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Alternate Team Abilities were an amazing addition to the game. One of the best was Alpha Flight and its 0 cost + ability to improve the attack value by +1. It replaced the Avengers TA - and so many people waited for that ATA for the Justice League and its more expensive members. We waited, and waited, and waited...
Well one day during the hiatus of Clix, I got sick of waiting. I went a head and produced my own version for myself and my venue. Nothing spectacular or creative - I wanted to stay close to WK's and their plans.
Once the new version of ATA's took hold, I went back and redid my ATA's to bring them back inline with WK. The price was adjusted and the pre-req was changed to certain keywords.
I give you: Justice League Task Force and Freedom Force:
And for fun here is the reverse of all of my feats, objects, BFC's and ATA's (with title, cost, color, and number changes, of course).
BATCRAZEE did an amazing job incorporating the goofy tag-line I've used about getting together and playing a game of HeroClix:
Thanks for looking!
Visible Dials and Pushing Damage need to be optional. This is the way.
Ever read a comic and suddenly someone is taken over through Mind Control? I've seen Emma Frost do it. I've seen Professor X do it. One thing they had in common, you didn't see either character hiding in a corner watching them.
In HeroClix, Line of Fire, while a balancer, can sometimes be a hindrance to comic-accuracy. So I thought about it and got lots of hounding from Blackheart25 and developed the Feat / Special Power: Psychic Plane.
Now when I design something, I have to consider balance. Blackheart25 really pushed for full range Mind Control. The problem I had was some of these 10 and 12 range pieces would just be brutal. You could hide, perplex the attack, and heal feedback damage - its just too unbalanced ignoring terrain (as evidenced in WoS).
Still, it was something that I felt was necessary - especially given a lot of Mind Control pieces are "soft" targets, with lower defenses, no damage reducers, and fairly high costs.
Taking that all into consideration (and adding a special negative effect for psychic feedback - and a point dropper), I give you Psychic Plane.
I struggled with the name - everything else felt too "powerful" or was already used. Eventually, after I found this image, it made me think of when Prof. X would enter the Psychic Plane to come in contact with others far away.
Enjoy!
Visible Dials and Pushing Damage need to be optional. This is the way.
That's a nice one. I assume characters with 0 range would still get 4 range Mind Control with this (since half of 0 is still 0). Good idea for the pre-req's, as that takes out characters who have Mind Control for other reasons (eg. Mad Hatter).
I'd really like to see a Mind Control feat that allows you to usurp control of a character for a longer time. It just doesn't seem like a single turn is how long characters usually get controlled for in comics. It would need to be expensive of course, but a turn represents what....a few seconds in terms of action? Maybe 10 at most? Whereas in reality when someone is controlled they usually stay under control until either the controller is KOed, or another psychic frees them! I'd be happy with making it last until either the controller or the controlled character takes damage though.
Also be fun to make other characters with Mind Control immune to it.
Christ did not come to condemn the world, but to save it.
That's a nice one. I assume characters with 0 range would still get 4 range Mind Control with this (since half of 0 is still 0). Good idea for the pre-req's, as that takes out characters who have Mind Control for other reasons (eg. Mad Hatter).
I'd really like to see a Mind Control feat that allows you to usurp control of a character for a longer time. It just doesn't seem like a single turn is how long characters usually get controlled for in comics. It would need to be expensive of course, but a turn represents what....a few seconds in terms of action? Maybe 10 at most? Whereas in reality when someone is controlled they usually stay under control until either the controller is KOed, or another psychic frees them! I'd be happy with making it last until either the controller or the controlled character takes damage though.
Also be fun to make other characters with Mind Control immune to it.
I actually have been toying with that one for a little bit. I got the name already: Domination - tweaking it to work, though. I'm thinking using "tokens" and each turn you remove one to "keep control" with a die roll to "break free". My only "problem" is what happens if that is the only character remaining. It seems like a cheap way to win.
Visible Dials and Pushing Damage need to be optional. This is the way.
I actually have been toying with that one for a little bit. I got the name already: Domination - tweaking it to work, though. I'm thinking using "tokens" and each turn you remove one to "keep control" with a die roll to "break free". My only "problem" is what happens if that is the only character remaining. It seems like a cheap way to win.
True. Maybe it should be harder to do, like the Mind Controller gets -2 attack for it. Or you could make it that they can't do it if you've only got one figure left.
I still prefer having the controller or the controlled figure take damage to free them, rather than using tokens. Too many game effects rely on tokens these days, and it feels awkward to me.
Then again, you could make it that they get as many tokens as they exceed their opponents defense by, and remove one each turn. So someone with a low defense would be easy to dominate, but those with a high defense wouldn't be. They would still lose control if KOed though.
It would definitely make Mind Control worth using. And if it was their last character, it would mean it's not an auto-win that way (in fact it wouldn't be worth doing, since they'll just regain control of them eventually).
Christ did not come to condemn the world, but to save it.
I'm sorry I can't seem to locate the print-play of these fantastic feats.
Any help appreciated
Thank you
Quote : Originally Posted by tyroclix
As some of you may know I am a huge fan of Feats. The ability to customize and make your characters more comic accurate really excites me.
After Arkham Asylum, when WizKids closed its doors, I decided to develop my own feat cards as participation prizes in hopes of keeping HeroClix alive in my area.
After much consideration, I decided to share these with the community as a whole as well opening my collection to Print 'N Play for all players who wish to visit the Coliseum of Comics in the Fashion Square Mall in Orlando, FL.
The actual cards are located in my album which I linked in my signature. I don't know of any other way of putting them out here. A special thanks to BATCRAZEE for having the computer expertise to turn my ideas into an attractive, easy to use card.
I will update each card with a separate post for those wishing to follow. Any discussion about my feats are welcome.
And just for numbers sake, I have approximately 50 feats, 4 BFC's, and 8 Alternate Team Abilities to share. If you check my tournament report, I try and put in Italics and custom feats used so no one is left scratching their heads as to what the heck "Bamf" was...
Batcrazee is busy at work trying to get the digital format down for easy download.
In the meantime lets take a walk through a much needed Special Power / Feat.
Sometime during 1983 I was a wee lad on a road trip from New Jersey to Florida. We stopped by a magazine store and I and my brothers grabbed a few comics. One of those comics was All-Star Squadron Annual #2. It was the comic that really got me into comics and it was what started my first DC crush: Phantom Lady. Mmmm...
Anyway, flash forward 25 years to my Pavlovian reaction to the Freedom Fighters and my excitement at getting the Human Bomb. Upon closer look at this figure I realized he sucks royally. Everything is wrong - he has a TA that requires adjacency with a power that hurts all adjacent. What's more, he can only explode when an opposing figure is exactly 2 square away - that's no bomb, that's a firecracker.
I'd blame it on a pre-Special Power design except he was made in Arkham Asylum. I also thought back to Secret Wars (one of my faves) and how Ultron grabbed hold of the Human Torch and Johnny went Nova Blast to stop him - in HeroClix that moment can't happen.
Well until now:
Comic-accuracy is already mentioned. Cost - well that took some work. The fact is most figures will only be able to deal 1 damage in this scenario so it didn't need to be expensive.
I added the damage to lower the cost further and felt it was deserved. My fear was the feat would be for the big PW monsters and the little guys would get shorted so I upped the damage further.
And knowing players, I considered the combination of Nova Blast with Explode. It costs you 13 points to do and deal the attacker between 3 and 4 damage to pull off.
I think it works nicely and certainly makes the Torches and Human Bombs of the game a little more dangerous.
Now back to Phantom Lady...
Visible Dials and Pushing Damage need to be optional. This is the way.
I'm always happy to see new additions to this thread. Explode is an excellent way to increase comic accuracy, and would be particularly useful for V Electro from Sinister, a figure I always liked but felt was a little underpowered for what a full-strength Electro should be.
True story: I once used Human Bomb's special power to hit 5 League of Assassins generics in a single attack. I think my opponent forgot how Human Bomb's SP worked.
I'm glad we are finally seeing some of your ATAs, though to be completely honest I was hoping for some original game mechanics rather than copying another team's ATA. But, I realize balancing the cost of these things must be tricky, so please don't think I'm looking a gift horse in the mouth. Any chance you could design an ATA for a team like Shadowpact, Exiles, Frightful Four, Power Pack, or some other small-fry team like that?
I'm always happy to see new additions to this thread. Explode is an excellent way to increase comic accuracy, and would be particularly useful for V Electro from Sinister, a figure I always liked but felt was a little underpowered for what a full-strength Electro should be.
True story: I once used Human Bomb's special power to hit 5 League of Assassins generics in a single attack. I think my opponent forgot how Human Bomb's SP worked.
I'm glad we are finally seeing some of your ATAs, though to be completely honest I was hoping for some original game mechanics rather than copying another team's ATA. But, I realize balancing the cost of these things must be tricky, so please don't think I'm looking a gift horse in the mouth. Any chance you could design an ATA for a team like Shadowpact, Exiles, Frightful Four, Power Pack, or some other small-fry team like that?
Glad you like them.
Regarding your disappointment in copying another team's ATA, when I started this project, WK had closed its doors and a lot of speculation had begun. I was still pretty "WK-focused" at the time and was trying to keep the integrity of their ideas.
As the hiatus dragged on I began to really feel the creative drive. I put a toe in a few years back with a custom map (thanks to NeoShazam) and then I tried a few feats to "correct" some oversights or just massage a little more out of the figures.
Here is another ATA that I created (and I am very proud of):
One of my all time favorite villain groups: The Rogues.
At first I was going to have them share attack values - giving them that "family" feel. The problem was, they maxed out at a 10 and TOO many Speedsters had 18, 19, 20 defenses. The Rogues were a joke against their own arch-nemesis.
As WK started really pushing the envelope in specific power a thought hit me: If Lex Luthor was going to take down the Flash - who would be call? The Rogues. So why not make them effective vs what they are best at harassing.
Voila, a star was born! With the hiring aspect in mind, I decided NOT to prevent Wildcards from using it. HSS is so powerful, giving your team a little extra (and using the Rogues) just seemed perfect.
Is this a little better?
Visible Dials and Pushing Damage need to be optional. This is the way.
One of my all time favorite villain groups: The Rogues.
Is this a little better?
Yes, this is exactly the sort of thing I was hoping for. The Rogues may not be one of my favorite groups, but they do have their charm. I particularly like the +2 attack in conjunction with Mirror Master, who's transporter move-attack ability is usually nearly worthless because of the -2 attack penalty. Have you tested it out? Do you find 5 points per Rogue to be an appropriate cost?
The does remind me that Wizkids could really stand to remake Weather Wizard, as well as some of the "new school" Rogues (Girder, Magenta, Cicada, Plunder, Murmur, Double-Down).
Great work, once there's enough of these I'm going to petition my local judge to include them as print-and-play elements. More ATAs please