Man especially, it feels like his sliding and charge shot! Devil’s advocate, though: would Bass’ Buster make more sense as a ranged Flurry given the way he works in Mega Man & Bass and Mega Man 10?
Yeah, I'm very iffy on my own point cost, I admit. I really struggle to understand how WizKids decides point cost these days, as I look at so many figures in the game and wonder how the heck they cost so little for all the amazing stuff they bring to the table.
My bachelor party over two years ago was literally my youngest brother staging a Heroclix tournament for the bunch of us, and we had all been out of the game for a few years by then. And the continuing theme throughout the night was "how is ______ so cheap?!". He had secured a brick each of Nick Fury, Guardians, and Uncanny X-Men, and we booster-drafted our collections by taking a turn to grab a booster each, and every single figure we pulled felt ridiculously potent for their cost.
So yeah, I know for sure that my cost scale is off, but at the very least I figure I have internal consistency (I hope).
EDIT: I do like that ranged Flurry idea. Bass's rapid fire is pretty dang cool.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
EDIT LOG: I've modified Bass's special power to better reflect his rapid-fire attacks, and sent both his and Mega Man's overall attack and damage values a bit downward, hoping to make them more cost-appropriate.
Last edited by No-Name; 07/11/2018 at 12:41..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
EDIT LOG: I've modified Bass's special power to better reflect his rapid-fire attacks, and sent both his and Mega Man's overall attack and damage values a bit downward, hoping to make them more cost-appropriate.
Changes look great! Sorry to have thrown yet another wrench into your otherwise excellent work!