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Unique Strike Man
Real Name: Strike Man
Team: Robot Masters
Range: 6
Points: 60
Keywords: Robot, Robot Masters
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Weak to Triple Blade: When Strike Man takes damage from a Special Power called "Triple Blade", he takes one additional click of damage. "SLICE" ignores the Robot Masters team ability. Strike Three! You're Out! : When an opposing character misses Strike Man with an attack, place a Strike Token on that character's card. When there are three Strike Tokens on a character's card, that character's controller removes all three tokens and places the character back in its starting area. Bounding Charge: Strike Man can use Sidestep and Charge. If Strike Man has not used Charge when his Sidestep brings him adjacent to a square of Blocking Terrain, modify his speed and attack by +2. Rebound Striker: STRIKE: Strike Man's ranged attacks cannot destroy blocking terrain. When making a ranged attack, you may choose a square of blocking terrain within line of fire and choose an opposing character within three squares and line of fire of that square to be the target of the attack. Driven Mad by Roboenza: STOP.
Closing out Mega Man 10, here's Strike Man! Another type-namer, Strike Man was a sports-training robot who went nutty with Roboenza. He's got two methods of attack, ranged and close, and everything depends on bouncing.
Rebound Striker can extend his range, bouncing his shots off of a wall to go from 6 squares to 9 depending on the placement.
His melee mode gives him both Sidestep and Charge, and if he precedes his Charge with a Sidestep that takes him adjacent to a wall, he can bounce off of it for better speed and attack.
That secondary trait I tossed in for fun, and it's what made him a Unique figure. He's a baseball robot, so surely, I had to give baseball a little nod. Miss him three times with attacks, and you're out! Go back to the dugout.
Tomorrow is Mega Man 11! I may squeeze out the Mega Man Killers, but for now, expect Strike Man to be it for a while. This is not goodbye, just a brief break!
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Wow, Strike Man is a lot of fun! I love the Three Strikes trait, and I think you've done a great job of representing his Rebound Striker.
I also think your Blade Man is solid. Frustrating little damage machine that gives me flashbacks to fighting him. Think he might be the most irritating robot master ever?
Overall, I think your Mega Man 10 set is really elegantly designed. Because of their stop clips, very few of your robot masters have damage reducers, and the one who does, Commando Man, has lots of other compensating factors. You should be proud of yourself!
Looking forward to seeing your Mega Man 11 set! I've managed to take down Bounce Man & Fuse Man so far!
Thanks! I really am quite proud of how Mega Man 10 turned out. I've found that I really like the Robot Master sets that I was able to sneak common themes into, like how 4's Robot Masters can be played a bit differently when teamed with Doctor Cossack, or the Robot Tournament in 6. Heck, I even had a blast referencing the terrible spoken dialogue from 8!
That both 9 and 10 had very clear-cut themes that I could apply to all of their Robot Masters was a cherry on top for me. I'm very glad you approve! I'm especially proud of Strike Man, as I feel like that secondary trait can lead to a lot of fun for a player, especially if they really get into it and bark like an umpire. I feel like the best Clix design elements allow the player to have some fun outside of what is right there on the table, and I try to implement that when it's appropriate. I find myself thinking back to Uncommon Two-Face from the Batman set from a few years ago, with the removable coin that the player could actually flip to determine how Two-Face played on that turn. I felt like playing around with what happens when you miss a swing at a baseball and putting that on a robot modeled after one was on that level of fun that I just love.
As for 11, I've done a little bit so far. I failed Impact Man's stage, and have made it to Fuse Man's boss gate. I've held off on Block Man so far, as I've played his stage a bunch in the demo, and I just got the impression that it wasn't the kind of stage you choose at the start.
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I haven't given up on continuing this thread. I want to design dials for Mega Man 11, but of all the Mega Man games, this one's the toughest to translate. It's that darn Double Gear system. It's awesome in the game, and makes for a gloriously unique Mega Man experience and helps it all feel both familiar and brand new at the same time.
I just haven't figured out how to make it work in Heroclix. I feel like I can't leave Double Gear out of Mega Man 11 designs, but I don't know how to put it in.
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 haven't given up on continuing this thread. I want to design dials for Mega Man 11, but of all the Mega Man games, this one's the toughest to translate. It's that darn Double Gear system. It's awesome in the game, and makes for a gloriously unique Mega Man experience and helps it all feel both familiar and brand new at the same time.
I just haven't figured out how to make it work in Heroclix. I feel like I can't leave Double Gear out of Mega Man 11 designs, but I don't know how to put it in.
1,000% understand that frustration. They'd be tricky to implement no matter what.
Maybe a dice-roll system? Beginning of turn, roll 1 d6, 1-2 no effect; 3-4, Power Gear; 5-6, Speed Gear? Naturally each robot master would have different effects for their gear-changes?
Or, very simply, each Gear shift is just the name of their SPs?
Either way, excited for when this feed comes back in full force!
You could go the route of Shifting Focus for it. Make one for offensive, and one for speed. And make it so it can't be done if the character has 2 action tokens.
Unique Mega Man
Real Name: Rock
Team: Mega Man
Range: 6
Points: 110
Keywords: Armor, Robot, Soldier, Light Labs
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Get Equipped With...: When Mega Man KOs a character, choose one Attack Power that character possesses. Mega Man can use that power for the rest of the game. If the KO'd character has either the Robot Master Keyword or Team Ability, Mega Man must use that character's Special Power. Vehicles, Generics and Bystanders do not activate this Trait. At the beginning of your turn, you must declare which copied power you are using if you want to use one. Double Gear System: Mega Man begins the game with Speed Gear Token and a Power Gear Token next to his card. At the beginning of your turn, you may give Mega Man a free action to place one of the tokens on his card. While a Gear Token is placed, Mega Man can use the corresponding effects: Speed Gear: Modify Mega Man's Speed by +3. He can use Hypersonic Speed and Super Senses. Power Gear: Modify Mega Man's Attack and Damage by +1. He can use Improved Targeting: Ignores Hindering Terrain.
At the beginning of your next turn, remove the chosen Gear token. After three full turns have passed, it may be used again. Gotta Fight! : STOP. Mega Man can use Toughness and Regeneration. The Blue Bomber: Mega Man can use Sidestep and when he has no action tokens, Ranged Combat Expert.
Welcome, at long last, to Mega Man 11! Yes, friends, this thread is back in business and ready to move ahead! I guess that's pretty fitting considering that it also took a long time to go from Mega Man 10 to 11, so... here we go!
Central to Mega Man 11 is the Double Gear System, an old invention of Dr. Wily's given new life in his never-ending quest for world domination. Wily somehow forgot that he invented this thing back in college, and decided to finalize it and show Light and Mega Man once and for all the breadth of his genius.
He stole eight more Robot Masters, of course, and installed the gears into them, half getting power, half getting speed, and sent them out to conquer the world. The more things change, the more they stay the same...
In order to stand up to this new power, Light manages to recreate and install the whole system into Mega Man, to even the odds. So now, armed with this new ability, Mega Man goes out for the eleventh time to save the world!
I felt it necessary to make a new dial for Mega Man, as the Double Gear system changes him up significantly. He's mostly the same, you'll notice, but has a few stats different. He also packs a new special Defense power on his final click, referencing the bit of dialogue he grunts when he gets hit into low health. This'll STOP him and give him a chance to down an E-Tank to keep going.
Copying weapons is exactly the same, and so is The Blue Bomber. The main difference here is the Double Gear system. When equipped, Mega Man can pour on the speed or power, drastically changing what he can do. You can go for blinding speed and defense, giving you the chance to zip in, smack an enemy, and dart away, or you can go for raw power, bolstering your attack and damage to deal a crushing blow to anyone in your way. It'll take a long time for each Gear to recharge, so you may not get more than one use out of each one, but they can be crucial if used correctly.
He's a good 25 points more than standard Mega Man, but that Double Gear System just might make the investment worth it.
Last edited by No-Name; 04/12/2019 at 17:38..
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Oof. Been so long. I meant to write my thoughts about the last few sets of RMs. They were all cool. Kudos on going with 11. The dial is pretty solid.
Although I'd personally go with the speed gear increasing his stats as well, and power giving him penetrating damage. And don't forget both can be active if he's on low health.
Block Man
Real Name: Block Man
Team: Robot Masters
Range: 6
Points: 60
Keywords: Armor, Brute, Robot, Robot Masters
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Weak to Chain Blast: When Block Man takes damage from a Special Power called "Chain Blast", he takes one additional click of damage. "BURST" ignores the Robot Masters team ability. Block Dropper: BREAK: Block Man targets all characters in a chosen straight line that are 2, 4, and 6 squares away from him. Hit targets are dealt his full damage value. Power Gear: The first time this power appears, STOP. Block Man can use Invulnerability, Willpower, and possesses Break Already!!: Block Man can use Penetrating/Psychic Blast. If he successfully hits with a ranged attack, he may make a second ranged attack against the same target.
In the time leading up to Mega Man 11's release, Block Man was THE Robot Master of the game. Block Dropper was the first variant look we saw for Mega Man, his stage was the first stage we saw, and when the demo released, it was Block Man's stage we got to play. So really, Mega Man 11 had to start its Robot Masters off with Block Man.
Block Man has three distinct phases to his fight - first, he runs around and drops blocks on you. This is the only place where his signature weapon, Block Dropper, will come into play. It's an interesting power that, providing your enemies are properly staged, can deal a lot of damage. But let's be honest - your enemies are unlikely to line themselves up all nice and neat for you to pull this trick off.
Deal him enough damage, and he'll activate his Power Gear - pulling in blocks to turn himself into a giant, flinging blocks haphazardly and smashing you with his giant hands.
Once you break his giant form apart, he gets desperate, panicky. He runs into a corner and begins flinging bricks at your face, yelling at you to "BREAK ALREADY!". He's got a very definitive and exploitable pattern to his attacks that, while difficult to avoid, are avoidable. Bring some heavy explosive artillery to blast him down to size.
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Fuse Man
Real Name: Fuse Man
Team: Robot Masters
Range: 6
Points: 65
Keywords: Robot, Robot Masters
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Weak to Bounce Ball: When Fuse Man takes damage from a Special Power called "Bounce Ball", he takes one additional click of damage. "STRIKE" ignores the Robot Masters team ability. Speed Gear: The first time this power appears, STOP. Fuse Man can use Charge and Super Senses. Scramble Thunder: ELECTRIC: Fuse Man can use Penetrating/Psychic Blast. Fuse Man may target a square of blocking terrain with his ranged attack. If he does, the first two opposing characters adjacent to the same stretch of blocking terrain on either side of the targeted square are dealt his full damage value in penetrating damage. Prepare to Diode!: Fuse Man an use Perplex. If he uses it to boost his own damage value, he may use it a second time on a different character. The second Perplex cannot modify damage values.
Welcome back! Now we're on Fuse Man, the second Mega Man 11 Robot Master officially revealed! Scramble Thunder was a difficult power to translate. Really, so many of Mega Man 11's robot master weapons are tough to translate. If you know how the ability is used in game, you may understand what I'm going for with it, but I fear it's not worded in the best possible way.
Fuse Man is a rare flying Robot Master, filling his stage with deadly orbs of electrical energy that travel along the walls and floor of his room. Get him to the middle of his dial, and he activates his Speed Gear, bolstering his stats significantly and turning him from a ranged fighter to a "living" lightning bolt. Here, he crashes to the ground, smashing into you with massive electrical force. He's got both Quake and Exploit in this form to give him options in close combat.
After that, it's back to Scramble Thunder, replacing his Running Shot with Phasing and a slightly increased speed value. While his damage values aren't high in Scramble Thunder mode, Penetrating makes up for it, and at the beginning, he can hit you with a gloriously terrible electricity pun (sort of). If he boosts his own damage value, he can use another Perplex on someone else, so long as it's not their damage value he's effecting.
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Tundra Man
Real Name: Tundra Man
Team: Robot Masters
Range: 0
Points: 60
Keywords: Robot, Speedster, Cossack's Robot Masters, Robot Masters
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Movement: Ignores Water Terrain Weak to Scramble Thunder: When Tundra Man takes damage from a Special Power called "Scramble Thunder", he takes one additional click of damage. "ELECTRIC" ignores the Robot Masters team ability, and deals one click of unavoidable damage if it has no damage value. Speed Gear: The first time this power appears, STOP. Tundra Man can use Hypersonic Speed, and is able to use his Attack Special Power during the movement. Tundra Storm: FREEZE: Tundra Man can use Quake, ignoring defense powers on hit targets. Bitter! Heartless! Gorgeous! ICE!: Tundra Man can use Willpower and Super Senses.
Tundra Man, I was surprised to find on his wiki entry, was designed by Dr. Cossack. So welcome back to the Cossack's Robot Masters keyword!
Tundra Man was designed to monitor the effects of climate change in the north pole, but found this life lonely and isolated. It was in this isolation that he discovered a passion for figure skating, and modified himself to be able to perform it. To my knowledge, this is the first instance of a Robot Master changing his own design.
He's a nimble Hypersonic harasser for most of his dial, settling for dealing small bits of Precision damage, his inherent iciness allowing him to freeze and skate over water. When his Speed Gear kicks in, he lets his Tundra Storm loose, unleashing a whirlwind of icy wind above and below him. Since that isn't how this game works, instead of being able to hit above and below, Tundra Storm cuts through your defenses, and not just reducers. If you have a Defense power at all, Tundra Storm ignores it. And the Speed Gear allows Tundra Man to use Tundra Storm during his Hypersonic movement.
He's got a short dial, and low damage for most of it, but he'll be effective in his two roles for the cost he requires.
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Torch Man
Real Name: Torch Man
Team: Robot Masters
Range: 5
Points: 65
Keywords: Martial Artist, Robot, Robot Masters
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Weak to Tundra Storm: When Torch Man takes damage from a Special Power called "Tundra Storm", he takes one additional click of damage. "FREEZE" ignores the Robot Masters team ability, and deals one click of unavoidable damage if it has no damage value. Blazing Torch: BURN: Torch Man can use Exploit Weakness on a character within range and line of fire. Torch-Jutsu Forever!: Torch Man can use Toughness and Willpower. Power Gear: The first time this power appears, STOP. Torch Man can use Quake, and modifies his damage by +1 when making Ranged Attacks.
In general, I really love the designs of Mega Man 11's Robot Masters. They look both modern and classic all at once, and evoke elements from all versions of Mega Man, with some resembling Mavericks, others resembling Net Navis, but all very clearly still being Robot Masters.
Torch Man's looks may just be my favorite of the bunch. He's very distinct, yet very classic all at once. The design team just did fantastic work with him.
Torch Man is a fire safety robot, designed to teach campers about the dangers of fire to forests - so yeah, he's basically a robotic Smokey Bear, but also one who can pose the very danger he's designed to prevent. So while most fire Robot Masters have their stages in smelting plants or oil fields or other mechanical incineration fortresses, Torch Man hides out in a campground that is in constant threat of burning down.
Torch Man invented a martial arts discipline to keep his flames under control - Torch-Jutsu, which makes him a deadly combatant. He's nimble and quick, able to dodge ranged attacks and position himself around the field with ease. He's equipped with a Power Gear, one which modifies his flame blasts and allows him to erupt into a burst of fire.
Blazing Torch is a different kind of attack, and can be useful in dealing with enemies who rely on Energy Shield/Deflection as well as Damage Reducers. You still have to draw a line of fire to the opponent, but if you can, you can use Exploit Weakness on them from a range. Might not be great against Combat Reflexes, though...
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Acid Man
Real Name: Acid Man
Team: Robot Masters
Range: 0
Points: 60
Keywords: Robot, Scientist, Robot Masters
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Weak to Block Dropper: When Acid Man takes damage from a Special Power called "Block Dropper", he takes one additional click of damage. "BREAK" ignores the Robot Masters team ability. Acid Merman: Modify Acid Man's Speed and Defense by +1 if he occupies Water Terrain. Speed Gear: The first time this power appears, STOP. Acid Man can use Running Shot, has a range value of 5 , and lines of fire to him are blocked if he occupies Water Terrain. Acid Barrier: HYDRO: Give Acid Man a Free Action to place three Acid Barrier tokens on his card. When Acid Man is successfully hit by an attack, ignore 1 click of damage for every Acid Barrier token on his card, and then remove one token per click of damage ignored. Acid Man may remove one Acid Barrier token to make a Ranged Attack, using Precision Strike, with a range of 5 . Acid Barrier cannot ignore damage from attacks with the BREAK type, which remove all Acid Barrier tokens.
Acid Man is as much a scientist as he is a Robot Master, operating within a chemical refinery plant with a massive fluid flow system, which has led to him being a very adept swimmer. He's got the Dolphin symbol to help him move around wet maps with ease, and he's a little faster and more defensive when submerged.
As a Scientist, he's got the "smart guy" powers you'd come to expect, able to Outwit and Perplex his opponents in battle. A long streak of Deflection makes him tough to hit at a range, and while he doesn't have a range value himself, he's got a few tricks to get himself one.
Acid Barrier serves two purposes - one, it helps shield him from damage. Rather than a ClixFX base like other barrier users would get, Acid Man adds tokens to his card. See, his shield works differently than others, in that it takes a set amount of damage before dissolving away. Let's say he gets hit with an attack that deals 4 damage, and has a fully charged Acid Barrier up. Remove all three Acid Barrier tokens, and all of a sudden that attack deals only 1 damage instead, and hello, Robot Masters team ability! A caveat, though - BREAK attacks immediately pop that barrier, and he gets no damage reduction from that, so be careful about it!
But it's not all defense! You can choose to remove a token to give Acid Man a Precision Strike ranged attack with a range of 5. Take those enemies by surprise!
His Speed Gear cranks things up a lot, making him an aggressive ranged fighter who can blast Explosive chemicals at clusters with great efficiency. He'll especially want to be in water when this is up, because enemies won't be able to shoot at him while he's submerged!
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Blast Man
Real Name: Blast Man
Team: Robot Masters
Range: 6
Points: 55
Keywords: Robot, Robot Masters
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Weak to Blazing Torch: When Blast Man takes damage from a Special Power called "Blazing Torch", he takes one additional click of damage. "BURN" ignores the Robot Masters team ability. Explosion... is ART!: Blast Man can use Probability Control, but only to affect attacks that use Energy Explosion. Chain Blast: BURST: Blast Man can use Energy Explosion. After actions in which Energy Explosion is successful resolve, roll a d6. On a result of 4-6, increase damage dealt to all hit characters by 1. Power Gear: The first time this power appears, STOP. Blast Man's ranged attacks ignore defense powers.
And here we have Blast Man! Formerly an explosion engineer for a theme park, specializing in fireworks shows, Blast Man has been bent towards chaos and evil by Doctor Wily. Out of all the Robot Masters in Mega Man 11, I feel Blast Man is the most straightforward and simplistic. He runs around the stage, he tosses bombs at you, you dodge and fire back until he's dead. He's not easy to defeat, but his tricks aren't as varied as those of his compatriots.
Chain Blast is where things get interesting. In the game, the weapon is used en masse. You can send out one magnetized bomb, but repeated button presses send out a connected net of them, causing a bigger, more painful explosion. Here, you can roll a d6 after firing your Energy Explosion attack, and half of the time you'll increase damage dealt by one, making this a deadly cluster-buster.
Blast Man is an explosion artist, so he's very keen to get his booms right. To this effect, you may want to pair him up with as many allies that can use Energy Explosion as possible, to make sure that he can use his EE-focused Probability Control to its fullest.
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Bounce Man
Real Name: Bounce Man
Team: Robot Masters
Range: 6
Points: 50
Keywords: Celebrity, Robot, Robot Masters
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Movement: Ignores Characters Weak to Pile Driver: When Bounce Man takes damage from a Special Power called "Pile Driver", he takes one additional click of damage. "SLICE" ignores the Robot Masters team ability, and deals one click of unavoidable damage if it has no damage value. B-B-B-Bounce Man!: Bounce Man receives 6 squares of knockback from all successful attacks. If Bounce Man's knockback would cause him to impact with blocking terrain, he takes no damage, and continues the rest of his knockback in any chosen direction from the square he was in upon impact. Speed Gear : The first time this power appears, STOP. Bounce Man can use Hypersonic Speed and Battle Fury. If Bounce Man's Hypersonic Speed path enters into adjacency with blocking terrain, add +3 to the total speed value and +1 to attack for this action. Bounce Ball: STRIKE: Bounce Man has for ranged attacks. Hit targets are dealt a minimum of 1 unavoidable damage. Modify the damage value of this attack by +1 if a square of blocking terrain is within range and line of fire. This attack causes Knockback that cannot be ignored. Bounce Punch: Bounce Man can use Exploit Weakness, Giant Reach 3. This attack causes Knockback that cannot be ignored.
Here's B-B-B-Bounce Man! True to his name, Bounce Man bounds all around the area, constantly in motion except when he's unleashing his Bounce Punch. When Bounce Man is in play, there's going to be a lot of Knockback, both from his own attacks and directed at him.
However, he handles Knockback better than anyone. He never takes damage from Knockback, and can use Knockback to get exactly where he wants to be. When you attack him, he will take Knockback at double the damage you dealt to him. That means if he takes 2 clicks of damage, he will go flying for 4. And if that Knockback hits him into a wall, he'll just keep on going.
His Speed Gear boosts his speed quite a bit, and turns him into a Hypersonic bounce machine. He's going to want to make sure his path hits a wall, because that'll boost him up even more, granting him a further HSS swing and a boosted attack.
Otherwise, he has two ways of attacking - he can let loose a Giant Reach Bounce Punch to slam past your defenses and give you some Knockback, or he can let loose a flurry of Bounce Balls, pinging up to three targets with at least one damage each and dealing Knockback. And it doesn't matter if you ignore Knockback, because it can't be ignored from either of those attacks!
And now I think I'm done using the word Knockback for the rest of - D'OH!
EDIT LOG: Modified Bounce Man's knockback received to always being 6 squares. He's a great big bouncy balloon, and I want him to always be bounding far away.
Last edited by No-Name; 05/13/2019 at 12:24..
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!